I'm porting this over from the other forum. Without killing you with details ahead of time, I wanted to combine aspects of ITS, YAMS, and Paradiso/Dire Foes missions with 3 things in mind:
1. Lists should strongly encourage specialists but not necessarily require them.
2. Battlefields should be an interesting aspect of Infinity games.
3. Extraordinary or cinematic actions should be encouraged.
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Nova Ops (v 2.8)
A new objective-based missions system for Infinity: The Game
by vorthain & john_b
“It was supposed to be an average mission: get in, take out a few pigs, steal the data, and be gone. We didn’t know they’d be after our own resources or taking down Lieutenant Ngosa. Neither of us knew the security systems from the previous occupants were still active.”
Rato Juric, Securitate
Seizure of Station Sygna-7
Human Edge
Game Overview
Nova Ops games are based on competition to complete both private and public objectives in a combat zone with a range of conditions, making each game a unique tactical experience.
Games have four turns and conclude immediately if one player is tabled. The battlefield is four feet by four feet, with 12" deep deployment zones on opposite sides of the table. A central command room (CCR; 8" square, and of infinite height) is placed at the center of the table. It has four wide gates, one facing each table edge. The four doors to CCR begin the game closed and can all be opened on a short order after the first turn. The command room doors have ARM 10, BTS 9, STR 3, and are susceptible to all lethal ammo types.
The following features should also appear on the table prior to deployment:
1. friendly console x 1
Place on ground level 4" forward of the of your deployment zone
2. enemy console x 1
Placed anywhere 4" forward of the enemy deployment zone
3. central console x 1
Placed in center of central command room
When the central command room’s doors are opened or a door is breached, place:
4. civvie x 1
Roll to randomly place:
> 1-5 far left corner
> 6-10 far right corner
> 11-15 near left corner
> 16-20 near right corner
Scoring
“The number of deaths at your hand is irrelevant when the mission goes unfulfilled. When the mission is death…that is a different story.”
Varshasp Tir, Hassassin Barid
The South Seeland Massacre
Varuna
Each player will randomly select 6 objective cards from a single deck, nominating 2 only that player will get points for, and 2 public objectives that either play can earn points completing. Alternatively, if decided upon beforehand, each player can select 4 to 6 objective cards to be kept entirely private or entirely public. Ties are resolved by the accomplishment of Feats.
Each player may optionally declare that he is going to attempt the Challenge version of one objective, which will be more difficult but net 2 points instead of 1, meaning they may get up to 7 points. Failing this objective results in a loss of 1 point. The player must declare they are going for the Challenge version of an objective and reveal it. Both players may nominate the same public objective for a Challenge, but will not get points for completing the other player’s Challenge…but they will benefit from preventing it!
For example, one player may be confident on the Forward Operator objective since she has a hacker with AD3. If she wants to try the Challenge, she reveals this to her opponent whether it is a private or public objective. Her opponent now knows she can swing the battle on that objective and can try to stop her to force her to -1 point, all the while managing his own objectives.
Specialists
“I don’t care if you can take out a snow-hopper from 100 yards or disappear before your enemy’s eyes! The best gun in the world isn’t going to help you when you can’t figure out an iceless sub-white encrypted console.”
Biwott Oestergaard, Hexas
Trollhattan Mission Briefing
Svalarheima
Specialists include hackers, engineers, doctors, paramedics, forward observers, and models with chain of command. They often may make rolls with reduced or no WIP rolls (see specific objectives). Any model may attempt to operate consoles as many times as they wish until they succeed. Models may operate consoles via Repeaters or Servants at an additional -3 to WIP rolls, but additional attempts cannot be made by a Repeater or Servant if it fails.
Specialists can reinforce consoles against enemy use with ice, or using a WIP -6 roll in base to base contact. On a success, enemies trying to interact with that console have an additional WIP-3 to operate it. Consoles are Repeaters for whichever side last successfully iced it.
One specialist should be nominated Authorized Specialist. This model never has to roll for WIP when testing to operate consoles personally or synchronize with civvies, instead only spending a short order for completion of that activity.
Spec-Ops are permitted but not required, and are capped at 8 XP. If you use a Spec-Ops, then it will be automatically be your Authorized Specialist.
Order of Operations
1. Determine Special Battlefield Condition and apply table conditions.
2. Draw your Objectives.
3. Roll Initiative and begin the game as normal.
Objectives
“Targets acquired: 1 Jotum, 1 Knight – probably Hospitaller, 3 Fusiliers, possibly ghosted troops too. Authorizing Celestial Guard smoke coverage now. Guilangs, move up. Priority one is securing the central command and downloading information related to Project Warg. Extract the technician if possible. If you see any hackers, take their Cubes. And should the Xian Shan approach, release the Wolves.”
