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: