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Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:31 pm
by Harlekin
I'm playing a kind of "introductionary campaign" with a few guys here in Munich and I'm planning to share the 6 missions there are.
As I am no native speaker, any help with the wording will be apprediated ;)
And comments and critics of course are also welcome.

The campaign uses the Campaign mode introduced in Campaign Book: Paradiso when it comes to XP.
My main goal was to take the campaign as a introduction to all the special things like Engineers, Doctors and of course Hackers to new-ish players, before the dive right into Paradiso.
Another aspect of the campaign was my intend to make all missions playable for 3 players, as we quite often face the situation of an uneven number of players. My deployment system works quite fine with YAMS in combination with a "strike left" rule (for scoring, your "opponent" is the player to your right) and I wanted to keep this aspect within my campaign.


1. Deployment for 3 players
a) Table is 72"x48
b) There are 3 Deployment Zones plus the corresponding "Extended DZ" (for Infiltrating and Advanced Deployment) (see picture)
Image
c) Initiative is a F2F2F: each player makes a WIP check with his Lieutenant and makes one of the following choices:
- Turn order: Player chooses his turn (1st, 2nd, 3rd)
- Deployment Zone: Player chooses one of the Deployment Zones
- Deployment Order: Player chooses when to deploy (1st, 2nd, 3rd)
After each player made one choice, another turn of choices is made (starting with the player with the best Lt.-roll, again).

It may take some time to translate the missions, but I promise to do my very best to share my missions with the international community ASAP.
Please, don't hesitate to ask any questions. And you're welcome to modify the missions to you own needs.

Re: Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:33 pm
by Harlekin
Mission 1: An Unidentified Signal

A few hours ago, a satelite received fragments of an alien and unidentified signal. We have not seen anything similar, yet. The actual place of origin of said signal could not yet be determined, but we were able to localize the position of a relay which seems to be used for the transmission.
This mission is about performing a triangulation at the position of this relay to trace back the original signal. However, there is some risk for other factions are also there to do the same.
We suspect the alien technology to disturb our systems, so better be prepared to operate without further support.


Objectives:
a) activate 3 security circuits (Engineer or Hacker) (1 point each)
b) activate the radio relay (Engineer or Hacker) (2 points)
c) set up triangulation emitters in the 3 corresponding zones (any specialists) (1 point each)
d) execute triangulation (Hacker) (2 points)

Explanations:
a) Security Circuits
There are three Security Servers (see pic) which have to be switched of. Only Engineers or Hackers can do so with a Short Skill and a successfull WIP-roll..
The Security Servers have BTS-9 against attempts to disable them wireless (without base-to-base contact) or BTS-3 against “wired” hacking.
Engineers trying to disable the foreign technology via a model with G:Servant face a -3 modifier to the WIP-Roll needed. If the Engineer model is in direct b2b contact to the Security Server there’s no modifier for the roll.
Each Security Server can only be activated once.
Models with Camouflage or Impersonation inside the Zone of Control of one of the activated Security Servers gets auotmatically discovered and the marker of that model has to be replaced by the actual model.

b) Radio Relay
The Radio Relay in the centre of the gaming table can only be activated, when all Security Servers are inactive (see a) ).
To activate the Radio Relay an Engineer or Hacker has to spent a Short Skill and succeed at a WIP-roll.
Internal security protocols of the Radio Relay modify any WIP-roll to manipulate it with a -6..
Hackers with a Hacking Device or Hacking Device Plus can activate the Radio Relay via any of their Repeaters but then suffer a cumulative modifier of -3 on the WIP roll.
Engineers can’t use G:Servants to activate the Radio Relay.
Each player receives a +3 bonus on the WIP-roll for any Security Server he disabled successfully (see a) ) with the model which tries to activate the Radio Relay.
c) Setting up Triangulation Emitters
Any specialist (Chain of Command, Doctor, Engineer, Forward Observer, Hacker, Paramedic) kann place the Triangulation Emitters. To do so the model has to be inside the Zone of Control of one of the Security Servers and spend a Short Skill and succeed on a WIP-Roll.
Every player can only use Triangulation Emitters placed by his own models.

d) Triangulation
Only Hackers can execute the Triangulation, after the player has set up e Triangulation Emitters. The Hacker can triangulate from any point on the gaming table by spending a Short Skill and a successfull WIP-roll modified by -3.
Any of the opponents’ Hackers can try to cancel the triangulation with a successfull “Counterhack”, modified by the active Hacker’s BTS and another -3.

Deployment:
See pictures.
Models can’t use Infiltration or Mechanized Deployment to deploy inside the Zone of Control of the Security Servers or the Radio Relay.
AD3 can’t be used to deploy inside ZoC of the Servers or the Relay. AD3 also suffers a modifier of -6 on the PH-roll to deploy because of the disturbances sufferd by communication systems.

End of the Game:
When one of the players executes the Triangulation of after the 4th round.

Image
Setup for 2 players

Image
Setup for 3 players

Re: Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:34 pm
by Harlekin
Mission 2: Recovery of the Test Objekt

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Re: Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:34 pm
by Harlekin
Mission 3: Hybrids

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Re: Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:35 pm
by Harlekin
Mission 4: Laboratory Purge

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Re: Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:36 pm
by Harlekin
Mission 5: Data Extraction

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Re: Harlekin's Mini Campaign

PostPosted: July 23rd, 2014, 3:38 pm
by Harlekin
Mission 6: Consolidation

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Re: Harlekin's Mini Campaign

PostPosted: July 29th, 2014, 12:35 am
by Harlekin
Mission 1 added.
Comments and critics are welcome.

Re: Harlekin's Mini Campaign

PostPosted: August 13th, 2014, 10:50 pm
by chaoshead87
I like the three player option.

I like the mission, not too complicated, not too easy.

I will have to drop this one on my group the next time only three of us show.

Thanks for leaving this here.

Hopefully the others follow soon.

Re: Harlekin's Mini Campaign

PostPosted: August 14th, 2014, 3:07 am
by Harlekin
Thanks for the feedback.
Please let me know, how (or if) you and your group enjoyed the game with the first mission.

Re: Harlekin's Mini Campaign

PostPosted: August 31st, 2014, 4:45 am
by chaoshead87
Alright, we played the mission, twice!

The first time it seemed like the person that deployed in the center of the long edge was going to get the shaft as both enemies could easily ARO them. Turns out that we were wrong and he was just fine. Anyway we had great fun and wanted to play again.

The second time through we had just as much of a blast playing as the first time, even though we accidentally left a massive fire corridor diagonally across the table from one of the corner deployment zones to the far corner of the central deployment zone.

The mission objectives and deployment seem pretty balanced from our two games.

Thanks again for posting this.

I am looking forward to the other missions for your multi-player campaign.