Rose City Raid 5 - The Custom Missions

Jon and I never being content with the challenges we subject our players to decided to ramp it up this year by creating a bevy of custom missions. Players this year will be facing 3 unique challenges designed by the Rose City Raid team.

There may be some minor adjustments before the tournament goes live, any changes will be updated here and announced on Facebook and the Cascadia discord.

 

Supply Drop

This is probably the easiest custom mission to figure out, so I won’t write the whole thing out here. Players will set up, play and score just like they were playing Supplies. At the start of each game round, the location the Tech Coffin lands will be determined. The possible locations for the Tech Coffin are the same locations the Tech Coffins would normally be placed in Supplies.

  • Round 1 - The player who has initiative rolls a D20:

    • 1-6 - Place the Tech Coffin in the location on the players left.

    • 7-12 - Place the Tech Coffin in the location on the players right.

    • 13-20 - Player who has the second Player Turn decides.

  • Round 2 - Place the Tech Coffin on the center location.

  • Round 3 - Place the Tech Coffin on the last location which has not yet been landed on.

Other than how and when the Tech Coffins appear on the table, this mission is played exactly like Supplies.

 

Last Resort

 

The resort of Moir-a-Looga, once famous only for its Six Star Serra Fish Buffet and pristine golf links, has suddenly become the focus of multiple intelligence organizations. After a brief and eventful tenure in the Pan Oceanian government, the owner of the resort retired there, bringing with him a haphazardly packed selection of extremely sensitive documents. Infuriated by the security risks, the Hexahedron made it their highest priority to either recruit, extort or replace every member of the resort staff until government lawyers could get the documents back. Of course, the same opportunity quickly became obvious to Yu Jing's Yanjing, the Hassassin Society, Ariadna's Stavka, a cell of Equinox terrorists and possibly even Shasvastii agents of the EI. Copying, moving, removing, destroying and planting entirely fabricated folders full of "classified information" suddenly became the clandestine game of the season.

Double and triple agents abound. Keeping track of who is spying for who has become a logistical nightmare, backed by AI assisted operations rooms full of spymasters. Finally, with a government raid on the way, things have come to a head. Two of the cleaning staff were just found dead in a closet, but were spotted minutes later, cleaning offices next to the private residence.  Your team must get in, uncover the enemy operatives and discover what they know, while making sure your own agents do not fall into enemy hands. Let's hope you don't run into any other intelligence agencies doing the same.

 

"Good news, I don't think I need to kill that French maid. Turns out she's just looking to remove evidence of the Merovingian Premier's affair. Can you believe he's sleeping with a woman 14 years older than his wife?"

- Major Lisette Beckmann, Hexahedron Garkain Operative

"Do you think we can stay a few more days? I haven't had fish tacos this good since that week at Vikruti Beach."

- Kyle Hawkins, Hospitaller Knight

 

Mission Objectives

Main Objectives

Points Timing Objective
3 End of Game Have the enemy Designated Target in the CasEvac or CivEvac State with one of your troopers.
1 End of Game The enemy Designated Target is in your Deployment Zone.
1 End of Game The enemy Designated Target has been discovered.
2 End of Game The enemy Decoy has been discovered (1 each).
1 End of Game Your Special Master has not been killed.
2 End of Game Your Designated Target has not been killed.

Classified Objectives

  • Classified Objectives are not used in this mission.

Forces and Deployment

  • 48x48” table size

  • 12” deployment zones

  • It is not allowed to deploy in silhouette contact with any HVT.

  • HVTs must be deployed 4” outside your own deployment zone and at ground level, but otherwise follow the deployment rules for Impersonation. HVTs may not attempt to deploy in the enemy Deployment Zone.

Scenario Special Rules

CivEvac & CasEvac

Please refer to the ITS14 document for the rules governing civilians and the CivEvac or CasEvac state/order. The following note under Cancellation is ignored:

 

Cancellation

This State is automatically cancelled if the carried Trooper recovers from the Immobilized(IMM-A or IMM-B), Stunned, or Unconscious State.

