Infinity - Sabotage Scenario


Attacker
An enemy star base is guarding a small moon that is of strategic importance. You don't have the firepower to destroy the Starbase with your fleet so you have sneaked aboard a small elite team who will attempt to disable the Starbases defenses before your fleet arrives.

Defender
At the same time that your long range scanners pick up an approaching fleet your intruder alarms have sounded. With your shields up and weapons online the attacking fleet doesn't stand a chance but the intruders are clearly here to change that. You must stop them disabling your systems so you can defend against the attacking ships.

300pts a side
Game lasts 6 Turns

The Map
Build the entire board as the structure, add 4 airlocks and allocate 1 room as the shield generator and 1 room as the control room.

Deployment - Attacker
- Models without infiltration must start in one of the airlocks
- Models with Infiltration can start within 12" of an airlock but more than 8" from an enemy model.
- Models with hidden deployment can start anywhere on the Starbase as long as they are not in a room.

Deployment - Defender
- Models without Infiltration must start in a room.
- Models with Infiltration can start anywhere on the ship but must be more than 8" from enemy models
- Models with Hidden Deployment can start anywhere on the Starbase as long as they are not in an airlock

Restrictions
- No Tags.
- No vehicles.
- No Airborne Deployment.
- Any model on a large base loses 1 inch of movement when moving through doorways.
- Any model without the appropriate terrain skills pays double movement when outside the Starbase.
- The inner airlock door cannot be opened while the outer door is open unless you have a hacker or engineer to override at WIP -3.

Recommendations
- Hacker
- Engineer
- Short to Medium Range weapons and Close Combat

Notes
- Any door on the Starbase can be locked/unlocked by a hacker or engineer in base to base contact by passing a WIP roll
- All doors on the Starbase are security doors with ARM 3 STR 2
- Entry/exit holes can be made in the Starbase walls, ARM 8, STR 3
- Defending models in retreat fall back to their own Starbase bridge or as close to it without approaching an enemy.
- Attacking models in retreat fall back to the nearest airlock or as close to it without approaching an enemy.
- Once a turn a Hacker on the bridge of a ship can make a WIP roll at -3 to perform one of the following:
- Simultaneously close/open all doors on the Starbase.
- Lock/Unlock 1 door on the Starbase.
- Use the ships internal sensors to reveal 1 CH:Camouflage Marker on the Starbase

Objectives - Attacker
- Enter the Shield generator and disable it in one of the following ways:
- Damage them – ARM 4, STR 3 – 1 Victory Point
- **Shut them down with an engineer – WIP roll -3 – 2 Victory Points
- **Hack the computer and set them to self-Destruct – WIP roll -6 – 3 Victory Points
- Enter the Control Room and disable the defense turrets in one of the following ways:
- Damage them – ARM 2, STR 3 – 1 Victory Point
- **Shut them down with an engineer – WIP roll -3 – 2 Victory Points
- **Hack the computer and set them to self-Destruct – WIP roll -6 – 3 Victory Points
- For every 50pts of models killed - 1 Victory Point
- Wiping out the opposing team will automatically win the game.

Objectives - Defenders
- Keeping the Shield generators online until the end of turn 6 - 2 Victory Points
- Keeping the Turrets online until the end of turn 6 - 2 Victory Points
- For every 50pts of models killed - 1 Victory Point
- Wiping out the opposing team will automatically win the game.

** - Any objective marked with ** can be reclaimed by the opponent making an equivalent roll with an equivalent unit, this will remove the Victory Points.