Hybrid: Hunter and Hunted

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    MISSION: HUNTER AND HUNTEDNEMESIS LABORATORY /SECTOR IXThe cleansing and securing ofthis part oftheNemesis research facility by the Lodge of Hodseemed to be going well without sign of resistance.The inhabitants ofthis sector appeared to haveretreated beyond the second gate allowing the Lodgeto complete this phase of the operation. The missionspecialists were expected back soon.Misericorde, as instructed, had ordered the placementof 4 enormous demolition charges in key structurallocations throughout the sector. After the all-clearsignal was given by the Minelayers, She wouldtrigger the charges. She took a deep breath andcounted the minutes while waiting for their return.But as the time dragged on it became clear toMisericorde that the specialists had probably runafoul ofthe denizens ofthe Laboratory and would notbe returning. She could not afford to lose theopportunity to destroy this section of the Heresiarch'snightmare.Sighing, she instructed the second squad to makethemselves ready to set each of the timers for theexplosive charges locally...OBJECTIVESThe Griffin player has six rounds to set all fourexplosive charges, which are located on the mapusing the Objective counters. The standard rules foractivating Objective counters apply.The Scorpion player must prevent the Griffin playerfrom complete their mission goal within the six gameTurns.INSTRUCTIONSThe Griffin fighters enter the mission board throughthe Access point noted on the map.The Scorpion player will control only one fighter,The Nemesis Clone. One Disquieting Presencecounter is placed within the Scorpion Deploymentzone and the other two within 5 squares of the first.When placing and moving all Disquieting Presencecounters, remember that they represent a large-basedcreature.

    SELECTING COMBAT GROUPSGriffin: up to 5 Ranks, 6 modelsThe Griffin player may select troops within the notedlimitations; in addition, the Griffin troops availableare limited to the following choices: Seneschal,Purifier, Templar, Assassin and Conscript.Scorpion: SpecialAs noted earlier, the Scorpion player sets up theNemesis Clone using its Aptitude "Invisible /3."TRAPS, EVENTS AND OTHER COUNTERSSet up the following counters as indicated on themission map,o There are four Events in this scenario. Mixtwo Event, one Mine and one DrainpipeTrap counter face-down into a pool.o Four Objective counterso Three Trapdoor counters. The Trapdoors are

    closed at the start ofthe scenario.SPECIAL RULESSet up: No Mutation or Aura cards are drawn.During the Mission:. Only the Griffin player may activate Event

    counters.o The Aptitude "Conviction" does not haveany effect in this scenario.o The Scorpion player places a separateActivation counter for every DisquietingPresence counter on the board before eachInitiative Roll.e The First Contact Army card is drawn whenany Griffin fighter and any DisquietingPresence counter make contact.o First Blood occurs when the first Griffinfighter is Eliminated or the Nemesis Clonesuffers a wound.r At the end of each round the player whowon the initiative rolls a dl0; all trapdoorsopen and/or close with an even-numberedresult, on an odd-numbered result theyremain in the condition of the past round.

    This mission was originally published in the Germanmagazine Imagination #3. The translation was doneby Steve Rogers who cannot speak or write German,but does his best.