Games Plus | F.C.Wesel
Transcription
Games Plus | F.C.Wesel
Games Plus | F.C.Wesel F.C.Wesel Games Plus If you are not playing in this campaign then I hate you forever, precious. Forever. “AEGIS” THE MISSION BACKGROUND TRAINING OFFICER: Today we’re looking at a centralized point defense system. As Defender, it is your objective to assist in the safeguarding of your bases defenses. Your opponent, the Attacker, must defeat the point defense system before setting his sights on the true objective, the planetary body. Once the point defense system, in this case represented by four satellite shield generators, is taken out, then the Attacker’s orbital weaponry will make short work of the planet’s surface forces. Good luck. A1 S A1 s D S A1 S A1 ATTACKER FORCE BUILD RULES DEFENDER FORCE BUILD RULES The Attacker will build a Force of 120 points. The Defender will build a Force of 120 points. COMPONENT NOTES You will need one (1) Planet token and four (4) Satellite Tokens for this mission. You will find a Planet Token in the Mission Tool-Box. The four Satellite Tokens are found as part of the Starter Box, and thus you should have them already. DEPLOYMENT RULES 1 Each player rolls 5 Attack dice. a. The person who rolls the most Focus results is the Defender. Reroll ties. b. Or, if you would like to choose a position, and your opponent doesn’t object—play on. If you are not playing in this campaign then I hate you forever, precious. Forever. 1 F.C.Wesel Games Plus If you are not playing in this campaign then I hate you forever, precious. Forever. 2 3 4 5 Set the Planet Token in the center of the playing field. Set Four (4) Satellite Token 1-Range Increment from the Planet at the N, E, S, and W points. The Attacker deploys his Forces in the four “A1 Zones”. The Defender places his forces in the center zone, and may place forces on the planet. a. Note: the Defender must move his forces off the planet ASAP. b. Any ships still touching the planet at the end of the Activation Phase of the First Round slide forward until they are no longer on the Planet, take 1 Critical Damage, and are Stressed. OBJECTIVE Attacker Objective: Destroy all four (4) Shield Defense Satellites. Defender Objective: Keep at least one (1) Shield Defense Satellites for 5 Rounds. ENDING THE GAME The Mission ends if all four (4) Shield Defense Satellites are destroyed, or at the end of Round 5, which ever happens first. SPECIAL NOTES: PLANETARY OBSTACLE The Planet is a Special Obstacle. After the first Deployment Phase of the game (when the Defender “launches from it”) the Planet uses the following rules. Any part of the Ship that overlaps or lands on the Planet must slide back along its ruler until it no longer overlaps the Planet. (Much the same way a ship does when dealing with another ship.) o The ship loses its Action, and cannot Attack that Combat Phase. o Roll 1 Attack die, on a Critical Hit the ship suffers no damage but is Stressed. If a ship’s movement template takes it completely beyond the Planet Token, however, it may move without any penalties. (Much the same way a ship does when dealing with another ship.) The Planet is a complete obstruction: line of sight cannot be gained nor can the Planet Token be fired through. Should a ship somehow end up facing the planet and is “somehow unable to “get past”, on its activation it may “jump” to the other side of the planet, placing the back of the base against the planet. It automatically takes 1 Damage, is Stressed and cannot Attack that Combat Phase. SPECIAL NOTES: SHIELD DEFENSE SATELLITES The four Shield Defense Satellites (SDS) have the following statistics: SDS have 0 AGILITY, 3 SHIELDS, and 3 HULL. Critical Hits do 2 Damage to HULL. SDS never take damage from being bumped into by any ship. The Defender must support his planetary defense screen. He does this by bringing his ships in to help defend the SDS. o Each ship within 1-Range Increment of a SDS gives the SDS 1 AGILITY DIE towards its defense against any and all attacks made against it. o A single ship can aid multiple SDS, so long as it is within 1-Range Increment of the SDS. o A ship cannot support a SDS in a Round in which it overlaps/lands on the Planet Token. Treat SDS just like ships in regards to landing on them. (I.e., your ship slides back, loses an action and cannot fire at the bumped vessel: as per the standard rules.) If you are not playing in this campaign then I hate you forever, precious. Forever. 2