Scenarios Booklet

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combat zone

Scenarios
TURF WAR
2 PLAYERS

The Combat Zone is what outsiders call it, but THE WIN
it’s not a zone so much as it is a patchwork The game ends when either team has more
of territories, battlelines, and micronations. than half their team’s models taken out.
PREPARING FOR BATTLE Total the EB value of all the models taken out
This scenario can be played at any EB total. on each team (not counting Gear, programs,
or one-off game veteran cost). The team who
THE SETUP took out the higher total value in model EB
Both players roll a RED die and add their is the winner. If that is a tie, the player who
team’s total Influence (re-roll Crits and took out more models wins.
Fumbles). The player with the lower total is
the attacker. Example: The Lawmen took out 3 Zoners with
a total character EB value of 35 between
The defender sets up their team first, with them. The Zoners took out 2 Lawmen, but
all models fully within RED of the edges of a they were both worth 20 EB apiece, for a
table quarter of their choice. total of 40 EB. Zoners win!
The attacker then sets up their team THE CONSEQUENCES
fully within RED of the diagonally opposite It may be the zone. But this is our piece of it.
quarter’s board edges.
The winner may promote one character.
The defender has Control first.

RANDOMLY CHOOSING A MISSION


To randomly select a mission, roll a GREEN die and consult the page number.
This Fumble mission is a great mission for your first game. The Crit mission is
designed for 200+ EB, so reroll that result if you don’t want a long game.
THE MULE
2 PLAYERS

Sometimes you need to get a package across THE WIN


the combat zone. Could be guns, could be The attacker wins if they take out the Mule.
information. Doesn’t matter, your job is just
to deliver it. Deliver it and get paid. Every time one of the defender’s models is
taken out, they must tell the attacker if it
PREPARING FOR BATTLE was the Mule or not.
This scenario can be played at any EB total.
The defender wins if they do either of the
THE SETUP following:
Both players roll a RED die and add their
team’s total Influence (re-roll Crits and •Take out all of the attacker’s models
Fumbles). The player with the higher total •The Mule starts their activation on
may choose to be the attacker or defender. the board edge opposite the defender’s
starting board edge and is more than
The attacker deploys their team first, with YELLOW away from all rivals. If this
all models fully within RED of the short board condition is met, the defender reveals the
edge of their choice. model as the Mule and wins.
The defender deploys their team on the THE CONSEQUENCES
board edge opposite the attacker’s. I do the job, I get paid.
The defender secretly writes down one of The winner of the game may promote one
their characters not Gonks. This character character. The winner also draws one Loot
is the Mule. card at the start of their next game and
equips it to any friendly character.
The attacker has Control first.

2
DATA SWEEP
2 PLAYERS

We got a pingfrom the sweeper-bot. When active, models with objectives may
Somewhere in the area is the data we’ve pass their objective to a friendly model
been looking for. Just got to piece together within reach. This doesn’t require a skill roll
the bits and put it all back together again. or an action.
PREPARING FOR BATTLE Models may have multiple objective tokens.
This scenario can be played at any EB total.
THE WIN
THE SETUP The game ends and a player wins when
Both players roll a RED die and add their they do one of the following:
team’s total Influence (re-roll Crits and
Fumbles). The player with the higher total •They take Control while holding 4 or more
may choose to be the attacker or defender. objectives.
•They take out all their rivals.
The attacker deploys their team first, with all
models fully within RED of one half of a long THE CONSEQUENCES
board edge of their choice, as shown. That was some good ice in there. The sort of
code that makes you smarter just for looking
The defender sets up their team fully within at it. People pay tops for the good stuff.
RED of the diagonally opposite half edge
from the attacker, as shown. The winner of the game may promote one
character.
Stack 2 objectives in the center of the table.
Taking turns starting with the attacker, each
player places 2 more objectives on their half
of the table, at least YELLOW away from all
models and objectives. When finished, there
should be 6 objectives on the board.
The attacker has Control first.
DATA DUMP
A model within reach of an objective may
attempt to control it by taking the Claim
Data action.
If you take out a model with an objective,
place the objective in base contact with the
model before removing it.

CLAIM DATA

Claim an objective within reach by placing it on this model’s card.

3
FRAME UP
2 PLAYERS

A rival gang has been edging in on your If you take out a model with the transponder,
territory. With a little nudge, the NCPD place the transponder in base contact with
might just swoop in like a bag of hammers the model before removing it. Any model may
and finish the job for you. pick up the transponder by moving over it.
PREPARING FOR BATTLE When active, a model with the transponder
This scenario can be played at any EB total. may pass it to a friendly model within reach.
This does not require a skill roll or an action.
THE SETUP A defender with the transponder may move
Both players roll a RED die and add their off of any table edge.
team’s total Influence (re-roll Crits and
Fumbles). The player with the higher total THE WIN
may choose to be the attacker or defender. The attacker wins if the transponder’s value
reaches 6.
The attacker deploys 2 members of their
team anywhere within RED of the center The defender wins if the transponder is
of the board. Each time the attacker moved off any table edge.
Inspires Their Team, they may deploy
another character (or all Gonks), on any Either player wins if they take out all their
board edge, at least YELLOW from all rivals in the Battlespace.
rivals. If there is no board edge available, THE CONSEQUENCES
they must wait to deploy. Once that transponder goes off, the cops will
The defender sets up their entire team swarm the place...
anywhere on the board, at least YELLOW The winner of the game may promote one
away from all enemy models. character.
The Attacker places the Objective “2” token
on one of their deployed characters’ cards.
This character is holding the transponder.
They’re attempting to use to call in the
NCPD.
The attacker has Control first.
THE TRANSPONDER
A model who is in control of the transponder
(Objective token) may attempt to activate
the transponder by taking the Send Signal
action:
SEND SIGNAL

[Difficult] Incease or Decrease the Value of the Objective token by 1, to a


minimum of 2.

4
QUARTER MILE
2 PLAYERS

Sky turned from Red to Black in less time THE WIN


than planned. Deep in enemy territory, you If the attacker takes out more than half of the
need to escape quickly before you become defender’s models, the game immediately
part of the scenery. ends and the attacker wins.
PREPARING FOR BATTLE If the defender moves half of their models
This scenario can be played at any EB total. (rounded up) off of the board, the game
immediately ends and the defender wins.
THE SETUP
Both players roll a RED die and add their THE CONSEQUENCES
team’s total Influence (re-roll Crits and You gotta be fast on your feet to escape the
Fumbles). The player with the higher total enemy’s home turf. This town is made up of
may choose to be the attacker or defender. two kinds of people: the quick, and the dead.
The defender sets up their team first, with The winner of the game may promote one
all models fully within RED of one of the short character. The winner may also deploy one
edges of the board. additional Gonk at no cost during the Setup
of their next game.
The attacker sets up their team fully on the
opposite board half, deploying to either side
of their half of the board, within RED of a long
board edge.
The defender’s models may move off of the
short board edge opposite their deployment
zone.
The defender has Control first.
NIGHT TIME IS THE RIGHT TIME
When targeted by rivals farther away than
GREEN, a model may reroll their opposed
GREEN
Reflex Skill rolls, and obstacle penalties
count double.

5
RECOVERY
2 PLAYERS

We got word that a supply transport was FREE STUFF


waylaid by some big corporate rival. Any A model in base contact with an objective
cargo that the locals couldn’t drag away are token may use an action to pick it up and
fresh pickings. Get in, get out, get paid. place it on their card. This is an Easy action
(it does not require a roll). When a model
PREPARING FOR BATTLE gains an objective token, it also draws and
This scenario can be played at any EB total. equips one Loot card.
THE SETUP If a model with an objective token is taken
Both players roll a RED die and add their out, the player who took it out places the
team’s total Influence (re-roll Crits and token in base contact with the model before
Fumbles). The player with the higher total removing it. A subsequent model that picks
may choose to be the attacker or defender. up the same token draws a new Loot card.
Place a suitable obstacle representing the Models may have multiple objective tokens.
cargo container or vehicle at the center of
the board. Starting with the attacker and THE WIN
taking turns, each player sets an objective The game ends immediately when all 5
token within GREEN of the center of the objective tokens are acquired, or a player
board, at least RED away from all other takes out all their rivals.
placed objective tokens. Continue until there
are 5 in play. The player holding the most objectives when
the game ends is the winner.
The attacker sets up their team first, with
all models fully within RED of a board edge THE CONSEQUENCES
of their choice, as shown. Models may not be This really was the best of everything that
closer than YELLOW to an objective token. ever fell off the back of a truck. Their loss is
your gain.
The defender sets up their team fully within
RED of the edge opposite the attacker’s, The winner may promote one character. All
as shown. Models may not be closer than models (attacker and defender) may carry
YELLOW to an objective token. Loot from this game to their next game.

The attacker has Control first.

6
CORPORATE LADDER
2 PLAYERS

You wanna make it to the top? Because the THE WIN


bottom is full of folks who simply don’t like The game ends when:
the climb.
•The attacking player uses THEY’RE MINE
PREPARING FOR BATTLE to remove the rival Leader from play.
This scenario can be played at any EB total. •The defender takes out half their rivals,
THE SETUP rounding up.
Both players roll a red die and add their If the defender’s Leader is taken out by any
team’s total Influence (re-roll Crits and way other than the THEY’RE MINE action,
Fumbles). The player with the higher total the attacking player must take out all the
may choose to be the attacker or defender. defender’s models to win.
The defender sets up their team first, with THE CONSEQUENCES
all models fully within a table quarter of their There was only going to be two ways out of
choice (shown in blue). this one. Blast enough holes in the enemy
to drive them off, or cut the head off their
The attacker then sets up their team leadership and watch them fade into the
fully within RED of the opposite quarter’s shadows of the zone forever.
board edges.
The winner may promote one character.
The attacker has Control first. The Leader of the winning team also gains
THEY’RE MINE! one RED Action Token during the next
The attacker’s models must attempt to game they play.
eliminate the enemy Leader in a show of
bravado, at close range. Attacking models
may take the THEY’RE MINE action.

THEY’RE MINE

If this attack takes out the defender’s Leader, you win.

7
HEIST
2 PLAYERS

Secure and tightly monitored, we gotta SLICE THE TERMINAL


break into that strong room and carry off An attacking model may attempt to slice
whatever isn’t nailed. Careful though, I hear into the secure facility by accessing one of
the corporation hired some muscle to guard the terminals. Models may take the Send
the joint. Signal action.
PREPARING FOR BATTLE THE WIN
This scenario is intended for play at 200 EB The attacker wins if they successfully unlock
or more. To play on a smaller battlespace 2 terminals.
at lower EB totals, use a cargo container
instead of a small building. The defender wins if half of the attacker’s
models (rounded up) are taken out.
THE SETUP
Both players roll a RED die and add their THE CONSEQUENCES
team’s total Street Cred (re-roll Crits and Once those locks are hacked, the heavy
Fumbles). The player with the lower total is haulers will punch in and out, and we’ll get
the attacker. our cut!

The defender (shown in blue) places a small The winner may promote one character.
building in the center of the table. Each
corner of the building has a terminal: Place
terminal tokens touching all (4) corners
facing the outside, on the ground level.
The defender sets up half of their team
(rounding down) within YELLOW of the
edges of the center building. All remaining
defending models deploy within RED of one
short edge and the adjoining half of the long
edge (as shown).
The attacker (shown in red) then sets up
their entire team, fully within RED of the
opposite board edges (as shown).
The attacker has Control first.

SEND SIGNAL
[Difficult] The opposed Obstacle die gains +1 for each remaining terminal with
a defender’s model in base contact. If this action succeeds, unlock the terminal
(remove it). If this action fails, suffer 1 wound.

