19 – We got a dropship down, we got a dropship down

Black-Hawk-Down

 

This scenario came to me as I was lying in bed this morning idly musing on what an awesome game Infinity is and how much I liked the movie Black Hawk Down, so I decided to combine the two! It’s based upon the ‘Black Hawk Down’ movie, with the Black Hawk helicopters being replaced by dropships! This scenario is played on ‘Paradishu’, an island on the planet Paradiso. The objective of the mission is for the defender to successfully heal and evacuate the pilots, and secure the crash sites to prevent the technology falling into enemy hands. The attacking player is aiming to capture the pilots and interrogate them for information, as well as securing the crash sites so that enemy weapons and technology can be stolen.

Deployment – Super 6-1 going down! Before the initiative roll, place a circular template on the centre line of the table, 12 inches from the table edge. This template represents the crash site of the first dropship. With the 1 pointing directly at the centre point of the table, roll a D20. The roll gives the direction of the dispersion, and the second digit the distance [i.e. if a 16 is roll, the dropship scatters towards the 16, 6 inches]. If the template cannot be placed completely flat, then continue to move the template in the direction indicated by the roll until it can. If this causes the template to go off the table edge or into a deployment zone, repeat the process until the template can be successfully placed.

The winner of the initiative roll chooses to be either the attacker or defender.

Game length – 4 game rounds.

6-4 going down! – Before the start of the second game round, place another template at least 12 inches from a table edge, at least 12 inches from the first crash site and at least 12 inches from either deployment zone using the same dispersion rules as the first dropship. Again, if the template ends up dispersing off the table, into either deployment zone, or overlapping the first crash site, then repeat the process until the template can be placed. A second pilot is placed within this crash site.

Injured pilots – The defender gets to place one S2 model representing an injured pilot anywhere fully within the circular templates. Each pilot is armed with a combi-rifle, pistol and knife, and has the statistics of a CSU but without any special skills [see page 181 of the N3 Profiles PDF]. The pilots are considered to be on suppressive fire, which cannot be cancelled [i.e. maximum range of 24 inches] and are considered to be in cover. The only ARO available to the pilot [until an enemy model moves into base to base contact] is to shoot, which can only be declared against models belonging to the attacking player. However, at the beginning of the game round after the pilot arrived [i.e. game round 2 for the first pilot and 3 for the second], the pilots lose the suppressive fire state, returning them to B1 in ARO but restoring their normal range band, representing the pilots succumbing to their wounds and/or conserving ammunition.

The pilots cannot leave the area of the crash site indicated by the circular template unless healed or removed via CASEVAC.

Evacuating the pilots – The pilots will need to be moved to the respective player’s deployment zone either through healing the pilots [defending player only] or moving them according to the CASEVAC rules in Campaign Paradiso. The pilots can only be healed by the defending player’s doctors or paramedics, using the respective doctor skill. Due to the unknown condition of the pilots, medikits cannot be used remotely. Once healed the pilot is considered to be controlled by the defending player and gains an irregular order.

The attacker cannot heal the pilots, and can only use the CASEVAC rules. Before the attacking player can CASEVAC the pilot, a model from the attacking side must first ‘overpower’ the pilot by successfully winning a close combat face to face roll. Once the attacking player’s model reaches base to base contact with the pilot, the pilot can choose to shoot as an ARO [as the attacking model moves in to base to base], dodge, or carry out a close combat attack. Should the attacking model win the close combat this will not cause the pilot to go unconscious, and no saving throw is made by the pilot if he fails. However, the pilot can now no longer ARO for the rest of the game, and CASEVAC can be used by the attacking model. If the pilot wins the face to face roll with a shoot or close combat reaction, the attacking model must make a successful armour save or suffer a wound as normal!

If a pilot is the victim of a successful non-lethal attack that would deny them an ARO from the attacker moving a model moving into base contact [e.g. stunned/blinded/immobilised] then the CASEVAC will not require a F2F roll.

A model from the attacker’s side may still synchronise with a healed pilot as long as the pilot model is not in base to base contact with an active model from the defending side. The pilot is considered to be a hostile civilian for the attacking player [i.e. will require a WIP -6 roll to synchronise]. Alternatively the attacking player can choose to overpower the healed pilot and use the CASEVAC rules as described above.

Players may risk the pilot’s lives by shooting at enemy models who have pilots in CASEVAC.

Interrogating the pilots – The attacker can attempt to interrogate the pilots by spending an order when a model is in base to base contact. The pilot will need to successfully pass a WIP -3 roll or be considered interrogated [the defending player should make this roll]. A pilot can only ever be successfully interrogated once, although the attacker may spend as many orders as necessary to successfully interrogate each pilot.

Secure the crash sites – both the attacking and defending players can attempt to secure the crash sites by having at least 1 model within 8 inches of the centre of the template and no enemy models within 8 inches at the end of the game.

Hostile environment – due to the amount of bullets flying through the air around Paradishu, any part of the table outside of the friendly deployment zone is considered a hostile environment at the ‘Dangerous’level.

When in an area marked as a Hostile Environment, each time a figure rolls an 18 or higher, due to an Order declaration or ARO (It is not applied to Guts Rolls or ARM rolls, for example) it will suffer  a damage 12 hit, and must make an ARM roll.

The number the player gets on the dice roll to provoke the damage is always the natural number rolled on the dice, ignoring Modifiers applied to that roll.

The ARM roll caused by a Hostile Environment ignores Cover Modifiers.

One of the necessary conditions for applying the Hostile Environment Rule is that the Order starts or ends or is performed inside an area previously designated as a Hostile Environment.

While the pilots are within the crash sites, they are not affected by this rule due to the cover afforded by the dropships. 

Victory conditions

  • 1 VP for each crash site secured at the end of the game [both players]
  • 3 VPs for each pilot successfully evacuated into the respective deployment area at the end of the game [both players]
  • 1 VP for successfully doctoring each pilot [defending player only]
  • 1 VP for successfully interrogating each pilot [attacking player only]
  • If the defender kills the pilot in any other way than an unsuccessful attempt to heal them, a penalty of -2 VPs is applied. This penalty does not apply to the attacker.

I would love you to try out the scenario and let me know what you think in the comments below!

 

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Author: redheadhobbies

I've been a fan of the 40k universe since I was a 10 year old kid playing with my brother's RTB01 beaky marines painted as Rainbow Warriors. After ending my love affair with 40k due to shitness and dropping out of the hobby for a little while, I have now been reinvigorated by the awesomeness that is Infinity.

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