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20 x 20

Infinity Mission System

Version 3.0 by the Prophet of Doom 2016

20x20 Infinity Mission System


Contents
Designers Notes............................................................................................................................. 3
Rules Glossary................................................................................................................................. 4
Sequence of Play ........................................................................................................................ 6
Mission Tables ................................................................................................................................ 7
Primary Missions ............................................................................................................................. 8
Border Clash 1 ............................................................................................................................. 8
Coding Sequence 2 ...................................................................................................................... 9
Collect Debris 3 ........................................................................................................................ 10
Destroy Beacon 4 ..................................................................................................................... 11
Secure Building / Centre 5 ...................................................................................................... 12
Triangulation 6 ........................................................................................................................... 13
Upload Evidence 7 ..................................................................................................................... 14
Access Supplies 8 ..................................................................................................................... 15
Data Recovery 9 ....................................................................................................................... 16
Intercept Enemy Communication 10 ........................................................................................... 17
Investigate Alien Artefact 11 .................................................................................................... 18
Occupy Buildings / Structures 12 ............................................................................................ 19
Secure the High Ground 13 ...................................................................................................... 20
Teseum Run 14........................................................................................................................... 21
Escape with Dropship 15 .......................................................................................................... 22
Escort Warcor 16 ...................................................................................................................... 23
Retrieve Remotes 17 ................................................................................................................. 24
Save the Scientists 18 ............................................................................................................. 25
Seize Hardware 19..................................................................................................................... 26
Wetwork 20 ................................................................................................................................ 27
Secondary Missions ...................................................................................................................... 28
Category A ................................................................................................................................. 28
Category B ................................................................................................................................. 30
Category C ................................................................................................................................. 32

Designers Notes
The 20x20 mission system is meant to facilitate fast pick-up games but can very well be used for tournament
games. It is a flexible system that allows players to use any army point size and play on any table they want
to. There are twenty primary missions and twenty secondary missions, allowing for 400 different scenario
configurations.
The system basically works like the ITS missions, but it does not use classified objectives and it does not put
such a high emphasis on specialists. It is beneficial to include specialists into the army lists, but not a must.
Unlike ITS, this system distinguishes between the different specialists (Engineer, Hacker, Doctor, etc.) In
many missions, having a specialist of one sort gives an advantage to the WIP roll required to win an objective,
but all troopers are able to score.
Apart from the specialists, players will notice that Lieutenants play a role in scoring objective points in many
missions. Just like ITS missions, the maximum number of objective points is 10.
The scenarios have been divided into three categories A, B and C depending on their complexity. (A being the
simplest and C being the most complex.) This serves to give players an idea of how complicated the scenario
rules will be.
There were several reasons why I designed this mission system: I felt that the rich background of Infinity does
not get the respect it deserves in the ITS missions. I want to immerse myself into the gaming world while I am
playing and want to have a strategical and tactical experience at the same time.
While I love the idea that certain missions call for certain troopers, the reality of gaming often is that players
meet with their lists already written and then decide on which mission they want to play. I wanted to have a set
of missions which allows players to use any list they want. I believe 20x20 does that, while at the same time it
makes sense for the players to prepare a list especially for a certain mission.
Writing a mission system which should result in good games no matter what gaming material the players have
at hand affects the terrain, too. This is a rather unfortunate limit for my mission design. I could not prescribe a
certain table setup in the framework of my mission system. As cool as it would be to have the famous 20x20
cm room playing a role in the 20x20 mission system, it cannot be because not everybody has such a building
available.
I also felt that the restrictions on the skill use in ITS and Paradiso are too harsh. There are many missions
where the exclusion zone forbids players to use Infiltration, Airborne Deployment and Mechanized
Deployment. Unfortunately, I realised that I had to put in a few exclusion zones into 20x20, too. Some people
may feel that their use of Impersonation and Airborne Deployment may be inhibited, but I have to argue that
the game balance demands this. I still believe that my exclusion zones are less restrictive than those that CB
imposes. By the way, you will find the words exclusion zone much more often in this version than before. But
if you read the text carefully, you will realise that little has changed.
The last reason was that I felt the ITS missions were too complicated to be used in the hasty environment of a
tournament. Now I have realised that most ITS missions are not that complicated if you give them a thorough
read before the tournament. When it comes to making the 20x20 scenario instructions short and easy to
understand, I think I failed in my mission to a degree. The options in gameplay that Infinity offers makes it hard
to cover all possibilities in a short mission description. I still stuck to my rule that every scenario has to be
explained with one page. I hope that I have at last succeeded in my third attempt to write the scenarios with a
clear wording, considering all the skills and options that players have.
I wish to thank everybody who has contributed to 20x20 by feedback, proofreading, playtesting, translation
and providing me with their ideas. Without you, this mission system would never have worked.
Feedback is essential for me to improve 20x20. If you have questions or observations, please do not hesitate
to contact me via Data Sphere.

Rules Glossary
The 20x20 system uses all the rules found in the rulebook.
There is a primary and a secondary mission in every game. Missions may be chosen or rolled for.
Every mission can be played at any army point size.
The following glossary serves to clarify some terms. All words that are included in this glossary are
written in italics in the scenario description to indicate that players can refer to the glossary.

Accessible: Objective markers and civilian models must always be placed so that a model can get in base to
base contact with it. They may not be placed inside buildings without doors, for example.

Active: Active means a model is in a normal state and thus able to act. Troopers in the Spawn-Embryo state
are not active, unless specified differently in the scenario description.
Central Line: The line in the middle of the board that separates both players table halves. The N3 rules
suggest that only two table edges can be chosen as deployment zones. Some players prefer to allow all four
edges to be chosen as deployment zones. The latter practice only creates a conflict with 20x20 in the primary
missions 3, 8, 17, 18 and 19. If players of those scenarios still want to allow for all four edges to be chosen,
they must set up the objective markers after the deployment zones have been chosen.

Civilian: Some scenarios require civilians. The maximum number of civilian models required is four.
In 20x20 mission, civilians block LoF.
It is not allowed to deploy a trooper in base contact to a civilian unless the scenario rules say otherwise.
All other rules regarding civilians apply unless the scenario rules contradicts them.
Civilian models have the stats given in Human Sphere:
MOV 4-4, PH 10 CC 6, ARM 0, BTS 0, WIP 11 W 1 Irregular and Cube

Lieutenant: When the rules refer to the Lieutenant skill, it means the Lieutenant that was chosen when the
army list was made. (Lieutenant is a skill, as can be found on page 85 of the N3 rulebook.)
When the rules just refer to the Lieutenant, this is referring to the trooper who is Lieutenant in the present state
of the game.
Long Table Edge (of the deployment zone): The far edge of the deployment zone that is usually 48 wide.

Markers: Markers are used to represent items and targets, etc. Marker have a diameter of 25 millimetres.
They do not obstruct movement or LoF in any way, models may end their movement on a marker. Markers are
indestructible unless specified differently in the scenario. Do not confuse Markers with Objective Markers.
Troopers are not allowed to be deployed in base contact with markers that were placed according to the
scenario rules.

Marker State: Taking a WIP check to fulfil a mission objective always reveals the models in a marker state
such as Camouflage, TO, Holoecho and Impersonation. Troopers cannot get back into marker state if they are
carrying objective items as specified in the scenario description, unless the description says otherwise.
Null State: A model which is not able to act due to being Unconscious, Dead, Damaged, Destroyed, SpawnEmbryo, Sepsitorized, etc. See the Infinity rulebook.

Objective Markers (OM): All objectives are indestructible unless specified differently in the scenario.
Troopers are not allowed to be deployed in base contact with objective markers.
Interacting with an objective marker always reveals a model represented by a marker (Camouflage, TO,
Holoecho, Impersonation, etc.) unless the scenario description contradicts this.
The objectives other than civilians can be represented in three ways:
1) Use an appropriate piece of scenic terrain. For purposes of determining cover and lines of sight, play with a
what-you-see-is-what-you-get-approach.
2) Unless specified differently in the scenario, use 40mm objective markers and treat the objectives as being
S3. You may glue an appropriate piece of scenic terrain on the objective markers for aesthetic purposes.
3) Unless specified differently in the scenario, use a 40mm objective marker and consider it S0.
The players agree on the method used before the game.

Objective Points (OP): A game of 20x20 has a primary and a secondary mission.
A maximum total of 10 OP can be scored in every game - a maximum of 7 OP from the primary mission and
maximum of 3 OP from the secondary mission.

Roll Off: Whenever the players have to place objective markers, civilians or assign target areas, etc., they
both roll a die to decide who goes first. The player with the higher roll goes first.

