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Star Mogul - Mega Miniatures

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DeploymentThe guarding player deploys and will have the ‘valuables/captives’ stashed inside the buildings. There should bea door on each building that the investigators will need to blow open. To determine the number of buildings roll1D6 and half the result (round up) and then add one. (i.e: 1D3 +1) When placing the buildings, you shoulddivide the playing area into 6 equal parts and roll randomly to determine which part each building should beplaced within.The guarding player may place one of their units within 5” of any ofthe buildings, and the rest within a drop zone, which cannot bedeployed within 10” of a building or 15” of the opponent’s drop zone.This drop zone represents a surface encampment, set up by theguarding player. The investigating player must deploy their entireforce within their drop zone, which cannot be within 15” of either abuilding or the opponents drop zone.The number of captives/stash available for recovery on the boardshould be determined by rolling a dice. Roll on the table below: Theguarding player may not move the prisoners from their prisons.Roll 1D6The result of should be distributed throughout the available buildings evenly1 – Six captives.2 – Four captives and three stashes of valuables.3 – Two captives and five stashes of valuables.4 – Three captives and four stashes of valuables.5 – Seven stashes of valuables.6 – Five captives and two stashes of valuablesWinning ConditionsIn order to win, the investigator will have to recover from the building(s), and bring back to their drop zone asmuch of the available stash/captive models as they can. In order to recover these from the building(s) you mustmove some of your crew into base to base contact with the building doorway (or within 2” either side of it). Thenroll (at the start of your phase) as if recovering salvage from a salvage counter. If successful, then the door hasbeen blown/ cut through, and the contents recovered.If a stash is recovered, then you must load it on the back of a cargo vehicle, which means the vehicle, and therecovering crew, must remain stationary for one entire phase (as per recovering salvage rule). It may also becarried by infantry in the same way recovered salvage may be.If a captive is recovered then represent him/her with an appropriate model. On the phase the door is blown, theywill join the nearest friendly unit, or become ‘stragglers’ (see the ‘stragglers’ rule on page 11) and move towardsyour drop zone immediately. They cannot shoot or do anything else. They are considered to have the followingstats:Resilience: 3Armour (Light): 3Movement: 6”Alternately you can have them jump onto the back of a cargo vehicle and drive them back to your drop zonequickly to have them air lifted out. Consider them loaded onto the vehicle as soon as the door is blown. For everyone point of cargo capacity available on a cargo vehicle, there are four spaces available for captives or ‘stashes’of valuables – captives only take up one of these spaces, whereas one ‘stash’ of valuables takes up two spaces.Note: ‘Stashes’ are not the same as the recovered contents of a ‘salvage counter’ in the ‘salvage rights’ mission.For example, a Salvage Dog, which only has one cargo capacity, would have four spaces available - enoughroom for either four captives, or two stashes, or any combination of both.As soon as the captive/stash is safely within your drop zone, you may unload it there. Beware, as the enemy canshoot the captives while they are held here, or the stash can be stolen in the same way that recovered salvagemay be stolen from the drop zone, as mentioned in the ‘Transporting The Salvage To The Drop Zone’ section.51

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