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  1. LA FORJA MOBILE SHIPYARD: Operation Deck Orbital shipyards are space-borne infrastructures for maintenance and logistics. They have been designed to repair and build ships, stations, and other infrastructures that are impossible to produce in a gravity well. Mobile shipyards such as La Forja, smaller and lighter but with a capacity for propulsion, are limited to maintenance and repair tasks. These kind of shipyards were originally designed for deployment in temporary or troubled locations, because of an extreme tra c density or a changing environment, such as the unstable areas around asteroids. One of the distinguishing features of these shipyards is their lack of closed and pressured hangars, since they are specialized in maintenance tasks rather than construction. This allows them to have smaller facilities in terms of weight and volume, thus increasing their mobility. The continuous traffic around a Jump Gate requires the presence of an orbital shipyard in the surrounding area. The Cosmica Corporation, based on Corregidor, is aware of this fact and thus established a mobile version, which could be adapted to the redeployments and relocations required by the Paradiso Coordinated Command to cover the security parameters of the complex. In order to avoid La Forja becoming just corporate facilities, the Corregidorian Government established some administrative offices in the shipyard, as well as a docking berth for the ships of the Nomad Military Force. This way, La Forja became an element of the Nomads’ war escorts in the area and is considered part of the Nomads’ sovereign territory. Habitation and operation areas in La Forja are very stark, though completely functional, along the lines of any Corregidorian facility. The most relevant areas on this mobile station are the Operations Control deck, which manages all shipyard work, and the military quay, where the ships from the Nomad military dock for maintenance. Mission: HUNTING PARTY MAIN OBJECTIVES 1-CONNECT THE ANTENNAS (1 OBJECTIVE POINT FOR EACH CONNECTED ANTENNA). 2-HUNT DOWN MORE ENEMY SPECIALIST TROOPS THAN THE ADVERSARY (2 OBJECTIVE POINTS). 3-HUNT DOWN AS MANY ENEMY LIEUTENANTS AS THE ADVERSARY (3 OBJECTIVE POINTS). 4-HUNT DOWN MORE ENEMY LIEUTENANTS THAN THE ADVERSARY (4 OBJECTIVE POINTS). CLASSIFIED Each player has 2 Classified Objectives (1 Objective Point each one). DEPLOYMENT Both players will deploy on opposite sides of the game table, in a standard Deployment Zone 12 inches deep. SCENARIO SPECIAL RULES RESTRICTED RANGE The structure of the zone of operations restricts the range of rearms. In this scenario, any BS Attack where the range to the target is 32 inches or more is considered an automatic failure with no need to roll the die. ANTENNAS There are 2 Antennas on the central line of the game table, placed 8 inches from the edges of the table. Each Antenna must be represented by a Transmission Antenna Marker CONNECT ANTENNA (SHORT SKILL) -Attack REQUIREMENTS ONLY SPECIALIST TROOPS CAN DECLARE THIS SKILL. THE SPECIALIST TROOP MUST BE IN BASE CONTACT WITH AN ANTENNA. IF THE ROLL IS FAILED, THIS CAN BE REPEATED AS MANY TIMES AS NECESSARY. A CONNECTED ANTENNA CAN BE CONNECTED AGAIN BY THE OTHER PLAYER, APPLYING THE SAME PROCEDURE. IN SUCH A SITUATION, THE ANTENNA IS NO LONGER CONSIDE- RED TO BE CONNECTED BY THE ADVERSARY. HUNT DOWN OBJECTIVES A Lieutenant and a Specialist Troop are considered Hunted Down when they are in Isolated or Immobilized (IMM-1 or IMM-2) state at the end of the game. All those Lieutenants and Specialist Troops that have not been deployed on the game table at the end of the game will be considered to be Hunted Down by the adversary. HUNTING MISSION In this scenario all the troopers possessing a Pistol have available also a Stun Pistol with no additional Cost. Moreover, all those troopers possessing the Veteran Troop, Elite Troop or Headquarters Troop Troop Characteristic have available also an Adhesive Launcher with no additional Cost. MULTI BS Weapons can use Stun Mode to shoot Stun Special Ammunition. In this scenario, Stun Special Ammunition causes the Immobilized-1 state instead of the Stunned state. In this mission, the identity of the Lieutenant is always Public Information. The player must indicate which Marker is the Lieutenant if it is in a Marker state (Camouflaged, TO Camouflaged...) or which Markers are the Lieutenant in the case of a Holoprojector.
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