Specialist Skills: The scenario descriptions detail which skills a trooper must have in order to receive a bonus
when rolling a WIP test to fulfil an objective. The difference of probability for success between a trooper who
does not have the necessary skill and one who does have the skill is always 30%.
In some scenarios, some tasks can either only be achieved by specialists or the specialists are able to score
extra OP. Using a skill which is private information obviously reveals the skill.
Troopers with the skill G: Servant can be used to roll WIP checks in order to score objectives and get the
modifier for the specialist controlling them unless the mission description says otherwise.

Spec-Ops: Spec Ops may be used if both players agree on it. The players agree on the number of experience
points given to the Spec Ops. The suggested amount is 12 Experience Points.

Sequence of Play
1. Set up terrain just as normal.
None of the scenarios requires a specific set up of terrain.

2. The players agree on which table edges may be deployment zones.


This is significant only for primary missions 3, 8, 17, 18 and 19, because of the way the objectives are
laid out. If players wish to make all four edges available as deployment zones for these missions, they
will need to set up the objective markers after the deployment zones have been chosen.)

3. Agree on or roll for primary and secondary missions.


Roll a d20 twice and consult the tables below. Alternatively, simply decide which mission you want to
play.
The complexity category is there to help in this decision with category A being the simplest and C
being the most complicated. The columns Material used, Number of Rounds and Specialists give you
further indication whether you want to play the scenario. If you dont like the result of the roll, roll again
or just pick a scenario you like.

4. Table Setup: Place objective markers and civilians if the scenario instructs you to.
In many scenarios, objective markers and civilians need to be set up before the initiative roll. Follow
the instructions of the mission. In some missions, players roll off to decide who starts placing objective
markers and / or civilians.

5. Players choose army lists.


The players inform each other which generic army or sectorial army they are using. They then choose
from two army lists. The players choose simultaneously and secretly.

6. Initiative Roll and deployment.


The deployment zone is always 12 inches from any table edge just as normal unless specified
otherwise in the scenario description.

7. Play the game as normal.


The game length is 3 or 4 rounds, depending on the mission played. The game ends earlier when no
player can achieve any more objective points (OP).

8. Ending the Game.


Depending on the primary mission, three or four Game Rounds will be played. 20x20 uses the normal
rules about ending the game as found in the N3 rulebook, unless specified differently in the scenario
description. The usual retreat rules apply, including the option to end the game early by moving
troopers off the board.

9. Determine Winner.
Objective Points (OP) are always determined at the end of the game. In every mission, you can score
up to 7 OP from the primary mission and up to 3 OP from the secondary mission. The total OP
achievable thus is 10. The winner is the player who scores the most OP.

Mission Tables
Primary Mission
Dice
Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Category
A
A
A
A
A
A
A
B
B
B
B
B
B
B
C
C
C
C
C
C

Scenario

Material used

Border Clash
Coding Sequence
Collect Debris
Destroy Beacon
Secure Building / Centre
Triangulation
Upload Evidence
Access Supplies
Data Recovery
Intercept Communication
Investigate Alien Artefact
Occupy Buildings
Secure High Ground
Teseum Run
Escape with Dropship
Escort Warcor
Retrieve Remotes
Save the Scientists
Seize Hardware
Wetwork

4 OM
12 OM
2 OM
- / 1 Building
2 OM
4 OM
4 OM
1 OM
- / at least 3 buildings
2 OM
Dropship template
2 civilians
2 Remotes / OM
4 civilians
2 OM, 2 civilians
4 civilians

Game
length
3
3
4
3
3
4
3
3
3
3
3
3
3
4
4
4
4
4
4
4

Favoured
Specialist
SO/ Eng / Hacker
SO / FO
Lieutenant
SO / FO
SO / Eng / Hc / ExO / Lt
Doctor / CoC / ExO / Lt
SO / Eng / Hacker
SO / Hacker
SO / Eng / Hacker
SO / Engineer
Eng / Hc / Lt
Engineer
Doctor / Paramedic
SO/Eng/Hc/CoC/ ExO/Lt
Lieutenant

Secondary Mission
Dice Roll
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Category
A
A
A
A
A
A
A
A
A
B
B
B
B
B
C
C
C
C
C
C

Scenario
Destroy the Enemy
Espionage
Hold your Ground
Keep your Troops Alive
Kill em all
Kill the Heroes
Kill the Lieutenant
Kill the Specialists
Take out the Big Guns
Collect Dog Tags
Demolition
Photograph the Enemy
Raise your Flag
Shoot the Messenger
Bounty Hunt
Place Antenna
Scavenge Enemy Technology
Take Prisoners
The Duel
Zombiefication

SO=Specialist Operative
FO=Forward Observer
Eng=Engineer
PM=Paramedic

ExO=Executive Order
Dr = Doctor
Hc=Hacker
Lt=Lieutenant

Favoured Specialist
SO / Forward Observer
D-Charges
FO / Journalist
Lieutenant
SO / FO / Engineer
SO / Engineer / Hacker
Doctor / Paramedic

Primary Missions
Border Clash 1
On a night patrol, two border forces clash as they penetrate into enemy territory.
Deployment: The deployment zone is extended to 16 inches from the table edge instead of the usual 12.
Game Length: 3 Game Rounds
Night Fighting: The whole board is treated as a Low Visibility Zone.
Airborne Deployment: Troopers deploying using Airborne Deployment level 1, 2 and X have to succeed in an
unmodified PH test when deploying. If they fail, they are treated as AD level 3 troopers who have dispersed off
the board.
Troopers deploying using Airborne Deployment level 3, 4, 5 may deploy using that skill despite the Low
Visibility Zone. However, they get an additional -3 modifier on their PH roll when deploying.
Sudden End: If one of the players starts his active turn in the Retreat! state, the game will end at the end of
that turn.
Victory conditions:
At the end of the game, each player calculates the total of army list points for all friendly active troopers fully
inside the opponents table half and then scores OP according to the list below.

Troopers in the Spawn-Embryo state count as being active for the purposes calculating the total army
list points of determining OP.
Troopers with the Baggage equipment provide a bonus of 20 army list points.
Troopers in Retreat! do not count.

5 OP for the player whose total is more than 20 points higher than that of the opponent.
4 OP for the player whose total is more than 5 points higher than that of the opponent.
3 OP for both players if the difference between their totals is 5 points or less.
1 OP for the player whose total is lower than that of the opponent, but has at least one active trooper in the
opponents table half.
After the above, each player calculates the total army list points for all their active troopers who are fully inside
the opponents deployment zone, and then scores OP according to the list below

Troopers in the Spawn-Embryo state count as being active for the purposes of calculating the total
army list points and determining OP.
Troopers with the Baggage equipment provide a bonus of 20 army list points.
Troopers in Retreat! do not count.

+2 OP for the player whos total of army list points inside the opponents deployment zone is higher.
+1 OP for the player whose total of army points inside the enemy deployment zone is less than the
opponents, but has at least one active trooper inside the enemy deployment zone.

Coding Sequence 2
Dark secrets are hidden in four data consoles. The forbidden information must be coded
in sequence to ensure that the unspeakable truth will never be known in the Human
Sphere. Only after the data in one console has been encrypted can the next one be
approached.
Table Setup: Divide up the table space outside the deployment zones into four quadrants as shown in the
diagram below. Place a console (OM) as close to the centre point of each quadrant as possible. The consoles
must be accessible.

Game Length: 3 Game Rounds


Coding in Sequence: In order to code, the consoles (OMs) must be successfully used in sequence. It is only
possible to use a console after the last console has been successfully used.
The numbers below indicate which quadrant the console is in.
The sequence for player A is: 1, 2, 4, 3
The sequence for player B is: 4, 3, 1, 2
To successfully encrypt the data on a console, a trooper must be in base contact with a console (OM), spend
a short skill and pass a WIP-3 roll. Hackers and Engineers have to pass a WIP+3 modifier roll instead. Failed
attempts may be repeated by spending another short skill of an order.
If more than one model is activated using a single order, only one model may attempt to encrypt data.

Victory Conditions:
6 OP for having encrypted the data on all 4 consoles (OMs).
4 OP for having encrypted the data on 3 consoles (OMs).
2 OP for having encrypted the data on 2 consoles (OMs).
1 OP for having encrypted the data on 1 console (OM).
+1 OP if the opponent has not encrypted the data on any console (OM).

Collect Debris 3
A civilian space ship has crashed under suspicious circumstances. Troopers from rival
nations are picking up debris that could provide clues about the cause of the crash.
Table Setup: Before the Initiative roll, 12 objective markers representing the debris are being deployed. The
players alternate in placing 6 markers each. Roll off to see who starts. The objective markers should have a
diameter of 25 mm. They count as being S0. These debris markers (OM) have to be placed:

Within 8 inches of the central line


At least 4 inches away from each other
In accessible spots.