8
CROSSING BARRICADES
2 PLAYERS

A checkpoint has been set up at the CONTACT_SECTOR 3


crossroads. Watch those searchlights: you If any model fails a Reflexes roll when making
don’t want to get caught up in an NCPD a move across the obstacles along the
sniper’s crosshairs. midline of the board, then they are hung
up in the spotlights long enough to attract
PREPARING FOR BATTLE the attention of a police sniper. The model
This scenario can be played at any EB total. immediately suffers a wound.
The map shown is 30” x 44”. To play on a
smaller board, align the Defender’s board Attacking models may move off the board
edge with the short board (22”) board edge. edge opposite to where they entered.
THE SETUP THE WIN
While setting up the Battlespace, draw The game ends when:
an imaginary line across the middle of the
table. If no terrain occupies any of this •The attacker moves one third of their
space, place any obstacles across the team (round up) off of the board and wins.
path to cover open ground. •The defender takes out more than two
thirds of the attacking models (round up)
Example: Pete uses a selection of scenery and wins.
elements - sections of wire fence, a ruined
car, a stack of old tires, and a fallen section Example: The Zoners are the attackers and
of wall - to fill up the midline of the table. started the game with 8 models. If they get
one third (3) models off the board, they win.
Both players roll a RED die and add their If the defending Lawmen take out more than
team’s total Street Cred (re-roll Crits and two thirds (6) of the Zoners, they win.
Fumbles). The player with the higher total is
the attacker. THE CONSEQUENCES
Ain’t nothing like the Zone! I love the smell of
The defender sets up their team first, with burning tires in the morning.
all models within GREEN of the board edge
of their choice. The winner of the game may promote one
character.
The attacker deploys all their models
touching the opposite board edge.
The attacker has Control first.

9
HOT ZONE
2 PLAYERS

You’ve got a ride en route to pull you outta THE WIN


this s-show, but you’ve got to survive until When the game ends, the attacker wins
they can pull your asses out. if they have taken out more than half of
the defender’s team, by EB value (not
PREPARING FOR BATTLE counting Gear, programs, or one-off game
This scenario can be played at any EB total. veteran cost).
THE SETUP Otherwise, the defender wins.
Both players roll a RED die and add their
team’s total Street Cred (re-roll Crits and THE CONSEQUENCES
Fumbles). The player with the lower total is Bullets in the air like angry hornets. The
the attacker. screech of tires around the corner. Just
another minute...
The defender places 2 ruined building
corners in the center of the table, however The winner of the game may promote one
they like, as long as both corners are fully character.
within GREEN of the center and the buildling
corners form a rectangle.
The defender places all their models fully
within the rectangle formed by the building
corners (shown in blue).
All of the attacker’s models start play in
reserve outside the Battlespace. When
attacking models in reserve are first
activated, the attacker must deploy them on
any board edge.
The attacker has control first.
ON THE CLOCK
The attacker takes 4 objective tokens. Each
time the attacker Inspires Their Team, they
must discard an objective token.
When the attacker discards their last
objective token, the game is over.
The game also ends if either player takes out
all of their rivals.

10
CORPORATE AFFAIRS
2 PLAYERS

A contact has hacked the corporate firewalls. THE WIN


We can get in and get some seriously valuable The game immediately ends when all
info. Just hope our contact didn’t sell us out... terminals have been removed. A team’s
score is equal to the EB value in rival models
PREPARING FOR BATTLE taken out (not counting Gear, programs or
This scenario can be played at any EB total. one-off game veteran cost) plus the EB value
The map shown is 30”x44”. To play on a of their terminals. The player with the higher
smaller battlespace, use a cargo container total is the winner. If that is a tie, the team
instead of a small building. with lower Street Cred wins. If still tied, the
THE SETUP defender wins.
Both players roll a RED die and add their Example: the Zoners took out 20 EBs of
team’s total Tech Skill (re-roll Crits and Lawmen and they have the first terminal (5
Fumbles). The lower total is the attacker, the EBs) and the fourth terminal (20 EBs) for a
other player is the defender. total of 45 EBs towards victory.
Place a small building in the center of the THE CONSEQUENCES
table. Each corner of the building has a We were sold out all right, but that never
terminal: Place terminal tokens touching stopped us before.
all (4) corners facing the outside, on the
ground level. The winner of the game may promote one
character.
The defender sets up their models within
RED of one short edge of the battlespace
and the adjoining half of a long edge.
The attacker then sets up their entire team,
fully within RED of the opposite edges.
The attacker has Control first.
HACK THE INFO
All models may attempt the Hack Info action
below if they are in base contact with a
terminal.

