Wednesday, April 4, 2012

Ottawa Hacker Bonanza Tournament - Part 1

My Infiltrating agents, ready to kill
Ottawa had an Infinity tournament last weekend, held at Fandom II and run by Tevesh. The theme was that every scenario involved Hacking and the hunting of intel. The particular rules were as follows:

250 Points
1 Combat Group of 9 models max
Legal Mercs: Valerya Gromoz and Alguicil Hacker
Hacking Devices may be Looted by any model
Announce if you have AD or TO

Sadly, our turnout was quite low, with 4 regular players showing up. Generally speaking, the newer players were turned off by the more complex rules and scenarios, and the other experienced players couldn't make it for that day.

The tournament was 3 rounds, with a different scenario each round. The scenarios were an amalgamation of ones posted on the forums and original ones. Three different boards were set up.

Wilderness Board
Industrial Board
Desert Board

Round 1: Hot Potato
Important information is in an ancient terminal. Your objective is to secure the room for our team to reverse engineer the data. If securing the room is impossible, ensure to retrieve the data.

Scenario Rules:
- 4 Turn Limit
- Impersonators, Infiltration, Combat Jump and Mechanized Deployment cannot be used within 4" of the Terminal Room.
- The Data only provides Victory Points if carried by a conscious model with a Hacking Device. Repeaters would not be able to appropriately assess the information.

VP Objectives:
Conquer the Terminal Room (3 VP)
- The room is considered to be conquered when there is no enemy miniatures inside.
- If both sides are in the Terminal Room, the side with the most non-Syncronized or non-Servant models is considered to have control of the room, but only receives 1 VP. If both sides have the same number of contesting miniatures, the troops points will decide.

Extract and Keep the Data (2 VP)
- The Data has irregular behaviour which means it cannot be transmitted in the typical sense.
- The Data can be extracted from the Terminal only by a Hacker or Repeater in base contact with the Terminal, succeeding a Short Skill Normal WIP roll.
- The Data cannot be copied, it can only be “Cut and Paste.” Its behaviour is like the ball in a football match.
- The Data can only be transferred to another Hacker device or repeater if it is in a ZoC, always spending a short skill.
- The Data can be stolen from an enemy Hacker through a successful Anti-Hacking Protocols or enemy Repeater through a successful Immobilization


Round 2: Environmental Consciousness
An ambassador is staying in the station, we want to embarass the host. They've dispatched a security team to stop our disruption of the station's environmental controls. Convince them otherwise.

Scenario Rules:
- 4 Turn Limit
- Combat Jump is impossible in the station, Airborne Infiltration will have to do
- Units that may only enter the board through Combat Jump; such as a Netrod or AI Beacon, may still utilize Combat Jump as part of equipment previous agents left behind
- The Player who has chosen Deployment selects the placement of a Hostile Druze Hacker Mercenary anywhere on the board that is not in a Deployment Zone
- Placement of the Hostile Druze Hacker is done after both parties have completed Regular and Reserved Deployment
- The Reactive Player controls the Druze Hacker's AROs

VP Objectives:

Annex the Control Panels (1 VP per Panel)
- There are three Control Panels scattered in the combat zone.
- Models may only acquire Neutral Control Panels, all Control Panels start Neutral.
- To Acquire a Control Panel, a model must be in base contact and pass a Short Skill Normal WIP roll.
- Acquired Control Panels are no longer Neutral and would require a Reboot
- To Reboot a Control Panel to Neutral, a Hacker within ZoC must pass a Normal WIP as a Short Movement Skill. This Reboot may be performed through a Repeater's ZoC.
- Non-Hacking models may Reboot a Control Panel to Neutral by being in base contact and passing a Short Movement Skill Normal WIP roll.
- Hostile Hackers or Repeaters within ZoC of the Control Panel ensure that the panel cannot be Rebooted or Acquired, ensuring you need to disable the Druze Hacker if they are within ZoC of a Panel.
- The number of Control Panels a player may own is equal to the Game Turns; i.e. both players may have 1 Control Panel Turn 1, up to 2 Control Panels Turn 2, and all the Control Panels on Turn 3. 


Round 3: Yojimbo Cage Match
Possession is 9/10ths of the law. Delicate blueprints guarded with quantum protocols. A greedy mercenary holds the drop. Be holding those blueprints when our drop ship arrives.

Scenario Rules:
- 4 Turn Limit
- Next to the package is a clone of Musashi, who is in the Battle Group and employ of the player who selected Deployment.
- The Musashi clone has all of his abilities, traits and equipment with two new abilities: Limited Camouflage and Sellsword.
- Musashi would be placed as a Camouflage Marker, and would lose his Camouflage status as regulated by Limited Camouflage rules.
- Sellsword allows non-Sync, non-Servant enemy models to recruit Musashi by spending a Long Order that does not provoke AROs within ZoC of Musashi.
- Musashi and the model make a FtF WIP roll. If Musashi wins, that model may no longer use Sellsword this turn. If the model wins, Musashi leaves his current Battle Group and joins the opponent's Battle Group.