Game length: 4 Game Rounds


Picking up Debris: In order to pick up and carry debris, a trooper must be in base contact with a debris marker
(OM) and spend a short skill of an order, succeeding in an unmodified WIP check. Specialist Operatives and
Forward Observers have to pass a WIP+6 roll instead. If successful, the marker is placed in base contact with
the trooper. Unsuccessful attempts may be repeated by spending another short skill.
When activating multiple models using one order, only one of the models activated with the order may be used
to pick up debris.
Carrying Debris: After having picked up a debris marker (OM), the trooper may move with it, keeping it in base
contact. As long as a debris marker is in possession of a trooper, it is being treated as a marker.
A trooper carrying debris markers cannot go into a marker state (camouflage, Holoecho, impersonation, etc.)
If a trooper carrying debris falls into a Null state, leave the debris markers on the board ready to be picked up by
any other model in the same way as those ones who have not been picked up.
A trooper can carry up to 3 debris markers. This limit does not apply to models with the baggage equipment.
Victory Conditions: At the end of the game, players count the total of the debris markers in the possession of
their active troopers. Markers that went off the board with a trooper in retreat! still count as being in possession
of that trooper.

5 OP for having collected 7 or more debris markers.


4 OP for having collected 6 debris markers.
3 OP for having collected 4 or 5 debris markers.
2 OP for having collected 2 or 3 debris markers.
1 OP for having collected 1 debris marker.
+2 OP for the player who collected more debris markers than the opponent.

10

Destroy Beacon 4
Both factions have installed a powerful beacon sending valuable data to their respective
headquarters. The mission is to destroy the enemy beacon while protecting their own.
Deployment: When deploying their troopers during the deployment phase, the players also deploy a terrain
piece or an objective marker which represents the beacon.
The beacon must be deployed:

within the own deployment zone


at least 8 inches away from any table edge
on ground level
not inside a building
in an accessible spot

Game Length: 4 Game Rounds


Destroying the Beacon: The beacon (OM) is very well armoured and can only be destroyed by accessing one
of its vulnerable spots.
It is only possible to destroy the beacon with a close combat attack, including placing a D-Charge. All attacks
against the beacon hit automatically. The usual rule that only Anti-Materiel weapons can affect scenery items
does not apply to the beacon.
The profile of the beacon are: Armour 6 BTS 6 STR 1.
A beacon is a scenery item. It can be repaired by an Engineer. It is considered to be friendly to the owning
player.
Exclusion Zone: No model or marker may be deployed in the opponents table half using the skills of
Impersonation, Airborne Deployment or Infiltration of any level. The exclusion zone is not applied to dispersion
rules. Inferior Infiltration becomes Forward Deployment level 1.

Victory conditions: Players get:


4 OP if the enemy beacon has been destroyed.
2 OP if the enemy beacon is damaged at the end of the game.
+3 OP if the own beacon is unharmed at the end of the game.
+1 OP if the own beacon is damaged, but not destroyed at the end of the game.

11

Secure Building / Centre 5


A building must be seized as a stronghold over the battlefield.
Determining Target Zone: Before the Initiative Roll, players agree on a building as close to the centre as
possible to be the target zone. The building must have entry points to at least two sides.
If there is suitable building within 6 inches of the centre of the table, a circle with a radius of 6 inches from the
centre of the board is declared to be the target zone.
Exclusion Zone: No model or marker (including Hidden Deployment) may be deployed inside the target
building / the centre zone. This also applies to troopers deploying via Airborne Deployment during the game.
The exclusion zone is not applied to dispersion rules.
Game Length: 3 Game Rounds
Secure Building / Centre: Players try to position as many troopers as possible inside the target zone. If the
target zone is indeed a building, the models must be inside or on top of it in order to be considered to be inside
the target zone.
Victory conditions:
At the end of the game, count the army point costs of the active troopers inside the target zone. Troopers in
retreat! and in the Spawn-Embryo state also count. Troopers with the Baggage equipment provide a bonus of
20 army list points.
Players get:
6 OP for the player who has active troopers inside the target zone and no enemy troopers are inside it.
4 OP for the player whose total points worth of active troopers inside the target zone is at least 5 army list
points higher than the opponents total points worth of active troopers inside the target zone.
3 OP if no player has troopers inside the target zone or the difference in army list points worth of the models
inside the target zone is 5 pts or less.
2 OP for the player who has active troopers inside the target zone, but their army list points cost is 5 or more
below those of the opponent.

+1 OP for the player who has his/her trooper with the Lieutenant skill active and inside the target zone.

12

Triangulation 6
Target zones must be marked for the heavy artillery.
Game Length: 4 Game Rounds
Triangulation: Every trooper is equipped with 1 triangulation beacon, which counts as a disposable piece of
Comms Equipment.
The aim of the mission is to place three triangulation beacons on the table. Two beacon markers may be placed
within 6 inches of each table corner in the opponents deployment zone. One beacon may be placed within 6
inches of the centre of the table and in the opponents half of the table.
The diagram below shows the target zones for each player. The pink areas are the target zones for player A,
the light blue areas are the target zones for player B.

Placing Triangulation Beacons: Troopers may place their beacon marker in base contact with themselves by
spending a short skill and passing a WIP-3 roll. Specialist Operatives and Forward Observers have to pass a
WIP+3 roll instead. An unsuccessful WIP roll may be repeated by spending another short skill of an order.
Beacon markers are considered indestructible and nothing can affect them once they are placed.
Exclusion Zone: No model or marker may be deployed in the opponents table half using the skills of
Impersonation, Airborne Deployment or Infiltration of any level. The exclusion zone is not applied to dispersion
rules. Inferior Infiltration becomes Forward Deployment level 1.

Victory Conditions:
2 OP for having placed a beacon within 6 inches of the left corner of the opponents deployment zone.
2 OP for having placed a beacon within 6 inches of the right corner of the opponents deployment zone.
1 OP for having placed a beacon within 6 inches of the centre of the table and in the opponents half of the
table.

+1 OP for having placed beacons in all three target locations of the table.
+1 OP if the opponent has not placed any beacons inside a valid target location.

13

Upload Evidence 7
The soldiers have the opportunity to upload evidence of war crimes they have witnessed
to O-12 via transmitters inconveniently placed on the battlefield.
Table Setup: Place two objective markers or pieces of scenery representing the transmitters on the central line
of the game table, 8 inches away from the centre of the board. See Diagram below.

Game Length: 3 Game Rounds.


Uploading Evidence: In order to upload evidence, troopers must get into base contact with a transmitter (OM)
and spend a short skill of an order, passing an unmodified WIP roll. Specialist Operatives, Hackers and
Engineers have to pass a WIP+6 roll instead.
Every model can upload evidence only once per game.
Failed attempts to upload may be repeated as many times as necessary by spending more orders until
successful.
When activating multiple models using one order, only one of the models activated with the order may attempt
to upload evidence.
Victory Conditions:
Players get 1 OP for every model that has uploaded evidence to the transmitter (OM).
When a trooper with the skills Lieutenant or Executive Order attempts to upload evidence, the player may reveal
the skill and receive 2 OP instead of 1 if the trooper succeeds in uploading evidence.
The maximum number of OPs to be scored by uploading evidence is 6.

+1 OP is scored for having uploaded more often than the opponent.

14

Access Supplies 8
After a misdirected airdrop of vital supplies, both sides try to gain access to them.
Table Setup: Before the Initiative Roll, 4 supply boxes (or OMs representing them) are placed. Roll off to
determine which player starts. The 2 boxes of the player who starts placing are considered to be ammo
supplies, the 2 boxes of the other player to be medical supplies.
The supply boxes are placed by applying a variant of the dispersion rule.
The players alternate placing the supply boxes anywhere along the central line.
After placing a supply box, put a circular template with the centre over the box and roll 2 dice to see which
direction and how far the box will disperse to. The second digit of the first die result marks the distance (in
inches) the box will be placed from the centre of the template, and the second roll marks the direction of the
dispersion roll.
If any supply box lands within 2 inches of another box or ends up being inaccessible, the dice must be rerolled for that supply box. If a box ends up on a multi-level building or similar terrain feature, place the box at
the highest point possible.
Game Length: 3 Game Rounds
Ammo Supplies: Any trooper in base to base contact with an ammunition supply box (OM) may spend a
short skill of an order and make an unmodified WIP roll. If the roll succeeds, the owning player may choose
one of the following weapons for this trooper: Flash Pulse, D.E.P., Grenades, D-Charges. Additionally, a
trooper in base contact with an ammo supply box may spend a short skill of an order, passing an unmodified
WIP roll to cancel his/her Unloaded state.
Medical Supplies: Any trooper in base to base contact with a medical supply box (OM) may spend a short
skill and pass an unmodified WIP roll to equip him/herself with a Medikit.
Securing Supplies: In order to score OP, the players must secure the supply boxes (OM). A box counts as
being secured by a player if only friendly active troopers are in base contact with it at the end of the game.
Note that troopers in retreat can still secure a supply box (OM).

