The winners of the Cetacean Commando Competition are below:
U.S. Navy Marine Mammal Program (NMMP)
- MK 4 team uses dolphins to detect and mark the location of tethered sea mines floating off the bottom.
- MK 7 team dolphins are trained to detect and mark the location of mines on the sea floor or buried in sediment.
- The MK 8 team is trained to swiftly identify safe corridors for the initial landing of troops ashore.
Force ProtectionMK 6 team uses dolphins and sea lions as sentries to protect harbor installations and ships against unauthorized human swimmers.
Object RecoveryMK 5 team is dedicated to the recovery of test equipment that is fired from ships or dropped from planes into the ocean.
Cetacean Team (150 points)Morale 55%
A dolphin receives 3 AP. Its first AP must always be spent to move a minimum of 2" (and up to 6").
The dolphin's search is aided by a form of sonar known as echolocation: they locate objects by producing sounds and listening for the echos. A broadband burst pulse of clicking sounds is emitted in a focused beam in front of the dolphin. Two (2) AP are spent to emit and receive sonar. The sonar reveals any object (mine, human, ordinance, etc.) in a 6"x6" sector, directly in front of the dolphin (center the 6" width on the center on the dolphin). If the object is still within the 6"x6" grid at the start of the dolphin's next activation, it will move directly to the object. However, do not physically move the dolphin on the board, unless directed otherwise. Refer to cetacean team mark for further instruction.
MK 4, MK 7, and MK 8 dolphins will then spend 2 AP attempting to mark the mine with a buoy. The dolphin will need to make a Morale roll to successfully mark the buoy. If successful, mark the location of the mine on the board. If a fumble (00) is rolled, the buoy is lost and the dolphin will return to base (leave the board).
MK 6 dolphins will spend 2 AP to bump the swimmer's air tank which is then marked with a buoy. The dolphin will need to make a Morale roll to successfully mark the buoy.
If successful, the location of the swimmer will be revealed and all friendlies will receive a +30% when attempting to Spot the swimmer. In this case, place the dolphin in contact with the swimmer. The swimmer would immediately need to check for Consciousness (60%) and take a compulsory Morale test at -40% in their first available combat phase.
If the dolphin failed, place it 2" beyond the swimmer. The swimmer will still need to take a compulsory Morale test for the close encounter, but at -20%. If a fumble (00) is rolled by the dolphin, the buoy is lost and the dolphin goes AWOL (leaves the board).
MK 5 dolphins will spend 2 AP to attach recovery hardware to the object. The dolphin will need to make a Morale roll to successfully do so. If successful, the object will be able to be recovered per the scenario rules. If a fumble (00) is rolled, the recovery hardware is lost and the dolphin will return to base (leave the board).
Remember that the dolphin's first AP must always be spent moving a minimum of 2". It is possible that in its next activation, it moves and then uses sonar, but does not detect the object, as it has overshot its mark.
Spotting a dolphinDolphins are native to the water. Military trained dolphins would still appear to be a creature of the wild. Positive Identification is required, meaning 2AP must be expended to positively identify the dolphin as military (counting all spotting modifiers as usual).
- If spotter is out of the water:
- Target is swimming
- Target is Hidden
- If spotter is in the water:
- Target is swimming
- Target is in Soft cover (within 6")
- Target is in Medium cover (7-12")
- Target is in Hard cover (13-18")
- Target is Hidden (>18")
Use same modifiers for Shooting, except replace Hidden modifiers with Prepared Defenses modifiers.
When a dolphin is fired at, add three additional morale markers (4 total).
If wounded, a dolphin is removed from the game.
In second place
This brilliant hand sculpted dolphin with his hightech headgear.