VP Objectives:
Retrieve the Blue Prints (2 VP)
- The Blue Prints may not be interacted with in any way until Turn 2.
- The Blue Prints may not leave a designated area.
- A model may pick up the Blue Prints with a Short Skill. Picking up the Blue Prints in this manner prevents the Blue Prints from returning to the drop point. The model may pass the Blue Prints to another model in base contact with a Short Skill.
- If the carrier is knocked Unconscious or Killed, the Blue Prints returns to the original drop point unless a Hacker is within ZoC of the dropped Blue Prints.
- The Blue Prints drops in place and does not move unless the Hacker is no longer within ZoC of the Blue Prints, in which case it would snap back to the drop point.

Dead Mercenaries Collect No Cash (1 VP)
- If you are in Control of Musashi at the end of the game, you lose 1 VP.
- If Musashi died while under your control, you gain 1 VP. 


Here are the lists from the day. My list is the unpainted one.

ALEPH - 250 Points | SWC: 4
 DEVA Lieutenant (G: Synchronized) Combi Rifle, Nanopulser+Devabot / Pistol, Knife (26)
   DEVABOT Heavy Flamethrower / Electric Pulse
 DEVA (Multispectral Visor L2) Spitfire, Nanopulser / Pistol, Knife (34 | 1)
 NAGA Combi Rifle, Monofilament Mines / Pistol, Knife (32)
 DASYU Combi Rifle, Nanopulser, Antipersonnel Mines / Pistol, Knife (35)
 DASYU MULTI Sniper Rifle, Nanopulser / Pistol, Knife (48 | 1.5)
 MYRMIDON Combi Rifle, Nanopulser, Smoke Grenades / Pistol, AP CCW (25)
 NETROD Electric Pulse (4)
 PROXY Mk.1 Doctor Combi Rifle, Nanopulser / Pistol, Knife (14)
 PROXY Mk.2 MULTI Sniper Rifle, Nanopulser / Pistol, Knife (29 | 1.5)
 YUDBOT Electric Pulse (3)


ALEPH - 250 Points | SWC: 4.5
  DASYU Lieutenant Combi Rifle, Nanopulser / Pistol, Knife (35 | 2)
  NAGA Hacker (Hacking Device) Combi Rifle / Pistol, Knife (37 | 0.5)
  NAGA (Minelayer) Boarding Shotgun, Antipersonnel Mines / Pistol, Knife (27 | 0.5)
  DALETH Rebot Combi Rifle / Electric Pulse (21)
  ZAYIN Rebot HMG + E/M Light Grenade Launcher / Electric Pulse (36 | 1)
  DAKINI Tacbot Combi Rifle / Electric Pulse (13)
 NETROD Electric Pulse (4)
  ASURA Hacker (Hacking Device Plus) Combi Rifle, Nanopulser / Pistol, AP CCW (77 | 0.5)


ARIADNA - 250 Points | SWC: 4.5
 VETERAN KAZAKS Lieutenant (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW (61 | 1)
 MOBLOT Panzerfaust, Rifle, Light Shotgun / Pistol, CCW (31 | 1)
 TANKHUNTER AP Rifle, Adhesive Launcher, D-Charges / Pistol, Knife (27)
 TANKHUNTER AP HMG, D-Charges / Pistol, Knife (40 | 1.5)
 LINE KAZAK Rifle / Pistol, Knife (9)
 LOUP-GAROU Viral Rifle, Flash Grenades / Pistol, Knife (21)
 CHASSEUR Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (19)
 CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
 ALGUACIL Hacker (Hacking Device) Combi Rifle / Pistol, Knife (22 | 0.5)


ARIADNA - 250 Points | SWC: 4.5
 LINE KAZAK Lieutenant Rifle / Pistol, Knife (9)
 LINE KAZAK Rifle / Pistol, Knife (9)
 PARA-COMMANDO HMG / Pistol, Knife (32 | 1)
 VALERYA GROMOZ Hacker (Hacking Device) Combi Rifle + Marker / Pistol, Knife (26 | 0.5)
 VETERAN KAZAKS (CH: Mimetism) AP HMG, Light Flamethrower / Pistol, CCW (61 | 2)
 MOBLOT (Infiltration) Rifle, Light Shotgun / Pistol, CCW (36)
 CHASSEUR (Minelayer) Rifle, Light Flamethrower, Antipersonnel Mines / Pistol, Knife (20 | 0.5)
 CHASSEUR Rifle, Adhesive Launcher, D-Charges / Pistol, Knife (19 | 0.5)
 WALLACE Combi Rifle + Light Flamethrower, Smoke Grenades / Pistol, EXP CCW (38)


I ran Aleph and did not run any Hackers, not only because that's my preferred method of running Aleph, but also because the scenarios were meant to be winnable even without a Hacker, and that sounded like a challenge to me. The double Multi Snipers are because forum consensus says those profiles aren't worth it, and I strongly disagree with that. The Proxy Mk2 isn't on her base because I dropped her after Round 2 and she broke. :( I figure it only improved her TO Camo.

I faced Ariadna, Aleph, and Ariadna, in that order. I'll update later with Part 2 and a short report of how things went down for me.

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