For my adaptation, it simplifies the expansion while maintaining some of the central themes. In Operators, forces are chosen in a way to simulate a hand-picked selection of troopers, sent to accomplish difficult or clandestine tasks.
Forces are chosen as normal, but with the following exceptions-
Forces are limited at 250 PV. Minimum restrictions for squads(I.e. 2 Standard Infantry Squads for 1 Armored Assault Squad) are to be ignored, but restrictions for Independent units still apply. No Vehicles are allowed at this points value, unless mutually agreed upon by the players.
Gameplay is as normal, but with the following exceptions-
Models are activated individually, rather than by squads, even if they are not Independent models. Treat them as Independent models for the duration of the game. For embedded independent models (such as Union Sergeants) that have benefits to their squad, instead only benefit models within 6".
Since all models are treated as Independent models, ignore coherency rules for the duration of the game. Also, all models have independent Activations, so only one model is activated at a time.
Players can either decide to play the game like a normal Confrontation scenario, or they may choose to play a game that holds closer to the original concept behind Operators.
These sorts of teams are normally sent to achieve a specific objective, such as capturing/rescuing a hostage, destroying a key structure, or even assassinating the enemy's leader.
Players may mutually agree on one of the following 3 scenarios-
Smash and Grab-
These operations are very risky. There isn't always time to complete a rescue operation before reinforcements for the defenders come pouring in, so high-speed-low-drag units are sometimes employed to perform these dangerous operations as a last-ditch effort.
Players randomly decide or mutually agree who is the attacker. Next, they roll a D10 to see how long the game lasts:
1-2 = 5 Turns, 3-8 = 6 Turns, 9-10 = 7 Turns
The other player is then the defender. Set up the table as outlined in the above diagram. 12" from the defending player's edge is where his deployment zone starts. The defender then places in that deployment zone a building, fenced enclosure, or other suitable terrain feature to act as the holding area for POWs. The attacking player places 1D5 random models not being used in his force, from his collection for that race, in the holding area to act as prisoners. They are just markers, and have no stats for the duration of this battle (they are weak with exhaustion from the torturous imprisonment).
The attacker's goal for the scenario is to release the prisoners and escort them back to his or her table edge. The prisoners will move once released by a friendly model (by the friendly model entering the holding area) towards the attacker's table edge at a rate of 8 MP per turn, unless an enemy model is within 12" of the prisoner. They move at the end of all regular activations made by both players during the turn, and the distance check for enemy model proximity is made just before they move (or don't move, if there is a model within the 12"). The Attacker moves the models and chooses their exact path, but at least half their MP must be moving directly towards the Attacker's table edge.
The Attacker wins a Solid Victory if he can escort at least half (round up) of the prisoners off the board by the end of the game. The Defender wins a Solid Victory if he or she can prevent this. If the Attacker manages to rescue all the prisoners (or if there is only one prisoner for the scenario), the Attacker will win a Major Victory if he or she can escort that prisoner off his or her table edge before the game ends.
Sometimes, groups of operators need to capture an enemy VIP. This can be for a myriad of reasons, but usually the VIP has intel the operators need or might simply be the leader of the opposition. Operators are perfect for these sorts of missions, as they usually are quite clandestine.
Before deploying, randomly determine who will be the attacker, and who will be the defender. After this is done, the attacker chooses one model from the defender's force to be the Hostage, and one model from his own force to be the Hostage Taker. Place these two models in base-to-base contact in the center area, labeled the Hostage Capture Point. NO OTHER MODELS MAY DEPLOY IN THIS ZONE. It is for the Hostage Taker and his Hostage only. (PLEASE NOTE: Growlers will never be hostages. They are too savage for that, so Growler players will always be attackers in this scenario.) Before the game starts, roll a D10 to determine the number of turns the game will last:
1-2 = 6 Turns, 3-8 = 7 Turns, 9-10 = 8 Turns
The Attacker is attempting to get the hostage from the center to one of his board edges (the short edges). To move his hostage, the Hostage Taker may move both models as a single activation, but may only use 1/2 (round up) his MP for the activation. They must remain in base-to-base contact the entire game. The Hostage may make no actions, nor make any activations, for the duration of this game. Please note that firing on the Hostage-Taker counts as firing into melee (and thus suffers all penalties that apply), for both friendly and hostile models. The Union may ignore the restriction for firing into Melee for this situation only, and may fire on the Hostage Taker.
If the Hostage Taker is killed before reaching a short edge, the Hostage is freed, and the attackers suffer a Solid Defeat. If the Hostage Taker can successfully reach a board edge before the game ends, the attacker gains a Solid Victory. If the Hostage is successfully freed (by killing the Hostage Taker before he reaches one of the board edges) then the defenders gain a Solid Victory. If they let the Hostage Taker escape with his prize, they suffer a Solid Defeat.
These additional scenarios are still undergoing playtesting. If you find anything wrong, please feel free to contact me. Please also feel free to distribute these freely! Anything that gets people playing Vor again is a good thing, in my book.
Until next time,