 

Reminder: CasEvac may be used on models which are Stunned, or in the IMM-A/B state.

Crowded Resort

During regular deployment, both players will deploy three HVTs in the Impersonation State (choice of IMP-1 or IMP-2), applying the conventional rules for deploying models. One of them will be the Designated Target, the others are Decoys. This choice will be made by each player during the Deployment Phase. It is Private Information and must be written down to show to your opponent if necessary. It is not public knowledge that the Impersonation State HVTs are indeed HVTs, or other models in the Impersonation state.

All the HVTs have an HVT Profile (Neutral Civilian) until they are Discovered to be the Designated Target, or a Decoy.

An HVT applies the HVT Profile (Designated Target) at the end of the Order in which it has been Discovered to be the Designated Target.

Designated Target

In this scenario, either player may use the CivEvac skill on the Designated Target as if it was a Hostile Civilian (to which it will ARO normally), and the CasEvac skill on the Designated Target, as if it was a friendly trooper (though it will still ARO if possible). The Designated Target may not declare any ARO while it has the CivEvac Token, or in the CasEvac state. Additionally, either player may use the Doctor skill, or Medikit, on the Designated Target.

Other HVTs are Decoys, and are removed once Discovered.

Specialized Operation

Since Designated Target is to be taken alive, troops have been equipped and trained to use less than lethal force to extract the enemy agent.

The following rule are in effect:

  • All models which are armed with a Pistol of any type will also gain a Stun Pistol for this mission.

  • Any model with Martial Arts may choose to use PARA ammunition type when declaring a CC Attack. This ammo may not be combined with any other ammo type.

Special Master

The Special Master is an operative with a wide expertise in tracking and discovering spies.

At the end of the Deployment Phase, in Initiative order, players must declare which Trooper from their Army List is their Special Master. The Trooper chosen must be always one of the models deployed on the game table. Players are not allowed to choose Troopers in Hidden Deployment or in Marker state. This Trooper must always be on the game table as a Model and not as a Marker (Camouflaged, TO, Holoecho...). Also, Irregular Troops and those whose Troop Type is REM are not eligible to be Special Master.

The Special Master possesses the Discover (+3) Special Skill and also Biometric Visor, even if those are not listed on their Unit Profile. If the Trooper already has Biometric Visor or Discover (+X), then they are not applied, this does stack with other sources of Discover bonuses, such as the Fireteam Composition Bonus.

The Special Master is identified with a Player A or B Marker.

Alive at All Costs

Due to the incredibly sensitive information possessed by the Designated Target, it is important that they are not killed. The enemy Designated Target may only be targeted by Attacks with the Non-Lethal trait.

Can’t Let Them Live

A player's Designated Target may be targeted by their own forces as if it was an enemy trooper.

Designer’s Note: You may attack your own Designated Target with any weapon, it is not subject to the Alive at All Costs rule above, that rule applies only to the enemy Designated Target. In effect, you are attempting to extract the enemy Designated Target, while preventing your own from falling into enemy hands.

Killing

Troopers are considered Killed by the adversary when they enter Dead State, or they are in a Null State at the end of the game.

Troopers that have not been deployed on the game table, as a Model or Marker, at the end of the game will be considered to be Killed by the adversary.

End of the Mission

This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the game will end at the end of that Turn.

 

Blockade Runner

 

The rogue AI Brutus has taken control of the West Coastline defense batteries as part of its strategy to enforce the blockade on the city of New Hypatia. You are tasked to run the blockade and smuggle one of our key personnel, a real High Value Target (HVT), through the defense batteries. Be warned, the defense batteries are designed to prevent this exact type of activity!

Brutus must have done something to bypass the security software on the defense batteries as well. They should have been hardened against this sort of attack. As a secondary objective, see if you can collect a system log from the defense battery Command Console. It will take a trooper with special training as well as time, so make sure you plan to cover whoever it is doing the work! Consider taking a Master Breacher.