Victory conditions:
5 OP for having secured all 4 supply boxes (OMs)
4 OP for having secured 3 supply boxes (OMs)
OR having secured 2 supply boxes (OMs) when the opponent has not secured any.
3 OP for having secured 2 supply boxes and the opponent has secured 1.
OR for having secured 1 supply box (OM) and the opponent has not secured any supply box
2 OP for both players if both have secured the same amount of boxes (OMs).
1 OP for having secured 1 supply box (OM) but less than the opponent.

+1 OP if at least one friendly trooper with one of the following skills is securing an ammo supply box (OM):
Lieutenant, Chain of Command, Executive Order.
+1 OP if at least one friendly trooper with the Doctor (all levels) skill is securing a medical supply box (OM).
G:Servant remotes do not count.

15

Data Recovery 9
Data stored in three consoles needs to be recovered and transmitted back to HQ.
Table Setup: 3 objective markers or terrain pieces representing consoles are placed on the board: One in the
centre, and two along the central line 12 inches away from the centre of the board. See Diagram below:

Game Length: 3 Game Rounds


Downloading Data Packs: In order to download a data pack, a trooper has to move into base to base contact
with one of the 3 consoles (OM) and successfully conduct a data recovery action (short skill). This requires a
successful WIP-3 roll. Specialist Operatives, Hackers and Engineers have to pass a WIP+3 roll instead.
Unsuccessful attempts may be repeated by spending more orders.
Data packs can be downloaded multiple times from the same console during the game. However, it is not
possible to download data packs more than once from each console in a players turn.
When activating multiple models using one order, only one of the models activated with the order may attempt
to download data packs.
Keep count of how many data packs each player has downloaded, and from which consoles.
Intercepting Data Recovery: Hackers may try to intercept the data recovery as an ARO action if the model
conducting the data recovery is inside their hacking area. The Hacker makes an unmodified WIP roll face-toface against the trooper that is attempting to download the data pack. If the Hacker wins, the download fails.
Victory Conditions:
5 OP for the player who has downloaded at least 3 data packs and the opponent has not downloaded any.
4 OP for the player who has downloaded more data packs than the opponent.
3 OP if both players have downloaded the same number of data packs.
1 OP for a player who has downloaded less data packs than the opponent, but at least 1.

+ 2 OP for having downloaded data packs from all three consoles.


+1 OP for having downloaded data packs from two consoles.

16

Intercept Enemy Communication 10


Sophisticated technology is employed to intercept enemy chatter in order to find out
about their equipment and plans.
Game Length: 3 Game Rounds
Intercept Communication: Every trooper is equipped with a Comms Equipment which works like a Hacking
Device. It has a single program: Intercept Communication. Specialized Hackers are obviously better trained to
use that program. The program has the following properties:
Range: Hacking Range
Burst: 2 (May be distributed among one or two targets)
Attack Modifier: 0 / Specialist operatives and Hackers get +3
Opponent Modifier: 0 (Target can defend with reset)
Damage:
Target: any active trooper
Skill Type: Short Skill (Not ARO!)
Special: The use of this program is a normal hacking attack that does not cause a BTS roll. If the
attack was a success, the communication has been intercepted. All private information about this
trooper has to be revealed.
Each troopers communication can only be intercepted once per turn.
When activating more than one model using a single order, only one of the models activated with the order
may use the intercept communications program. A coordinated order for hacking using an EVO hacking
device is an exception to this.
Even though this Comms Equipment works like a hacking device, troopers equipped with it do not count as
Hackers and can therefore not be attacked by programs designed to be used against Hackers such as Brain
Blast, for example.
Hacking Programs designed to be used against Comms Equipment may be used against it both in the active
and reactive turns.
An EVO hacking device allows the spending of a command token to repeat a single WIP roll when attempting
to intercept communication as described in the rules of the EVO hacking device.
Victory Conditions:
Keep track of how often communication has been intercepted by each player.
5 OP for the player who has intercepted the enemy communication at least twice as much as his/her
opponent.
4 OP for the player who has intercepted the enemy communication more often than his/her opponent
3 OP if both players have intercepted communication the same amount of times
1 OP for the player who has intercepted communication at least once, but not as often as his/her opponent.

+1 OP for having intercepted the communication of the enemy Lieutenant.


+1 OP if the opponent has not been able to intercept the own communication even once.

17

Investigate Alien Artefact 11


An Alien Artefact with strange properties has been located and must be investigated.
Table Setup: Place an objective marker representing the alien artefact as closely as possible to the centre
point of the table. The objective marker must be accessible.
Game Length: 3 Game Rounds
Investigating the Artefact: Investigating the artefact is an entire order skill which requires a successful WIP-3
roll. Specialist Operatives, Hackers and Engineers have to pass a WIP+3 roll instead. Troopers need to be in
base contact with the artefact in order to investigate.
If a trooper fails the investigation roll, this model may not make another attempt to investigate the artefact
again in this game.
After one investigation attempt has been successful, no further attempt may be made by any trooper in this
players active game turn.
Artefact Effects: Apart from scoring OP, investigating the artefact may affect the battlefield.
After the successful WIP roll to investigate, the acting player rolls a D20 and consults the following table to
determine the effect. The effects come into play after the completion of the order. If the WIP roll to investigate
the artefact has been a critical success, the effect may be chosen instead of a roll on the table.
Artefact Effect Table (D20):
1-5: Place a circular template anywhere on the table. Treat the zone the template covers just like an Eclipse
Grenade. The template stays until the end of the game or removed by the last effect of this table.
6-10: Place a Repeater marker anywhere on the table. The marker counts as a Repeater for both sides. It is
indestructible and can only be removed by the last effect of this table.
11-15: The trooper who succeeded in investigating the artefact benefits from the skill Sixth Sense Level 2
when in base contact with the artefact.
16-20: Select a model, marker or template anywhere on the table. The following effects are applied to it:
a) If a deployable weapon or piece of equipment was chosen, it must be removed. Camouflage markers may
be chosen and must be revealed and removed if they represent such weaponry or equipment.
b) A chosen trooper that is in the state of Possessed, Isolated, Targeted, Disabled, Sepsitorised and/or
Immobilised-1 has these statuses cancelled.
c) A trooper with an active Supportware Program has this program cancelled.
d) If a template was chosen, it must be removed.

Victory Conditions:
2 OP for every successful investigation attempt.
+1 OP for having had more successful investigation attempts than the opponent.

18

Occupy Buildings / Structures 12


In the close quarters of urban combat, buildings are vital strongholds and fall-back
points. The forces fight to occupy as many buildings as possible.
Table Setup: There should be at least 3 buildings on the table. In the absence of buildings, players can agree
on which structures or terrain features supplement for the buildings.
Exclusion Zone: No model or marker (including hidden deployment) may be deployed inside or on top of a
building. This includes troopers deploying via Airborne Deployment etc. during the game. The exclusion zone
is not applied to dispersion rules.
Game Length: 3 Game Rounds
Occupying a Building: In terms of getting OPs, a building counts as occupied when there are only friendly
active troopers inside or on top of it at the end of the game. If active troopers of both players are inside or on
top of a building, no side is considered to have occupied that building. Troopers in the Spawn-Embryo state
count as being active for the purposes of determining OP.
If structures or terrain features are chosen in absence of buildings, the troopers must be in base contact with
the structure or inside the terrain feature in order to occupy.
Note that troopers in retreat! and in the Spawn-Embryo state still count as occupying a building.
Victory conditions:
5 OP for the player whose troopers are occupying more buildings than the opponent at the end of the game.
3 OP if both players are occupying the same number of buildings at the end of the game.
2 OP for occupying at least one building but less buildings than the opponent at the end of the game.
+1 OP for occupying a building/structure that is partially or completely inside the opponents deployment zone.
If no such building/structure exists, count the building closest to the enemy deployment zone as a building
fulfils this criteria for purposes of generating this OP.
+1 OP if the opponent is not occupying any building at the end of the game.

19

Secure the High Ground 13


Areas of high ground have to be taken in order to enable the forces to control the
terrain below.
Game Lengths: 3 Rounds
Identifying Target Zones: Before the Initiative Roll, players identify 4 target areas. Roll off to determine who
starts. The target areas have to be the highest areas on the board. Players alternate in defining target zones.
These areas must be

Accessible to troopers with silhouette 2.


Able to fit at least two troopers with silhouette 2.
Outside the deployment zones.
Clearly defined by the shape of the terrain.
The maximum surface that the terrain piece allows.

