Custom mission : The 3 antennas

Discussion in '[Archived]: N3 Rules' started by Marduck, Oct 28, 2019.

  1. Marduck

    Marduck Well-Known Member

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    Hello there,

    I made a custom mission based on a variation of acquisition but less focused on the last turn capture of the central objective.

    I tried to improve the competitiveness of the mission several ways :
    - Activating the Antenna early instead of turn 3 help you as you can use it as sniffer / repeater
    - Playing 1st give you an advantage as you can cap the Antenna and use it to reveal camo / hack stuff + there are points for killing the designated target, which is easier when you go first


    THE MISSION

    Special rules :
    designated target, data tracker, activate the antenna, controle the antenna, activated antenna

    Objectives :
    - for each activated antenna at the end of the game 1 pts
    - for each controled antenna at the end of the game 1 pts
    - data tracker in a non-null state at the end of the game 1 pts
    - puting the designated target in a null-state 1 pts
    - puting the designated target in a null-state with your data tracker 2 extra pts (so 3 in total)

    TOTAL = 10 pts max


    Set up : 3 antenna on the middle line. The first in the middle. The two others 30 cm away from the middle one on the left and right.

    Deploiement : 30 cm, no exclusion zone, impossible to deploy in contact with an antenna. Antenna have to deploied on ground level, accessible to at least S2 troopers.

    Data tracker : Cf. ITS season 11. No special data tracker order.


    Activating an Antenna (short skill, attack) :
    - Only specialist can do it
    - Not possible to do it if there are ennemy troopers in base contact with the antenna (no in camo, holo, impersonation)
    - Must succed a WIP roll
    - Hacker and forward obs get a +3 WIP and roll two dices
    - Once activated put a marker to remember which player activated it
    - The other player can activate it again. If he does, it counts as activated by that second player, but not by the first player anymore (Antenna are either neutral, or activated by player A or B, not both).


    Activated antenna :
    - once an Antenna is activated, the player MAY declare that it will count as a sniffer OR a repeater belonging to his army.
    - he has to make the choice just after the dice roll, and he can't change his choice during the game.
    - if the antenna is activated by the other player, the antenna doesn't count as a sniffer or a repeater for that player anymore.
    - the second player may make a new choice for this antenna.


    Controling an Antenna :
    - A player control an antenna if he is the only one with troopers (not in camo, holo or impersonation state, and he doesn't need to be a specialist) in a non null state, in base contact with the antenna.


    End of the game :
    The game ends after the 3rd turn. Retreat rule is used but it doesn't end the game automatically.


    N.B : just like in acquisition, activating and controling an antenna are two different things. Player A may have activated an antenna and player B be contoling this antenna at the end of the game.


    What do you think ?
     
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