Bo Fang, Daofei
[redacted]
Svalarheima
Following each of the regular objectives are Challenge objectives (see Scoring, above). You may elect to complete one Challenge objective. These are presented at the end of these rules.
Feats
“When I saw the Tysh emerge from thermo-optic camouflage on the opposite side of a human in his death spasms. Your hacker’s wetware – and surrounding ‘brain’ - was fried, I knew this was a victory.”
Zhiirk, Tactical Special Wing Noctifers
Black Cell Interrogation SHAS-1095
Satori, Paradiso
Feats are cinematic acts of heroism (or villainy) that augment the themes and character of Infinity. If players score the same number of objectives, completed Feats are compared to determine the victor. If both players complete the same number of Feats, use the remaining points on the table to calculate the victor.
01. Meltdown: Successfully use Anti-Hacking Protocols (AHP) against an enemy hacker.
02. Humanitarian: Immobilize, glue, blind, or otherwise non-lethally incapacitate 3 or more enemy units.
03. Puppetmaster: Use an enemy TAG or Sepsitorized troop to kill at least 2 enemy units.
04. Away from the Light: Heal 3 wounds or structure in the course of the game.
05. Parkour: successfully injure an enemy model while jumping or falling (includes shooting)
06. Ghost: Put an enemy in an Unconscious or Dead state_from outside its LoS and ZoC
07. Boom: Put an enemy model in an Unconscious or Dead state using d-charges
08. Trick Shot: Put an enemy model in an Unconscious or Dead state with a -9 to hit modifier or worse.
09. No Pulse: Move 3 enemy models from the Unconscious state to Dead.
Special Battlefield Condition
“Yes, we knew the place was used to handle recovered Tohaa biotech. We just thought the biotech was dead – or whatever counts for dead for that kind of thing. Long story short, Commander: it wasn’t dead.”
Bertrand de Foix, Zouaves
Containment of Daiichi BioNetics Leak
Paradiso
One of these random effects changes battlefield conditions. They are designed to take effect during the entirety of a battle, but players may opt to have them only during certain turns, or alternate throughout the game.
1. Sentries Active
Place 4 remotes (28 mm bases): d20” from the non-DZ table edges and adjacent to the left of the CCR doors facing DZs. They have BS11, ARM 2, BTS3, 1 STR, Total Reaction, and are armed with a combi rifle and electric pulse. They will respond only to models, will become active after the first shots of the game are fired, and are hackable.
2. Urban Decay
Treat any area inside of a building or other structure as Difficult Terrain. Deployment inside Difficult Terrain is not permitted. Any Terrain skill will ignore this effect. It does not apply to roofs. Reroll in the event of lacking inside terrain.
3. Fog of War
Line of Fire is limited to 2”. AD cannot enter on the first turn, and AD rolls -3 PH. Infiltrators roll -3 PH to deploy outside their DZ. Impersonators suffer WIP -3 to deploy in enemy DZ. Forward Observers can Mark consoles at range with -3 WIP on the marking roll.
4. Infected Swarm
At the start of turns 2-4, disperse two round templates from the center of the table. Swap initial facing at the start of each turn. Roll d20; disperse in the direction of the second digit the distance rolled on the die. They do DAM 12 Nano, and are Low Vis Zones of infinite height. Civvies, Doctors, and Paramedics are Immune to damage effects.
5. Hostile Environment
Roll d20. On an even, a 12” band (6” on either side of midline between players) is Adverse terrain, with rolls of 19 or 20 rolled within it incurring a Damage 12 hit. On an odd, an 8” band (4” on either side of line perpendicular to players) has the same effects.
6. Support Drop
Place 4 crates (28 mm bases): d20” from the non-DZ table edges and adjacent to the left of the CCR doors facing DZs. Specialists may check these with no roll; otherwise a WIP roll is needed. Failing the WIP roll incurs a DAM 12 round template attack. Roll on Booty 1 table on successful WIP roll. Support Drops are not removed once accessed, but they can be disabled and removed by any weapon with special lethal ammo (PH 14, ARM 5, BTS 3, STR 3). Booty is not accessible by Remotes or TAGs. Engineers and models with Chain of Command may add or subtract 3 from their Booty result.
Campaign
“Temper your respite with preparation for the next engagement; foes are rarely vanquished in a single battle.”
Jaishri Madhuri, Naga
Novo Natal Training Center
Acontecimento
Multiple missions may be played sequentially in a campaign setting. Victory points from completing objectives may be spent on your Spec-Ops. Players are initially paired randomly and are ideally even-numbered. Winners of the first game will be randomly assigned to play other winners, and likewise for losers.
You may select 3 Spec-Ops in the course of a campaign. Each will begin with 8 XP. Only one Spec-Op may be in your army list per game (in addition to a Dire Foes character). The XP gained can be spent on each Spec-Op. Spec-Ops death (i.e. failure to MedEvac and CubeVac) are reset to 0 XP.