Examples of target areas are: the rooftop of a building, the top of a watchtower or the top of a hill.
If there are not sufficient accessible terrain features to select four points, players may select zones on the
ground which become target areas. Examples of such areas are: the ground level of a building, a piece of
woodland terrain, a landing pad.
If there is not enough of those, the game will be fought about fewer than 4 target areas.
The target areas are identified from the highest area of the board downwards. If there are several areas which
could be target areas because they are of roughly the same height, the players take turns picking target
zones, beginning with the player who won the roll off.
Example: There are 4 single level buildings and 1 building with two levels on the table. An elevated bridge
connects 2 of the single level buildings. All of the buildings are completely outside the deployment zones.
The first area to be identified is the rooftop of the building with two levels as it is the highest. The second one
is the bridge as it is a bit higher than the single level buildings. Now 2 more target zones have to be identified,
and there are 5 zones left which are eligible: The rooftops of the 4 single level buildings and the first level of
the building with the two levels. The player who won the roll off picks one of those target areas, the other
player another one.
Exclusion Zone: No trooper or marker (including hidden deployment) may be deployed in a target area. This
includes troopers deploying via Airborne Deployment etc. during the game. The exclusion zone is not applied
to dispersion rules.
Victory Conditions: To secure high ground, at the end of the game you must have at least one friendly active
trooper and no active enemy troopers in the target area. If a trooper is in two areas, the player decides which
area the model occupies.
Note that troopers in retreat! or in the Spawn-Embryo state can still secure high ground.
1 OP for every target area secured.
+2 OP for the player who has secured more target areas.
+1 OP for securing an area higher than the highest area the opponent has secured OR for securing at least
one area while the opponent has secured none

20

Teseum Run 14
Valuable shards of teseum are stored in crates. Opposing forces fight to bring them
home.
Table Setup: 2 objective markers are being used to represent the teseum stores. They are placed along the
central line, each 12 inches away from the centre of the table. See Diagram below.

Game Length: 4 Game Rounds


Gathering Teseum: In order to get a shard of teseum, a trooper must be in base contact with an objective
marker and spend a short skill, passing a WIP-3 roll. Specialist operatives and Engineers have to pass a
WIP+3 roll instead. Failed attempts may be repeated by spending more short skills.
When activating more than one model using one order, only one of the models activated with the order may
attempt to pick up a shard of teseum.
Once a teseum shard is gathered, place a marker next to the model which searched the objective marker.
A trooper in possession of teseum cannot be in the camouflage, Holoecho or Impersonation state.
If a trooper carrying a teseum shard is in a Null state, the marker stays on the board and can be picked up by
any model using a short skill of an order.
Carrying Teseum: All troopers may only carry 1 teseum shard at a time, keeping the marker in base contact.
A trooper carrying teseum with movement 4-4 or lower (or any other MOV value with a total of 8) is slowed
down to 4-2. Troopers with a higher movement attribute are slowed down to 4-4.
Models with the baggage special rule are not slowed down and may carry up to 2 shards of teseum.
Scoring Teseum Points: A trooper with a teseum shard marker moving into the own deployment zone
automatically drops the marker, which is then removed from play. The player owning the trooper is awarded
one Teseum Point.
Victory Conditions: At the end of the game, count the number of Teseum Points every player scored in the
course of the game. Compare the number of Teseum Points the players earned with each other and OP are
awarded as follows:
7 OP if a player has more than 2 Teseum Points and at least double the amount of Teseum Points than the
opponent.
4 OP if a player has more Teseum Points than the opponent.
3 OP if both players have the same number of Teseum Points.
2 OP if a player has less Teseum Points than his opponent but at least 1 and the opponent does not have
double or more the amount of Teseum Points.
1 OP if a player has at least 1 Teseum Point and the opponent has double or more Teseum Points.

21

Escape with Dropship 15


Both forces are stranded in no-mans land and must try to repair a damaged dropship in
order to have some of the team members escape and get help for the others.
Table Setup: Before the Initiative Roll, place a model of a cargo standard dropship or the smaller dropship
template as close to the centre point of the table as possible.
Place a circular template over the dropship, with the 1 pointing towards a table edge of your choice. Roll a d20
and pivot the dropship model or template on the spot so that the entry hatch matches to the point determined
by the die result. Place a wide access marker there. The point where the dropship is damaged is on the
opposite side of the entry hatch. Place a marker there. Repeat the procedure if one or both of the two markers
are not accessible.
Game Length: 4 Game Rounds
The Dropship: The dropship is a cargo standard dropship as described in the rulebook.
(PH 15, ARM 8, BTS 9, STR 3, Cargo Standard Compartment)
Even though it is damaged in the scenario, it is assumed to have STR 3. If using a template, treat the dropship
to have an S8 silhouette for purposes of determining LoF. Troopers inside the dropship have total cover
against all attacks from the outside.
Repairing the Dropship: Troopers must be in base to base contact with the marker indicating where the
dropship is damaged in order to attempt repair. Repairing the dropship is an entire order skill which requires a
successful WIP-6 roll. If the repairing trooper has the Engineer skill, the WIP roll is unmodified.
If more than one model is activated using a single order, only one model may attempt to repair the dropship.
The dropship is considered to be repaired if 2 repairing actions have been performed successfully, no matter
which force has carried out the repairs. Failed attempts may be repeated by spending more orders.
Opening the Entry Hatch: Only after the dropship has been repaired, the entry hatch may be opened by any
player. This requires a short skill and passing a WIP-3 roll. Specialist Operatives, Engineers and Hackers have
to pass a WIP+3 roll instead. . Failed attempts may be repeated by spending more short skills. With the entry
hatch open, models can get inside by passing through the entry.
Launching the Dropship: Once there is at least one model inside the dropship, it may be launched.
Launching requires an entire order and a successfully passed WIP-3 roll. Launching can be done by any
trooper inside the dropship. Failed attempts may be repeated by spending more orders.
Attacking the Dropship: Before the first launching attempt, it is not allowed to try to damage the dropship or
place d-charges on it. Attempting to launch the dropship triggers ARO to all enemy troopers with LOS to the
dropship. If the dropship is Unconscious, it cannot be launched until an Engineer has repaired it again. If the
dropship gets destroyed, all passengers are assumed to be killed.
Even if an army is allowed to attack the dropship, it may still escape with it.
Victory Conditions:
1 OP for every friendly trooper (including troopers in the Unconscious, Immobile and Spawn-Embryo states)
who escaped with the dropship. Troopers in a dogged state do not count.
A maximum of 4 OP can be awarded this way.
+2 OP if no active enemy troopers escaped with the dropship
+1 OP if the own trooper with the Lieutenant skill has escaped with the dropship.

22

Escort Warcor 16
Working on the thin line between entertainment and war, a Warcor is employed to report
on the action deep into enemy territory. The embedded reporter must be escorted
through the battlefield.
Deployment: A free Warcor model is added to both players armies. The Warcor has the following statistics:
MOV 4-4, CC 10 BS 9 PH 11 WIP 13 ARM 0 BTS 0 W 1 Irregular, Cube, Journalist, Six Sense Level 1, Flash
Pulse, Stun Pistol, Knife.
This additional Warcor is deployed during the deployment phase. The usual rules apply.
The maximum number of models in the combat groups is raised to 11.
If an army list already included a Warcor, only the additional Warcor counts for scoring.
Game Length: 4 Game Rounds
Escort Warcor: The aim of the scenario is to move the Warcor as far as possible into the enemy territory,
further than the opponents Warcor. Warcors may leave the battlefield via the far end of the opponents table
edge. The Warcor model is then removed from the table, unable to return. He counts as surviving.
Exclusion Zone: No model may be deployed in the opponents table half using the skills of Impersonation,
Infiltration or Airborne Deployment of any level during the game. The exclusion zone is not applied to
dispersion rules. Inferior infiltration becomes Forward Deployment level 1.
Sudden End: If one of the players starts his active turn in a Retreat! state, the game will end at the end of that
turn.
Victory Conditions: Players receive OP according to how far their Warcor has advanced at the end of the
game. A Warcor who has left the table on the opponents end is considered to have advanced to 50 inches.
If the Warcor enters the Dead state, leave the model on the table for measuring purposes.
At the end of the game, both players measure the distance from the nearest point of the long table edge of the
own deployment zone to the furthest base edge of the friendly Warcor. Compare the distances for the two
competing Warcors.
3 OP if the distance measured for the friendly Warcor is 4 or more inches further than that of the opponents
Warcor and the own Warcor is outside the own deployment zone.
2 OP if the difference of the distance measured for both Warcors is less than 4 inches and the friendly Warcor
is outside the own deployment zone.
1 OP if the distance measured for the friendly Warcor is 4 or more inches less than the opponents Warcor,
and the own Warcor is outside the own deployment zone.
+4 OP if the friendly Warcor has left the battlefield via the long table edge of the opponents deployment zone.
If both players Warcors have left the battlefield via the long table edge of the opponents deployment zone,
the player whos Warcor has left in a later Game Round receives only +3 OP
+3 OP if the friendly Warcor is inside the opponents deployment zone.
+2 OP if the friendly Warcor is inside the opponents table half, but is outside the opponents deployment zone.
-2 OP if the friendly Warcor is in the Dead state at the end of the game.
-1 OP if the friendly Warcor is in the Unconscious state at the end of the game.
For tournament purposes: If a player has a final score of less than 0 OP (including the OP for the secondary
mission), his/her score is considered to be 0.

