darker than it looks - fireden.net

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DIRE FOES MISSION PACK: DARK MIST DARKER THAN IT LOOKS We were supposed to have learned from the catastrophic Nanotech Wars eighty years ago. However, military-owned research laboratories are still churning out potentially disastrous creations while armies across the Sphere make indiscriminate use of nanotechnology as a weapon of war. What good are international regulatory organizations if they endorse the use of military nano? Even its most innocuous applications can, and do, get out of hand. Take, for instance, the product known as Penumbra technologies. Those are nano-based, broad-range optics interference and signal jamming systems. They were designed to generate high-density clouds to shroud the entirety of the battlefield, concealing troop movements and acting as cover. The better-known Penumbra technologies are Dark Mist and its more potent cousin, Black Fog. The difference between Dark Mist and Black Fog is their relative density. Black Fog is the more opaque and effective of the pair, but not as common on the battlefields as its use is more expensive. Supposedly, these Penumbra technologies are entirely harmless, and every nanobot in them has a rapid obsolescence program. The designers meant for the nanobots to automatically shut themselves down at the end of the operation, turning into a biodegradable, innocuous dust cloud. Nevertheless, reports of failures in the pre- programmed obsolescence keep piling up. Programming errors, defects in the nano-hardware, or myriad other reasons, the result is always the same: meandering nanobot clouds that roam the planetary surface out of control, blown by the wind. The first time we saw this kind of malfunction, during the NeoColonial Wars, the clouds formed in close proximity to big population centers, and were immediately deactivated. The same cannot be said of Ariadna, where these devices were used extensively during the Commercial Conflicts. To this day, wandering Penumbra formations drift through the Ariadnan borderlands, occasionally affecting advance positions and exploratory expeditions. Deactivating the clouds is a straightforward enough task, but it requires sophisticated tools and specialized personnel. None of the great powers wants to be the one to make that investment, and Ariadna cannot afford to pay out of its own pocket. The Ariadnan demands fall on deaf ears on Concilium: the official stance is that Penumbra technologies are harmless, and the issue is downplayed and ignored. What would happen if the nanobot formations suddenly ceased to be so innocuous? We ignore the causes of the failure in their obsolescence. A programming error or a hardware defect could potentially lead to an undesirable mutation in its programs or behavior, with unpredictable consequences. Ariadna could be on its way to a nanotechnological debacle similar to the one that devastated the North American West Coast during the Nanotech War. Dire Foes Mission Dossier. Copyright Corvus Belli S.L.L. www.infinitythegame.com

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Page 1: DARKER THAN IT LOOKS - fireden.net

DIRE FOES MISSION PACK: DARK MIST

DARKER THAN IT LOOKS

We were supposed to have learned from the catastrophic Nanotech Wars eighty years ago. However, military-owned research laboratories are still churning out potentially disastrous creations while armies across the Sphere make indiscriminate use of nanotechnology as a weapon of war.

What good are international regulatory organizations if they endorse the use of military nano? Even its most innocuous applications can, and do, get out of hand.

Take, for instance, the product known as Penumbra technologies. Those are nano-based, broad-range optics interference and signal jamming systems. They were designed to generate high-density clouds to shroud the entirety of the battlefield, concealing troop movements and acting as cover.

The better-known Penumbra technologies are Dark Mist and its more potent cousin, Black Fog. The difference between Dark Mist and Black Fog is their relative density. Black Fog is the more opaque and effective of the pair, but not as common on the battlefields as its use is more expensive.

Supposedly, these Penumbra technologies are entirely harmless, and every nanobot in them has a rapid obsolescence program. The designers meant for the nanobots to automatically shut themselves down at the end of the operation, turning into a biodegradable, innocuous dust cloud.

Nevertheless, reports of failures in the pre-programmed obsolescence keep piling up. Programming errors, defects in the nano-hardware, or myriad other reasons, the result is always the same: meandering nanobot clouds that roam the planetary surface out of control, blown by the wind.