For example, a Haqqislam player may have 3 Spec-Ops for different conditions in a campaign.. All of them start with 8 XP and may be completely different. If the player gets 5 XP in his game, each of the three Spec-Ops gets 5 XP, bringing the total each has to 13 XP. If, in a poor turn of events, one Husam dies in combat, the player may recruit a new Husam beginning at 0 XP but the other two are unaffected.
In the final round of the campaign, the players with the highest XP may roll 2 Special Battlefield Conditions, or use a special variant below:
Eclipse: Hostile Environment, plus Fog of War takes effect on the second and third turns of a game.
Support Inbound: Support Boxes become available only on the second turn, and scatter per Infected Swarm.
Plague: Infected Swarms appear above all Dead models.
Wasteland: as Urban Decay, but difficult terrain is outside instead of inside and counts as Hostile Environment
Security Upgraded: When a security remote from Sentries Active is activated, roll on the Booty table for that bot.
Objectives Index
Challenge version follows ‘>’
01. Assassinate: Put the enemy lieutenant in an Unconscious or Dead state.
> One model kills enemy lieutenant, including Coup de Grace.
02. Giantslayer: Use a single model to put a TAG or 3 W/STR unit in the Unconscious or Dead state.
> As above, but using a model on a 28 mm base.
03. Braindrain: Put an enemy specialist in an Unconscious or Dead state.
> Kill all enemy specialists.
04. Takedown: Put the most expensive enemy unit into the Unconscious or Dead state.
> As above, but solely using models no more than half that enemy unit’s cost.
05. Gladiator: Kill two enemy units in the Unconscious or Dead state using one unit.
> As above, but for four enemy units.
06. Collateral: Kill the civvie in close combat out of the sight of the enemy.
> Kill the civvie in close combat in view of an enemy unit.
07. Secure: Have more points worth of models in the CCR.
> As above, because the enemy has no models in the CCR.
08. Recon: Pass a WIP -3 roll in the enemy DZ (un modified WIP roll if specialist).
> Pass a WIP roll within 8” of each table corner of enemy DZ
09. Survey: View at least 75% enemy models.
> View all enemy models.
10. Trespass: Have an active model in enemy DZ.
> Have 3 active models in the enemy DZ.
11. Clear: Have all active models out of DZ
> Have all models out of the DZ by the start of the third turn.
12. Push: Have 3 active models across midline.
> Have 6 active models across the midline.
13. Last Line: no enemies in DZ.
> No enemies in your table half.
14. No Retreat: Not in retreat at the end.
> As above, and did not lose your original lieutenant.
15. Legion: Have more points on the table at the end.
> Twice as many point on the table at the end than your opponent.
16. Overkill: More than half enemy models Unconscious or Dead.
> All enemy models Unconscious or Dead.
17. CasEvac: Use CasEvac on an Unconscious model at the end of the game
>CasEvac’d a model from outside your DZ to inside your DZ
18. Stonewall: Have less than 3 enemy models in your half of table.
>No enemies in your half of the table.
19. Escort: Synchronize with the civvie (hostile to non-specialists; neutral to specialists)
>End the game with the civvie synchronized in your DZ
20. Forward Operator: operate enemy console at WIP -3 (no negative for specialists)
> Ice the enemy console too
21. Intercept: You get an additional VP for completing the regular version of your opponent’s Challenge objective
> You get 2 points for completing your opponent’s Challenge objective, and -1 if you fail.
22. Data Mine: Operate the central console with WIP -3 (no negative for specialists)
> As above, and Ice the central console too.
23. Net Dominance: Operate all three consoles at WIP -3 (no negative for specialists)
> As above, and Ice two of the three consoles.
24. Harvest: End the game in base-to-base contact with an Unconscious enemy model.
> As above, but with an enemy Specialist.
25. Data Scan
Use a unit with a Hacking Device to pass a WIP -3 check within 8" of enemy model
> Scan a conscious target in two consecutive turns.
26. Classified Objective: Just Like New
Heal or fix a model using a Doctor, Para-Medic, or Engineer.
> As above, but the model must be Unconscious for at least one turn
27. Classified Objective: Telemetry
Use a Forward Observer to mark an enemy model at WIP -3.
> Mark a conscious target in two consecutive turns.
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And that is it! To reiterate, I want 3 main ideas to come through:
1. Lists should strongly encourage specialists but not necessarily require them.
2. Battlefields should be an interesting aspect of Infinity games.
3. Extraordinary or cinematic actions should be encouraged.
Thanks for reading, and thanks again to IJW for the YAMS template we all follow, john_b for his collaboration and idea-generating throughout the Dire Foes run, the NoVA gaming group, and Infinity.
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P.S. What extensions are allowed here? I can't seem to attach a PDF or doc version of the printable rules...