23

Retrieve Remotes 17
Sophisticated ALEPH reconnaissance remote drones have been disabled by an E/M blast.
Both sides of the conflict try to retrieve the drones to access their technology and the
invaluable intelligence they have gathered.
Table Setup: Before the Initiative Roll, 2 remotes are placed on the table. Ideally, models for S3 remotes are
being used. In absence of such models, use 40mm objective markers. If markers are used, they still represent an
S3 model.
Then the players roll off to place one remote each. The remotes must be placed within 3 inches of the central line
and at least 8 inches away from the other remote and the table edge. The remotes must be placed so that they
are accessible and there is a way they can be moved to both players deployment zones.
Game Length: 4 Game rounds
Remotes: The aim of the mission is to get the remotes into the own deployment zone.
The Remotes start the game deactivated, meaning they are not U but cannot act in any way.
The ODD is always active even if the remote is deactivated and/or Unconscious.
The remotes have the following stats:
MOV 4-4 BS 12 CC 8 PH 12 WIP 14 ARM 2 BTS 4 STR 1 S3, regular, hackable, REM.
Skills: G: Remote Presence, Forward Observer, Sensor, Sat-Lock, 360 vision
Equipment: Optical Disruptor Device, Flash Pulse, Electric Pulse
Pushing Remotes: The remotes are too heavy for CASEVAC. Any trooper with PH 12+ or the baggage skill can
push one remote. Pushing them is a short movement skill. While pushing, the movement value of the pushing
trooper and the remote is 4-2.
The remote must always be in base contact with the pushing trooper. While pushing, it is not possible to jump,
use ladders, climb or vault over obstacles. Remotes moved this way are subject to ARO.
Unconscious remotes may be pushed, even if they were reactivated by the opponent.
Pushing a remote reveals a trooper represented by a marker.
Reactivating Remotes: Remotes can be reactivated with the Engineer skill. This requires an Engineer in base
contact with the remote to spend a short skill and pass an unmodified WIP check. Due to the complexity of the
task, models with the skill G: Servant cannot be used to reactivate a remote. Failed attempts may be repeated by
spending more short skills.
Once reactivated, the remote becomes a part of the army of the Engineer who activated it, even if the army does
not have a Hacker or TAG. It can be placed in any combat group. Once a remote has been activated, the
opponent cannot make it part of his/her own army any more.
Destroying Remotes: It is allowed to attack the remotes in an attempt to deprive the opponent of objective
points. Due to their value, no remote may be attacked before an enemy trooper got into base contact with it.
Victory Conditions:
3 OP for every remote which is in the own deployment zone (or has fled the board in a retreat situation) at the end
of the game and not in the Unconscious state.
2 OP for every remote which is in the own deployment zone at the end of the game but is in the Unconscious
state.
+1 OP if at least 1 remote that is in the own deployment zone has been activated by an Engineer and is in the
Normal state at the end of the game.

24

Save the Scientists 18


Scientists have been wounded in an accident at a laboratory. Forces rush in to secure the
important personnel.
Table Setup: Before the Initiative roll, 4 civilian models representing the scientists are placed by applying a
variant of the dispersion rule. Roll off to determine which player starts.
The players alternate placing the scientists anywhere along the central line.
After placing a scientist, the player puts a circular template with the centre over the civilian model and rolls two
dice to determine where it disperses to. The second digit of the first die result marks the distance (in inches) the
civilian model will be placed from the centre of the template, and the second roll marks the direction of the
dispersion roll.
If any civilian ends up within 2 inches of another civilian or in an inaccessible spot, the dice must be re-rolled for
that model. If a scientists ends up on a multi-level building or similar structure, the player placing the model
decides which level to put it on.
Place an Unconscious marker next to each civilian as they represent the injured scientists. The scientists are
civilians and have the corresponding profile.
Game Length: 4 Game Rounds
Deployment: It is not allowed to deploy models or markers in base contact with scientists.
Save the Scientists: The aim of the scenario is to get as many scientists as possible into the own deployment
zone. This can be done by healing the scientists or moving them according to the CASEVAC rules.
A scientist counts as having been saved if the model is in the own deployment zone at the end of the game and
not in CASEVAC with an enemy trooper. A scientist also counts as having been saved if the model has been
moved off the board in a retreat situation.
Harming Civilians: Players are not allowed to risk harming the scientists by attacking them with lethal force.
Template weapons that could cause them entering a Null state are cancelled if they could harm a scientist.
Weapons that cannot cause the scientists to enter a Null state may be used against them.
However, troopers may risk the scientists lives by shooting at enemy troopers who have scientists in
CASEVAC. This is treated as shooting into close combat. (If a trooper drops out of CASEVAC as a result of an
action, the trooper is considered NOT to be in CASEVAC mode during the entirety of the present order. If a
trooper declares to get into CASEVAC mode, the trooper is assumed NOT to be in CASEVAC mode until the
completion of the present order.) Scientists may be killed that way, resulting in a penalty.
Healing Scientists: Doctors and Paramedics may heal scientists. Due to the unknown condition the scientists
are in, medikits cannot be used remotely and troopers with the skill G:Servant may not be used in order to heal
the scientists. Remember that the scientists have Cubes.
The healed scientist becomes a member of the force of the player that healed him/her, joining a combat group.
Capturing Healed Scientists: The troopers of the opposing team can still try to capture a healed scientist by
getting into close combat with the scientist trying to capture him/her. In this case, a modifier of -6 is applied to
the attacking troopers CC roll. If the CC attack was a success, no ARM roll is made and the scientist is
considered to be Unconscious.
Victory Conditions:
1 OP for every saved scientist.
+2 OP for having saved more scientists than the opponent.
+1 OP if at least 1 scientist has been successfully healed by an own Doctor or Paramedic.
A penalty of -4 OP applies if a player has killed a scientist in any way other than a failed healing attempt.

25

Seize Hardware 19
Valuable hardware is locked in crates and must be seized. The crates are secured with
powerful passwords, which the personnel of the site will know. They may also have some
other useful information.
Table Setup: Before the Initiative Roll, both players alternate in deploying a civilian and a crate (OM) each. (In
total, 2 civilians and 2 crates (OMs) will be deployed.) Roll off to determine who starts. Civilians and OMs must
be deployed in the following manner:

Civilians and crates (OMs) must be deployed within 10 inches of the centre point of the board
The civilians must be at least 4 inches away from each other
The objective markers must be at least 4 inches away from each other
There must be at least a distance of 2 inches between a civilian and a crate (OM).
Civilians and objective markers must be accessible.

No model or marker may be deployed in base to base contact with a civilian.


Game Length: 4 Game Rounds
Interrogating Civilians: In order to interrogate, a model must be in base to base contact with the civilian
model. Interrogating is an entire order skill and requires a successful WIP-3 roll. Troopers with the skills:
Lieutenant, Chain of Command or Executive Order have to pass a WIP+3 roll instead. Failed attempts may be
repeated by spending more orders.
When the first civilian has been successfully interrogated, make a d20 roll: On a 1-10, the civilian knows the
password to the crate (OM) placed by the player whose trooper interrogated the civilian. On a 11-20, the
civilian knows the password to the objective marker that the opponent player has placed. The other civilian will
then automatically know the password to the second objective marker and no further roll is required after the
interrogation of civilians.
Civilians may still be interrogated after the crates (OMs) have been opened as they also reveal other useful
information.
Opening a Crate: A crate (OM) can only be opened once a civilian has been successfully interrogated by a
friendly trooper and thus has given away the password for that crate (OM). Troopers must be in base contact
with a crate in order to open it, spending a short skill and passing a WIP-3 roll. Specialist Operatives, Hackers
and Engineers have to pass a WIP+3 roll instead. Failed attempts may be repeated by spending more short
skills.
Seizing the Hardware: If a trooper opens a crate (OM), he/she seizes a piece of hardware. Place a marker
next to the trooper. The marker will travel in base contact with the moving trooper. Any trooper may carry one
or both pieces of hardware. Hardware markers can be passed on in between friendly models which are in
base to base contact using a short skill of an order. A trooper in possession of hardware may not go into any
marker state. If a trooper gets in a Null state, any trooper can pick up the hardware with a short skill of an
order, without WIP roll. Troopers may move hardware off the board in a retreat! state and score OP this way.
Victory Conditions:
2 OP for each hardware item in possession of a friendly active trooper at the end of the game.
1 OP for each civilian interrogated
+1 for having more hardware items than the opponent in possession of friendly active troopers at the end of
the game.