We are certainly not the only team interested in gathering intelligence near the West Coastline defensive batteries. You have your classified objectives on your comlog as well. 

Remember, this is a coastal area, so you may want to consider an amphibious assault. Good hunting.

 

Mission Objectives

Main Objectives

Points Timing Objective
2 End of Game Your HVT in CivEvac state in opponent's table half.
2 End of Game Your HVT in CivEvac State in opponent's deployment zone.
1 (max 4) End of Player Turn* Control Command Console with Specialist Troop or Master Breacher.
*This is the end of each player’s turn. There are 6 player turns and 3 game rounds.

Classified Objectives

  • Each player has 2 Classified Objectives (1 Point Each).

Forces and Deployment

  • It is not allowed to deploy in silhouette contact with any HVT.

  • HVTs must be deployed 4” outside your deployment zone but in your table half.

  • It is not allowed to deploy in silhouette contact with the Command Console.

Scenario Special Rules

CivEvac

Please refer to the ITS14 document for the rules governing civilians and the CivEvac state/order.

Control the Command Console

A Console is Controlled by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it. So there cannot be any enemy Troopers in Silhouette contact with the Console. Models in a Null State cannot control the console.

This scenario requires the controlling Trooper to be a Hacker, Engineer, Doctor, Forward Observer, Paramedic, or have the Chain of Command or Specialist Operative skill. The Master Breacher also counts. However, denying the controlled state is possible with any trooper.

Defense Battery

These Batteries are fixed to the floor and cannot move. They must be represented by a Model or piece of scenery with the same Silhouette value. They may not benefit from cover. They will automatically fail saves from PARA ammunition types and cannot declare Dodge to cancel the Imm-A state. When Possessed, they may be repaired by a friendly engineer.

The Defensive Batteries are considered TAGs. When they are not possessed, they are considered hostile to both players. They will declare whatever ARO is possible, using the following priority order:

  1. ARO: BS Attack

  2. ARO: CC Attack

  3. ARO: Reset

  4. ARO: Discover

When the STR Attribute value of a Defense Battery is 0 or less, it is removed from the game table. When Possessed, the Defense Battery stat-line does not change from the one below:

 
West Coastline Defense Battery
MOV CC BS PH WIP ARM BTS STR S
- 10 10 - 13 4 6 2 2
Equipment: 360 Visor
Special Skills: Total Reaction, Gizmokit (PH=10)
BS Weapons: MK12
Melee Weapons: Para CCW (-3)
This model is considered a TAG. It is hackable, but does not have a cube.
 

Disable the Defense Battery

Short Skill, Attack

Requirements

  • Specialist in base contact with the Command Console

Effects

  • Passing a WIP check allows the active player to choose a Defense Battery in a non-null state and immediately apply the IMM-B state (the reset at -3 WIP one) with no BTS save on the part of the Defense Battery.

  • This WIP check will be face to face with the chosen console’s BS Attack ARO if applicable.

  • The Defense Battery may ARO: Reset as normal to exist IMM-B.

Master Breacher

The Master Breacher is an operative with a wide expertise in breaching accesses during a space boarding action.

At the end of the Deployment Phase, in Initiative order, players must declare which Trooper from their Army List is their Master Breacher. The Trooper chosen must be always one of the models deployed on the game table. Players are not allowed to choose Troopers in Hidden Deployment or in Marker state. This Trooper must always be on the game table as a Model and not as a Marker (Camouflaged, TO, Holoecho…). Also, Irregular Troops and those whose Troop Type is REM are not eligible to be Master Breachers.

The Master Breacher possesses the Terrain (Aquatic) Special Skill and also D-Charges, even if those are not listed on their Unit Profile. 

The Master Breacher is identified with a Player A or B Token.

Master Breacher Special Order

The Trooper with the Player A or B Token during the Order Count is granted an extra Irregular Order in addition to the one provided by their Training (Regular or Irregular). This exclusive Irregular Order cannot be transformed into a Regular Order, or be used in a Fireteam.

End of the Mission

This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the game will end at the end of that Turn.