The first time we saw this kind of malfunction, during the NeoColonial Wars, the clouds formed in close proximity to big population centers, and were immediately deactivated. The same cannot be said of Ariadna, where these devices were used extensively during the Commercial Conflicts. To this day, wandering Penumbra formations drift through the Ariadnan borderlands, occasionally affecting advance positions and exploratory expeditions.

Deactivating the clouds is a straightforward enough task, but it requires sophisticated tools and specialized personnel. None of the great powers wants to be the one to make that investment, and Ariadna cannot afford to pay out of its own pocket. The Ariadnan demands fall on deaf ears on Concilium: the official stance is that Penumbra technologies are harmless, and the issue is downplayed and ignored.

What would happen if the nanobot formations suddenly ceased to be so innocuous? We ignore the causes of the failure in their obsolescence. A programming error or a hardware defect could potentially lead to an undesirable mutation in its programs or behavior, with unpredictable consequences. Ariadna could be on its way to a nanotechnological debacle similar to the one that devastated the North American West Coast during the Nanotech War.

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This raises the question: if all major powers are aware of the risk, why is nothing being done about it? Do they have a purpose other than minimizing economic risk? Do they have a hidden agenda?

It is obvious that a nanotechnological catastrophe would completely destabilize Ariadna, leaving it at the mercy of the great forces of the Human Sphere. Is this the real reason behind the inaction of Concilium? Are we to assume the existence of a concealed programming quirk that can turn this harmless technology into a weapon of mass destruction? Is Penumbra a modern-day Trojan horse?

An article by Lucille Warburton for Infoneutika magazine. Available only in Arachne. This material has been classified

as Nomad Black Propaganda and its circulation in Maya is unauthorized. Available on Ariadna via clandestine distribution.

SIGNAL QUALITY IN THE AEZ

There is nothing more frustrating that being forced to be in a situation of technological scarcity. That is exactly the forecast for foreign colonies on planet Dawn.

Concilium international treaties forbid the proliferation of massive satellite networks around the planet, forcing advance missions on the surface to rely on ground stations to maintain the stability of communications and data flow between the reasonably sized colonies, all of which are far from the unexplored areas.

However, restrictions on military facilities set in the wake of the Commercial Conflicts prevent armies from building their own stations within the Ariadnan Exclusion Zone (AEZ). Private companies have filled the niche by building communications centers that service both civilian colonial communities and military units performing exploration and surveillance tasks for the various powers.

It is a booming industry for the big communications corporations, and also for the Ariadnan public coffers. However, the current state of affairs poses a security risk, given the fact that these facilities, built literally in the middle of nowhere, are vulnerable to sabotage actions that could have wide-ranging consequences for the military and colonial activities in the area.

Excerpt from the documentary series Ariadna in the face of modernity: Challenges for a new era.

Free distribution in Maya and Ariadnan media channels. Project funded by the Bureau Athena.

UNFORESEEN SCENARIO

“Great minds think alike. That, or everyone can stumble onto this obvious an idea.” These were the thoughts of Isobel McGregor, crouching behind a console, while she tried to break into the system with one hand and return fire with the other. At her feet, oblivious to the shooting, was an unconscious Comm-Tech from Multicomm, the corporate owner of this broadcast hub..

“Watch your words, or I’ll leave you with

no signal.”Martine Bachmeier,

technician at Sasken Comm

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COMM-TECH

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“Naturally, the Dark Mist comes rolling in and it’s a field day for sabotage missions. But the Stavka were not the only ones to have that lightbulb moment, no. Those creepy Yǎnjīng guys also came out to play. So here we are, two rival teams shooting at each other and not a contingency plan in sight. Score one for the Stavka eggheads!”

With these reflections in mind, Isobel pressed the button to send the bombing authorization: mission accomplished! However, she had no time to enjoy the triumph. Something was wrong. She was no longer being fired at, and it couldn’t have been thanks to the effectiveness of her blind shooting.

Isobel peeked around the console, and what she saw froze her in place. On the other side of the room, a Japanese Guǐ Fēng was pulling her katana out from the back of the Imperial Agent that had

been showering her with bursts of automatic fire. With a fluid movement, the woman raised her sword over her head and cleft the skull of her former ally, expertly destroying his Cube and any hope he might have had of Resurrection.

A gasp escaped the Caledonian hacker and caused the Guǐ Fēng to look blankly at her. At the exact moment that their eyes met, the Comm-Tech came around, thrust her arm upwards and slammed the alarm button. Warning messages flooded the network, and the station filled with the sound of sirens.

With two frustrated grunts, the operatives turned around and ran towards their respective extraction points.

Later, sitting in the cabin of the stealth helicopter, Isobel couldn’t stop going over what she had seen. How to make sense of that? Why did that woman risk her mission in order to kill a compatriot and comrade?

One thing was certain. The look in the woman’s eyes meant that their business was not over yet. Isobel

didn’t mind; for all the ease with which McGregors make enemies, they are just as adept at getting rid of them…

ANTI-PERSONNEL

Back at the advance position, none of the Yu Jing soldiers dared utter a word to Yuriko

Oda. Sunk into the shuttle’s acceleration couch, her silent fury was plain to see. Everyone blamed it on the failure of the operation and the death of the Pheasant Agent Lei Kwon, but they couldn’t be more wrong.

While Yuriko doodled with her multi-stylus on the plastic casing, her mind was in overdrive. Of course, she remembered the Caledonian Intel from briefings for joint operations on Paradiso: who could forget those trousers of hers. That nosy brat had forced her hand, making her put her duty as a member of the Kempeitai before the success of the official mission. When it came to it, the death of the Imperial Agent had higher priority for her than the sabotage, but it was still an operational fiasco and a stain on her record. The alarm triggered by the Comm-Tech would rend the Ariadnan sabotage almost useless, but her relative failure did nothing but weaken the trust her superiors had placed in her. Yuriko needed them to count on her as much as she needed them not to suspect her. If she were to be pulled from the front lines, she would cease to be an asset to the Kempeitai… From now on, she would have to knuckle down and act even more carefully.

While the Guǐ Fēng was lost in thought, a young Keisotsu sitting behind her couldn’t help but take a peek at whatever it was Yuriko was doodling so spitefully. On the outer casing of an Anti-Personnel Mine, the Keisotsu read: “FRONT TOWARD ISOBEL MCGREGOR”.

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INTEL VOLUNTEER ISOBEL MCGREGOR

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DIRE FOES MISSION PACK: DARK MIST. CHARACTERS

KEISOTSU GUǏ FĒNG YURIKO ODA

“Our team has a specific part to play in this operation, and it is not the least important. Judging by our personal profiles, it must be assassination and demolitions. We are all considered dependable because each of us is skilled and knows to keep their mouth shut. We are operatives of steel and silence.”

Keisotsu Guǐ Fēng Yuriko Oda. Briefing for Operation Xuěbái Hǔ (Snow-white Tiger). Cargo bay of the stealth shuttle Zhànchē (War Chariot). Low orbit around Svalarheima.

“That is what comm stations do: they blow up. But I admit this one takes the prize. I had never demolished a station with such a tall antenna. This one time I blew up a main generator using a device I jury-rigged from some anti-tank shells. That was a fine explosion, but it doesn’t even compare to this.”

Keisotsu Guǐ Fēng Yuriko Oda. Covert actions in Syldavia, PanOceanian territories in Norstralia. Paradiso. Date unknown.

Double life? Double the risk! Only one thing is more dangerous than being a Guǐ Fēng working for the Yǎnjīng (“The Eyes”, Yu Jing’s Military Intelligence department), and that is being a double agent infiltrated into that special operations unit. And not even an agent working for a foreign power—those retain some value as bargaining chips—but an agent of the Kempeitai, the covert military organization that advocates Nipponese secession. That makes you not only a traitor, but a traitor from what the Chinese consider a subordinate race. In other words: if they ever catch you, you’re dead.

Yuriko Oda knows this well. She did not enlist for the adventure, she joined the JSA to improve her life by putting it on the line for Yu Jing. But what she found in the army was an even worse cesspit of bigotry towards her ethnicity and culture than she was familiar with as a civilian. After seeing her fellow soldiers die and the indifference this seemed to elicit in Yu Jing officers, she decided to take matters into her own hands. The Kempeitai were very appreciative of her courage and intelligence, and convinced her to apply for a position in Yǎnjīng, where things happen and where she could do real damage when the time was right.

Now Yuriko leads a double life. She risks it in breakneck operations as a Guǐ Fēng, and again by gathering information and undertaking sabotage actions for the Kempeitai. After all this time, she is under no illusion regarding her chances of survival. She knows, as far as the Kempeitai are concerned, all bets are off. All that matters to them is their ultimate goal—the liberation of Japan from the yoke of Yu Jing—and they will sacrifice anyone if it gets them closer to that goal. She knows that, as long as she is up to the task and remains a useful asset, the Kempeitai will cover for her. But the slightest mistake will be enough for them to throw her to the wolves.

Being a double agent means neither side really cares for you or will take any pains to protect you when the proverbial hits the fan. It means you are doubly disposable. Yuriko Oda’s double life is a blind leap without a net, but she takes it without an ounce of fear.

INTEL VOLUNTEER ISOBEL MCGREGOR

“The Stavka called it an ‘in-and-out mission’. You know what that means: something is going to go pear-shaped at some point, the whole operation will blow itself to hell and we’ll have to shoot our way out of there. But it will be OK, as long as you can cover my ass for sixty seconds; enough for me to pull off one of my trademark ‘ziiip-crash-bangs!’ and snatch the data so we can all go home.”

Intel Isobel McGregor, on-board a silent helicopter. Somewhere above the Ariadnan Exclusion Zone. Dawn.

KEISOTSU GUǏ FĒNG

YURIKO ODA

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“Don’t say it like that, ‘hack their system’. That’s an ugly word, with negative associations and a history of criminality. It makes me look like a trespasser and a thief. What I’m going to do is much more… Well, I… Okay, yeah, I’m going to hack their system.”

Intel Isobel McGregor, briefing of Operation Dragonslayer, offensive actions against illegal Yu Jing

emplacements in the Northern Border. Dawn.

For some, the family heritage includes a yoke that cannot be escaped. Your name and surname can influence your whole life. They create expectations in those around you. And you have to do what the world expects of you. This is something Isobel McGregor is intimately aware of, because of both her family name, and her own.

The Clan McGregor has played a key role in the history of Caledonia, a history written in blood—some from their own veins, but mostly from those of their enemies. It is not one of the biggest clans, but it has managed to find itself involved in every conflict that has blighted their region. The McGregor surname is a common sight on every rung of the Highlander Army ladder, and each generation of McGregors has proudly done its part in filling the Caledonian military with capable warriors.

So the fate of Isobel was sealed from the moment she proved herself a hotheaded young woman, which coincidentally was exactly what was expected of a McGregor bearing her name. Isobel had been named after her mother’s mother: the legendary Isobel McAndrew. She had been a heroine during the Antipode Offensives, a true woman of derring-do and a straight shooter in times of hardship who carved a place for herself in a patriarchal society. Of course, little Isobel could be nothing less than her granny. In fact, her family was worried that she took after her grandmother a bit too much: with a character like that, she could only end up in gaol or in the army.

