Rules v0.3.3

Prisoner Transfer (SO vs SK)

SO force intercepts a prisoner escort, trying to free a very recently captured leader. The leader is piloting an unarmed Bricklayer.

  • Deployment Zone: Standard 12" Deployment
  • Table Setup:
    • The SK player deploys the Leader/Prisoner at least 6” from any table edge in their deployment zone when they deploy their Command Group.
      • This does not affect special deployment options (i.e. the rest of the Command Group may airdrop, in formation with each other but not with the leader).
      • The SK player may deploy up to 2 units in base contact with the Leader/Prisoner, for the purposes of locking it in combat.
  • SO Objective: Rescue the Leader!
    • 1 Point for the Leader/Prisoner leaving the SK player’s deployment zone by the end of the game.
    • 2 Points for the Leader/Prisoner leaving the SK player’s half by the end of the game.
    • 3 Points for the Leader/Prisoner being in the SO player’s deployment zone by the end of the game.
  • SK Objective: Secure the Prisoner!
    • 1 Point for the Leader/Prisoner leaving the SK player’s deployment zone by the end of the game.
    • 2 Points for the Leader/Prisoner leaving the SK player’s half by the end of the game.
    • 3 Points for the Leader/Prisoner being in the SO player’s deployment zone by the end of the game.
  • Special Rules
    • Leader/Prisoner - The SO player gains an unarmed Bricklayer to be added to their Command Group.
    • It may be targeted, but does not take damage. It still suffers the effects of Haywire for the purposes of Crippling.
    • It does not affect special deployment options, as above, and may not be the recipient of orders and does not affect being in formation for the purposes of declaring orders.
    • It activates and takes actions when the Command Group activates, as if it were part of that group at list construction.
    • This additional action does not count for secondary objectives such as Clear the Way.

Deployment Map: Prisoner Transfer