▶ Specialist Troops Specialist Troops
For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops.
Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops.
▶ Dominate Zone of Operations Dominate Zone of Operations
A Zone of Operations (ZO) is Dominated by a player if they have more Victory Points than the adversary inside the area.
Only Troopers represented by Models or Markers (Camouflaged, Shasvastii-Embryo...) count, as well as Proxies and Peripheral Troops. Troops in a Null State do not count.
Tokens representing weapons or equipment (Mines, Deployable Repeaters), fake Holoechoes, and any Token that does not represent a Trooper do not count.
A Trooper is inside a ZO when more than half the Trooper's base is inside that ZO.
▶ Shasvastii Shasvastii
Troopers possessing the Shasvastii Special Skill that are inside a Zone of Operations count while they are in the Unconscious State or any non-Null State.
▶ Baggage Baggage
Troopers possessing the Baggage piece of Equipment that are inside a Zone of Operations and in a non-Null State provide an additional 20 Victory Points for Dominating the ZO.
▶ Key Ops Key Ops
At the end of the Deployment Phase, in Initiative order, players must declare which Trooper from their Army List is their Key Ops. The Trooper chosen must be 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, Holoecho...). Irregular Troops and those whose Troop Type is REM or VH are not eligible.
The Key Ops possesses the Dodge (+3) and Tactical Awareness Special Skills (not cumulative if already possessed).
The Key Ops is identified with a Player A or B Marker.
▶ Operational Learning Operational Learning
When a Specialist Troop performs a Skill with the Scenario Label that requires a WIP Roll and fails, they benefit from the following MODs in subsequent Orders:
- In the second consecutive Order, the Trooper applies a +3 MOD to the WIP Roll required for that Scenario Skill.
- In the third consecutive Order (and subsequent Orders), the Trooper applies +3 and +1SD MODs to the WIP Roll required for that Scenario Skill.
- These MODs are cumulative with any other MOD that applies to Skills with the Scenario Label.
Important: These MODs only apply to Rolls made in consecutive Orders by the same Trooper for the same Scenario Skill, with the same target, with no interruptions, or Orders spent on other Troopers:
- If the Trooper passes the Roll, the sequence resets.
- If the Trooper does not declare that Scenario Skill, the sequence resets.
- If the Trooper declares the same Skill on a different target, the sequence resets.
- If an Order is spent on any other Trooper, the sequence resets.
- Only one sequence can be applied per Trooper and per Scenario-labelled Skill at a time.
▶ HVT & Classified Deck Not Used HVT & Classified Deck Not Used
In this scenario, the HVT Model and Secure HVT rules are not applied. Players will not deploy the HVT Model on the game table and they will not use the Classified Deck.
▶ End of the Mission 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.