The clan sponsored her for a position in the army, which she accepted, if only to get away from her family and all the silly Clan one-upmanship politics. But she found that in the army, she was still McGregor first and foremost, both to members of rival clans who harassed her and to everyone else, who expected her to live up to her name and her clan reputation. So Isobel grudgingly accepted that the regular forces were not her place.

Through sheer doggedness, she earned a place in the Department of Intelligence, where she was well-received—everyone was happy to have a McGregor in the unit! By this point, Isobel was desperate. She took every special training course available, fulfilled her missions as an Intel with flying colors and volunteered for a tour on Paradiso with the Ariadnan Expeditionary Corps. Finally she could get away from familiar faces and see the marvels that wait beyond Dawn.

What she saw on Paradiso, however, was mostly war, misery and the devastating effects of cutting-edge military technology. It seemed that such technology would never be within reach of the Ariadnan war effort… unless someone were to steal it. She made that her personal mission: to emulate Prometheus, to steal from the gods, to harness fire. The Stavka quickly acquiesced, and Isobel joined the technical adaptation programs put in place by the Bureau Aegis to aid joint operations on Paradiso. With that training she became an information thief, an expert in cyberdefense and how to bypass it. She soon put her newfound expertise to use well beyond the confines of the war against the Combined Army. Ariadna wanted some bargaining power in the cutthroat arena of international politics, which meant it needed to take other people’s secrets by force. That was not a problem for an Intel as motivated as Isobel, for whom every enemy, human or alien, is fair game. Nothing less is expected of a McGregor.

COMM-TECH

“Watch your words, or I’ll leave you with no signal.”

Martine Bachmeier, technician at Sasken Comm. Conversation overheard in unidentified cantina

in the Nordkap Badlands, Savalarheima.

The Human Sphere would fall to pieces save for the unending work of Comm-Techs. Software applications are great. Research in quantronics is very important. But none of that is any good when the repeater in your block malfunctions and you can’t connect to the data sphere. Do you know who really quelled the Acontecimento riots during the Aristeia! finals in Neoterra two years ago? It was not the law, I’ll tell you that. It was the Comm-Techs who worked double shifts to restore the signal coming through the Jump Gate so that the citizens of Acontecimento could enjoy the sports event of the year.

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DARK MIST

Ground communications stations are a key strategic asset in those situations when satellite networks and aero-remote systems are unreliable or nonexistent. In colonial territories and border areas, telecommunications companies have built hubs to provide service to settlements and organizations controlled by adversarial powers.

Taking advantage of one of the wandering clouds of Dark Mist—signal-jamming nanobot formations—that failed to dissolve on its own after the Commercial Conflicts on Ariadna, High Command has decided to disrupt the enemy communications capabilities in the area.

The special operations team must mark the antennae assigned to the enemy by the company and then activate a generator to send the bombing authorization from a comm console. Mission parameters include keeping the console and civilian personnel from raising the alarm and aborting the operation.

MISSION OBJECTIVES

MAIN OBJECTIVES » To mark two enemy Antennae (1 Objective Point). » To mark the third enemy Antennae (1 Objective Point).

» To connect the Generator (1 Objective Point by each Generator).

» To transmit the Bombing Authorization from the Console (3 Objective Points).

» To control the Console at the end of the game (1 Objective Point).

» To control the Comm-Tech at the end of the game (1 Objective Point).

CLASSIFIEDEach player has 1 Classified Objective (1 Objective Point).

FORCES

Side A: 300 points.Side B: 300 points.

DEPLOYMENT

Side A and Side B: Both players will deploy on opposite sides of the game table, in an area 12 inches deep.

Deploying in base contact with the Antennae or the console is not permitted.

SCENARIO SPECIAL RULES

Game table size: 48 x 48 inches

MARKING THE ANTENNAE

There are three Antennae in each Zone of Deployment. All of them must be placed inside the Zone of Deployment of each player, 1 inch from its border. Two of them are placed 8 inches from the edge of the table and the other 24 inches from both edges of the table (See map below).