26

Wetwork 20
Informants approach to hand over vital data to the enemy. These traitors must be
punished and stopped permanently. Preferably before they get to talk to the enemy
Lieutenant.
Deployment: The players choose to have 1 or 2troopers to be left in reserve as they will arrive with the civilian
informants later. The Lieutenant must be deployed at least 8 inches away from the own long table edge of the
deployment zone.
Game Length: 4 Rounds
Bringing in the Informants: Both players get two civilian models each which represent the informants. The
informants have the profile of civilians.
They are placed on the board in the following way:
The player who has the first player turn has to deploy both informants in his/her second turn.
The player who has the second player turn has to deploy both informants in his/her first turn.
Each informant (civilian) is in the CivEvac state synchronized with a trooper who was chosen before
deployment and put in reserve. Either one trooper has both civilians synchronized in the CivEvac state or two
troopers have one civilian each. Informants are allowed to deploy in base contact with troopers.
The informants and the troopers they are synchronized with arrive on the board just like Airborne Infiltrators.
(AD: 2, see pg. 66 of the rulebook) However, they may only choose section 2 or 3 (the long table edge of the
own deployment zone) for deployment.
If the informants have not been deployed by the end of the turn they are meant to be deployed in, they will not
deploy all game and count as being in a Dead state.
In a Retreat! situation, it is allowed for informants to leave the board and thus deny the opponent the
opportunity to kill them.
Handing Over the Information: The own informants must be in base contact with the Lieutenant in order to
hand over the information. To do so, the Lieutenant must spend an entire order skill and pass an unmodified
WIP roll.
Only one attempt to hand over information may be made per player turn.
Each informant may hand over information only once per game.
Wetwork: The Informants are traitors. Players are therefore allowed to attack the enemy informants.
Victory Conditions:
2 OP for every enemy informant who is in the Dead state at the end of the game.
1 OP for every enemy informant who is in the Unconscious state at the end of the game.
+1 OP for every time information has been handed over to the own Lieutenant.
+1 OP if both of the own informants are in the Normal state at the end of the game.

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Secondary Missions
A maximum of 3 OP may be scored from the secondary mission.

Category A
Destroy the Enemy 1
Thin out the enemy troops!
The players get the highest number of OP which applies:
3 OP if the opponent has lost at least 75% of army points
2 OP if the opponent has lost at least 50% of army points
1 OP if the opponent has lost at least 25% of army points
Troopers in the Spawn-Embryo state do not count as casualties in order to determine OP.
Espionage 2
The enemy deployment zone needs to be mapped!
Mapping the enemy deployment zone is an entire order skill and requires a WIP-6 roll. Only troopers
completely within the enemy deployment zone may perform this action. Specialist Operatives and Forward
Observers do not get a negative modifier to the WIP roll.
2 OP are scored for mapping the enemy deployment zone.
+1 OP if the trooper who mapped the deployment zone is active at the end of the game.

Hold your Ground 3


It is vital not to give ground to the enemy. No one should intrude into your territory.
A player gets 3 OP if no active enemy troopers are inside his/her own table half at the end of the game.
Alternatively, a player gets 1 OP if there are active enemy troopers inside his/her own table half, but none
inside his/her own deployment zone at the end of the game.
Keep your Troops Alive 4
The safety of the own forces is paramount for every good commander.
The highest number of OP applies:
Troopers in the Spawn-Embryo state count as active in order to determine OP.
2 OP for a player who has at least half of his/her troopers active at the end of the game. (Count the models)
1 OP for a player who has at least 25% of his/her troopers active at the end of the game. (Count the models)
+1 OP for a player who has no trooper in the Dead state at the end of the game.

Kill em All 5
In war, killing is a business.
3 OP for the player who has at least 3 less models with a Wound attribute in a Dead state than the opponent
at the end of the game.
2 OP for the player who has less models with a wound attribute in a Dead state than the opponent at the end
of the game.
1 OP if both players have the same amount of models with a wound attribute in a Dead state at the end of the
game.

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Kill the Heroes 6


Killing famous enemy soldiers has a tremendous effect on morale on both sides.
3 OP are scored if an enemy trooper with the troop classification of character enters the Dead state.
1 OP is scored if an enemy trooper with the troop classification of Character is in a Null state but not Dead at
the end of the game.
If the opponent has no character trooper, the trooper with the highest army point cost counts as a hero for the
purposes of scoring OP. Because army points are private information and OP are counted at the conclusion of
the game, the players have to guess during the game which enemy trooper is the most expensive one.
Kill the Lieutenant 7
It is vitally important to get rid of the enemy leader.
Players receive 3 OP if the enemy trooper with the Lieutenant skill enters the Dead state. If this enemy trooper
is in any other Null state at the end of the game, the player receives 2 OP.
Kill the Specialists 8
Taking out the enemys specialists means denying the enemy the ability to fulfil their objectives.
1 OP is scored for every enemy trooper in a Null state at the end of the game which has one or more of the
following skills: Specialist Operative, Engineer, Doctor (all levels), Forward Observer, Hacker, Paramedic. The
maximum OP that can be scored this way is 3.
If a player has only two such troopers, the trooper with the highest army point cost count as a specialist for the
purposes of awarding OP.
If a player has only one such trooper, the trooper with the Lieutenant skill and the trooper with the highest
army point cost count as specialists for the purposes of awarding OP.
If a player has no such trooper, the trooper with the Lieutenant skill and the two troopers with the highest army
point count cost as specialists for the purposes of awarding OP.
Because army points are private information and OP are counted at the conclusion of the game, the players
have to guess during the game which of the enemy troopers are the most expensive.

Take out the Big Guns 9


The biggest threats the enemy throws at you have to be neutralised.
Of both armies, the three troopers with the highest army point cost and all troopers with an SWC cost of 1.5 or
more count as target units in this mission. Because army points and SWC are private information and OP are
counted at the conclusion of the game, the players have to guess during the game which of the enemy
troopers are the most expensive.
1 OP is scored for every such enemy trooper who is in a Null state at the end of the game. The maximum OP
that can be scored this way is 3.

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Category B
Collect Dog Tags 10
The soldiers want to adorn themselves with trophies taken from their Dead enemies.
Every trooper put into the Dead state leaves a dog tag behind. Place a marker in place where the Dead
trooper was when removing a killed trooper. Picking up such a dog tag requires a short skill which succeeds
automatically. A trooper must be in base to base contact with the dog tag marker in order to do so. The dog
tag markers move in base contact with the troopers who collected them. Troopers in possession of dog tag
markers are allowed to go into any marker state. At the end of the game, count the number of dog tags in
possession of active troopers.
3 OP for having collected at least 2 enemy dog tags and more than the opponent.
2 OP if both players have collected at least 1 enemy dog tag and have an equal number.
1 OP for having collected at least 1 enemy dog tag, but less than the opponent.
Demolition 11
A building or structure in the enemy deployment zone must be destroyed at its weak spot.
As part of the own deployment, both players place a marker in base contact with a building or structure. This
marker must be within the enemy deployment zone.
During the deployment phase, each player openly nominates one friendly trooper to be additionally equipped
with D-Charges.
For the sake of deactivating d-charges, a scoring D-Charge is considered to be situated on the spot where the
marker is placed.
2 OP is scored if a trooper plants a D-Charge on the spot where the marker laid by the owning player touches
the building or structure and the D-Charge is detonated.
1 OP is scored if a trooper plants a D-Charge on the spot where the marker laid by the owning player touches
the building or structure but the D-Charge is not detonated by the end of the game.
+1 OP if the opponent did not plant a D-Charge on the marker.
Photograph the Enemy 12
The intelligence department is interested in the face of the enemy.
Only troopers who fulfil at least one of the following descriptions may be photographed:

Is a revealed Lieutenant
Is of one of the following troop types: MI, HI, SK, TAG
Is a Character
Is a Mercenary
Is a Spec-Ops

Any trooper may take pictures. Photography counts as a Burst 1 attack using the WIP attribute. There is no
range modifier. All other modifiers apply. Troopers with the Specialist Operative, Forward Observer or
Journalist skill get a +6 modifier to their WIP roll. Troopers that are Unconscious and or in the Spawn-Embryo
state may be photographed.
Every enemy trooper may only be photographed once. You cannot take pictures as an ARO.
2 OP for having successfully photographed more than once.
1 OP for having successfully photographed once.
+1 OP for having successfully photographed more than the opponent.