The Antennae must be represented by a Transmission Antenna Marker (TRANS. ANTENNA) or by a scenery piece of the same diameter (such as the Communications Array by Warsenal).

Only Forward Observers can mark the Antennae. To do so, they must successfully use their Forward Observer Special Skill, applying a Modifier of -3 to the WIP Roll due to the effects of the Dark Mist. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.

GENERATORS

There are two Generators on the table, placed along the central line and 8 inches from the edges. Each of them must be represented by a Console B Marker

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or by a scenery piece of the same diameter (such as the Human Consoles by Micro Art Studio or the Tech Consoles by Warsenal).

Each Generator can provide the necessary energy to activate the Console. One of the Generators must be Activated before you can Transmit the Bombing Authorization.

To Activate a Generator, a Specialist Troop must be in base contact with it, spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP Roll. If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO.

If the WIP Roll is failed with a Failure Category of 3 or more, then all models and Markers in base contact with the Generator will suffer the effect of an Electric Pulse.

TRANSMITTING THE BOMBING AUTHORIZATION

There is one Console placed in the center of the table. The Console must be represented by a Console A Marker or by a scenery piece of the same diameter (Such as the Human Consoles by Micro Art Studio or the Tech Consoles by Warsenal).

To Transmit the Bombing Authorization, a Specialist Troop must be in base contact with the Console,

spend one Short Skill of an Order or an ARO, and succeed at a Normal WIP-3 Roll.If the roll is failed, it can be repeated as many times as necessary, each time spending the corresponding Short Skill of an Order or ARO, but a Generator must be activated again before each attempt.

The Bombing Authorization can only be transmitted if the player has marked at least 2 of the 3 enemy Antennae.

The Bombing Authorization can never be transmitted before the second Game Turn.

CONTROLLING THE CONSOLE

The Console is considered to be Controlled by a player as long as that player is the only one with at least one Specialist Troop (as a model, not a Marker) in base contact with it. Non-specialist troops cannot Control the Console, but can prevent the enemy from Controlling it by being in base contact with it. Unconscious, Dead or Sepsitorized troops cannot do either.

COMM-TECH

There is only one Comm-Tech and she is placed on the central line of the game table, 8 inches from the Console. Before starting the game, one of the players rolls 1d20: an odd result will have the Comm-Tech placed on the left of the Console, while an even result places her on the right.

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CAPTION

DARK MIST

1 Inch

1 Inch

8 Inches 24 Inches

12 In

ch

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12 In

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48 Inches

Deployment Zone of Side B

Deployment Zone of Side A

Antennae

Console

Generator

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The Comm-Tech has the troop profile of a Neutral Civvie, and applies the Civvie rules (See Infinity: Human Sphere).

CONTROLLING THE COMM-TECH

The Comm-Tech is considered to be Controlled by a player as long as that player is the only one with at least one Specialist Troop (as a model, not a Marker) in base contact with her. Non-specialist troops cannot Control the Comm-Tech, but can prevent the enemy from Controlling her by being in base contact with her. Unconscious, Dead or Sepsitorized troops cannot do either.

SPECIALIST TROOPS

For the purposes of this scenario, only Hackers, Engineers (even using G: Servant models), Forward Observers and troops possessing the Chain of Command Special Skill are considered Specialist Troops.

Hackers cannot make use of Repeaters models to perform tasks reserved to Specialist Troops.

Remember: Troops with the Specialist Troop Special Skill can accomplish the different functions Specialist Troops have in this scenario.

A Specialist Troop who has been affected by E/M Special Ammunition and has his weapons and equipment Disabled can still accomplish the Objectives of this scenario.

DARK MIST

The Dark Mist is a mass-scale nanotechnologic system of optical interference and signal jamming. It was designed as a battlefield asset to provide cover and concealment for both regular forces and special operations teams.