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Raise your Flag 13


The Lieutenant wants to proudly raise the flag of his nation in enemy territory as a mockery of the foe.
The troopers with the Lieutenant skill have a flag which only he/she may raise. It must be raised in the enemy
half of the table. Raising the flag is a short skill which automatically succeeds. Put a marker in base contact to
the Lieutenant to show where a flag has been raised.
Players can take down enemy flags with a coup de grace action, destroying the flag.
3 OP if the own flag was raised in the enemy deployment zone and is still raised at the end of the game.
2 OP if the own flag was raised in the enemy table half (but not deployment zone) and is still raised at the end
of the game.

Shoot the Messenger 14


A trooper has classified information which will be disclosed to HQ once the battle is over.
When deploying the own troopers in the deployment phase, each player nominates one trooper who has
classified information. This is private information.
2 OP if the friendly trooper with classified information is active at the end of the game.
1 OP if the friendly trooper with classified information is in any Null state other than Dead at the end of the
game.
+1 OP if the enemy trooper with classified information is Dead at the end of the game.

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Category C
Bounty Hunt 15
An enemy trooper has broken the laws of the Concilium Convention. He/she must be brought to justice.
In the tactical phase of his/her first turn, each player announces (open information) which trooper of the enemy
is being hunted. This trooper must fulfil at least one of the following criteria:
is a Mercenary
is a Character
is of the troop type Heavy Infantry (HI)
If it is not possible for the player to nominate an enemy trooper, he/she may do so in the tactical phase of the
second turn. If that still is not possible, the enemy trooper with the Lieutenant special skill, even if unrevealed
or already in a Null state, is considered the nominated target of the bounty hunt.
It may not be possible to nominate a trooper because all eligible enemy troopers have not yet been deployed,
are in a marker state or there simply are no eligible troopers in the opponents army list.
3 OP if the nominated target of the bounty hunt (enemy trooper) enters the Dead state.
1 OP if the nominated target (enemy trooper) is in the Unconscious state at the end of the game.
Place Antenna 16
An antenna must be placed at a high spot to facilitate battlefield communication.
Before the deployment phase, the players decide which area or areas of the table are the highest the troopers
can access. When deciding for multiple areas, all areas must be of approximately equal height. Only areas
outside the deployment zones are considered.
Every trooper is equipped with 1 antenna. They count as disposable Comms Equipment. The antenna must be
placed inside a high area as agreed on before deployment. Leave a marker for a placed antenna.
Placing an antenna is a short skill which requires a successful WIP-3 roll. Specialist Operatives, Forward
Observers and Engineers have to pass a WIP+3 roll instead. A trooper may try again when having failed the
WIP roll, spending another short skill of an order.
Once placed, the antenna counts as being indestructible and cannot be affected in any way.
3 OP if an own antenna was placed at the highest area on the table as agreed on before deployment.
1 OP if an own antenna placed at least 3 inches high and outside the own deployment zone.

Scavenge Enemy Technology 17


Enemy technology has to be captured in order to improve the own technological development.
Whenever a model with one or more of the following skills or characteristics: Hacker, Engineer, Hackable,
Lieutenant, Chain of Command or Executive Order falls into the Dead state, put a tech marker where the
model used to be. (This may reveal private information.) This tech marker can be picked up by any enemy
trooper in base contact with it, spending a short skill and passing a WIP-3 roll. Specialist operatives, Hackers
and Engineers have to pass a WIP+3 modifier roll instead.
The tech marker moves with the trooper who picked it up. It is allowed for a trooper in possession of a tech
marker to enter a marker state (camouflaged, Holoecho, impersonation, etc.) If a trooper with an enemy tech
marker leaves the board in a Retreat! state, that marker still counts as being in the possession of that trooper.
3 OP for the player whose active troopers are in possession of more enemy tech markers than his/her
opponents troopers at the end of the game.
2 OP for both players if they are in possession of the same amount of enemy tech markers, but more than one
at the end of the game.
1 OP for the player who is in possession of at least one enemy tech marker, but less than his/her opponent at
the end of the game.

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Take Prisoners 18
Prisoners need to be taken in order to be interrogated.
Enemy troopers may be moved using the CASEVAC rules.
Enemy troopers in the Unconscious and Spawn-Embryo states are considered prisoners of a player if one or
more of the following criteria are met:
1) The model is in base to base contact and in CASEVAC mode with a friendly trooper at the end of the game.
2) The enemy trooper is inside the own deployment zone and the own army is not in retreat.
3) A friendly trooper a Retreat! state has fled with the prisoner in CASEVAC off the board.
Troopers with the Lieutenant, Chain of Command or Executive Order skills count as two troopers when being
prisoners for the sake of determining OP.
It is allowed to risk the death of own captured troopers by shooting at enemy models which have them in
CASEVAC. This is treated as shooting into close combat. (If a trooper drops out of CASEVAC as a result of an
action, the trooper is considered NOT to be in CASEVAC mode during the entirety of the present order. If a
trooper declares to get into CASEVAC mode, the trooper is assumed NOT to be in CASEVAC mode until the
completion of the present order.)
3 OP for the player with more prisoners than the opponent.
2 OP for both players if they have an equal amount of prisoners and at least one.
1 OP for a player with at least one prisoner but fewer prisoners than his opponent.
The Duel 19
The martial artists yearn to earn glory by defeating worthy opponents in hand-to-hand combat.
Duel: A trooper in close combat with an active enemy trooper is considered to be fighting a duel if all of the
following conditions are met:
1. The enemy trooper has an equal or higher level of the following CC skills: Martial Arts / Guard / IKohl / Protheion , AND/OR an equal or higher CC characteristic (use the unmodified value from the
troopers profile)
2. The enemy trooper is not in the Stunned state or any level of the Immobilised state
3. Your trooper is the only friendly model in base contact with the enemy trooper
4. None of your troopers have fired at the enemy trooper during the combat
A close combat stops being considered a duel immediately if any of the above conditions ceases to be met.
Troopers who do not possess the one of the skils mentioned in point 1 are considered to have level 0 for the
purposes of point 1 above. Troopers with the skill Natural Born Warrior are considered to have level 2.
2 OP are scored if one of your troopers causes an enemy to enter a Null state during a duel
1 OP is scored if during the game, at least one of your troopers initiated a duel by moving into base contact
with an active enemy trooper
Example 1: OP are awarded if a father-knight takes out a SAS and vice versa. The SAS has a lower CC, but
has MA2. The knight does not have the MA skill. OP are not awarded to the winner of this combat if he was
assisted by own troopers shooting into close combat or an allied trooper joining the close combat.
Example 2: OP are scored if the SAS takes out an Odalisque, because the SAS level in Martial Arts (2) is
lower than the Odalisques level in I-Kohl (3). If the Odalisque cuts down the SAS, OP are awarded to the
Haqislam player, because the SAS has a higher CC attribute. It is not relevant that the I-Kohl of the Odalisque
reduces the SASs CC attribute below that of the Odalisque.)
Example 3: A Devil Dog jumps on Sr. Massacre in a desperate attempt to score OP. The K9 antipode has to
stay out of the fight for that purpose. Sr. Massacre is a viable target because his CC attribute is higher and
with Natural Born Warrior, he has a special combat skill level (2) of which the Devil Dog has none. If Sr.
Massacre wins this fight, no OP are awarded to the controlling player for this same reason.

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Zombiefication 20
A powerful experimental drug will be tested on the battlefield. If successful, an enemy trooper will become a
mindless slave!
Every trooper with a Medikit is equipped with the drug. If no trooper in an army is equipped with a Medikit, the
owning player may nominate a trooper which will then have a Medikit that can only be used in order to test the
drug.
The drug may be applied remotely or when in base to base contact with an Unconscious enemy trooper. The
Doctor skill may be used to heal the enemy trooper.
Once the enemy trooper is healed by using a Medikit or the Doctor skill, the opponent player must take a
WIP-6 test for his/her model. If the roll fails, the trooper counts as being Sepsitorized. (Even if the trooper does
not have a Cube.) If the roll succeeds, simply treat the trooper as active again.
After a successful zombiefication, the test is considered to be completed and no further attempts to turn
people into mindless slaves may be made.
2 OP are awarded for successfully zombiefying an enemy trooper.
+1 OP are awarded for successfully applying the zombiefication drug into an enemy trooper, even if the
trooper is not successfully healed or succeeds in the WIP test not to become a zombie. This OP can only be
awarded once.

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