In game terms, Dark Mist reduces LOF to a maximum of 24 inches. Beyond that Distance, troops cannot establish LOF.Moreover, Dark Mist provides an additional Modifier of -3 to any PH Rolls to use the Special Skills

Infiltration and AD: Combat Jump, and the WIP Roll for deployment using the Special Skill Impersonation.

The Dark Mist rules are applied across the whole game table, including scenery items and indoors areas.

END OF THE MISSION

This scenario has a limited time frame: it will automatically end at the end of the third game turn.

If one of the players starts his active turn in a state of Retreat!, the game will end at the end of that player’s turn.

If either player hurts the Comm-Tech (leaving her in an Unconscious or Dead state), then that player will automatically lose the scenario and any Objective Points achieved in it.

HARD DIFFICULTY LEVEL

Using these optional rules, players can increase the Difficulty Level of the scenario. At the Hard Difficulty Level, all enemy Antennae must be Marked in order to be able to Transmit the Bombing Authorization.

NARRATIVE MODE

This scenario can be played in Narrative Mode, reflecting some events of the current history of the Infinity universe.

In Narrative Mode, Side A will always be the Ariadnan generic army or the Caledonian Highlander Army. Meanwhile, Side B will always be the Yu Jing generic army or the JSA.

In Narrative Mode, Intel Isobel McGregor and the Guǐ Fēng Yuriko Oda have a MOD of +3 to their WIP Attribute for all rolls to Activate a Generator and to Transmit the Bombing Authorization.

Isobel McGregor, Comm-Tech and Communications Array de Warsenal

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Yuriko Oda, Comm-Tech and Communications Array de Warsenal

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SECTORIAL

KEISOTSU GUǏ FĒNG YURIKO ODAISC: KEISOTSU GUǏ FĒNG YURIKO ODA

MOV CC BS PH WIP ARM BTS W4 - 4 14 12 11 13 1 -3 1

LI

Name BS Weapons CC Weapons SWC CYURIKO ODA Combi Rifle + E/Mitter, D-Charges, Antipersonnel Mines Pistol, CCW 0 23YURIKO ODA Combi Rifle, Panzerfaust, D-Charges, Antipersonnel Mines Pistol, CCW 0 24

Engineer Hyper-Dynamics L1 Minelayer V: Courage

Equipment

Skills

NOTE 1: Guǐ Fēng Yuriko Oda can be part of a Keisotsus Fireteam in the Japanese Sectorial Army (2+1; 3+1 or 4+1).

NOTE 2: This troop is a Special Character and cannot use the Spec-Ops rules from the Campaign Rules.

AVA

1 1

SECTORIAL

VOLUNTEER INTEL ISOBEL MCGREGORISC: INTEL ISOBEL MCGREGOR

MOV CC BS PH WIP ARM BTS W4 - 4 13 12 11 13 2 0 1

LI

Hacker (Defensive Hacker Dev.)

V: Courage

Equipment

Name BS Weapons CC Weapons SWC CISOBEL MCGREGOR Rifle, Flash Pulse, D-Charges, E/Mauler Assault Pistol, Knife 0,5 23ISOBEL MCGREGOR T2 Rifle, Flash Pulse, D-Charges, E/Mauler Pistol, Knife 0,5 26

Skills

NOTE 1: Intel Isobel MacGregor can be part of a Caledonian Volunteers Fireteam in the Caledonian Highlander Army of Ariadna (2+1; 3+1 or 4+1).

NOTE 2: This troop is a Special Character and cannot use the Spec-Ops rules from the Campaign Rules.

AVA

1 1

PROFILESRegular ImpetuousIrregular CubeFrenzy Cube 2.0

XFireteam

SECTORIAL

CIVVIES -- COMM-TECH --ISC: CIVVIES

MOV CC BS PH WIP ARM BTS W4 - 4 6 5 10 11 0 0 1

LI

Equipment

Name BS Weapons CC Weapons SWC CCIVIL -- COMM-TECH -- - - - -

Skills

AVA