HACK INFO
[Difficult] Remove the terminal token; your team permanently has it. Give the
terminal an EB value depending on when it was removed. 1st terminal: 5 EBs,
2nd terminal: 10 EBs, 3rd terminal: 15 EBs, 4th terminal: 20 EBs.

11
SECRET STASH
2 PLAYERS
You’ve gotten a hot lead on a stash nearby, THE INFO
hidden in a particularly desolate corner of the Both players secretly select half of the
city. Seems like another gang heard about it too - Battlespace and notes it down, along with the
but you’re both missing some of the deets. objectives within - this is where their info has led
them. The defender must select a long half and
PREPARING FOR BATTLE the attacker a short half.
This scenario is intended for games of 200 EB
or more, and requires more terrain than most The quarter that falls into both players chosen
missions. If you wish to play it on a smaller board, halves is where the stash actually is.
reduce the number of buildings to 4 and place
only 6 Objective markers (4 tucked into the Starting with the defender, the players alternate
building corner, 2 placed by the players). deploying models ANYWHERE on the table, so
long as they are not within YELLOW of a rival.
THE SETUP Models that cannot be deployed are in reserve.
Both players roll a RED die and add their team’s
total Street Cred (re-roll Crits and Fumbles). The The attacker has Control first.
player with the lower total is the defender. THE SEARCH
Starting with the defender, the players take A model within reach of a rival may target it with
turns placing ruined building corners in the the Collect Info action.
Battlespace. Each corner must be at least RED A model in contact with an objective may take
away from all the other corners. an Easy action to place it on their card. If
Take turns until 8 corners are placed. Tuck an you take out a model with an objective, place
objective token in each corner (face up). The the objective in base contact with the model
defender then places an objective anywhere, before removing it.
followed by the attacker (10 total).
THE WIN
The game ends when either Leader is taken out.
When the game ends, both players reveal the
table half they selected if they have not already
done so. The objectives that started in the
quarter that fell into both players’ chosen halves
were the “stashed” objectives. The player holding
more stashed objectives wins. In the case of a
tie, the team with lower Street Cred wins. If still
tied, the defender wins.

THE CONSEQUENCES
Half the info is enough to start plannin’...

The winner of the game may promote one


character.
COLLECT INFO

If successful, look at the table half your opponent noted down. If this action fails,
your opponent moves this model GREEN GREEN.
HOSTILE TAKEOVER
2 PLAYERS

This is it, ladies and gentlemen. Our corporation THE WIN


needs us to take over their rival’s operation. The attacker wins if they successfully slice
Once we do, we will be promoted out of the the terminal.
zone. Let’s be proactive about this. All ideas
are welcome. The defender wins if half of the attacker’s
team (rounded up) is taken out.
PREPARING FOR BATTLE
This scenario is intended for use in THE CONSEQUENCES
Campaigns by Tyger Claws teams that have The corporation thanks you. You have been
10 or more Street Cred. It can be played at promoted. No, your salary will remain the
any EB total, but higher totals make for a same.
better Campaign finale! If the attacking Tyger Claws win, they win
THE SETUP the campaign.
The Tyger Claw team seeking to Prove Their If the defender wins, they may promote up
Worth is the attacker. The other team is the to two characters.
defender.
Defender places a small building in the
center of the table. Place a Terminal token
on the top of the building, in the center. The
defender gains an additional 10 EBs to build
their team and they must deploy their whole
team on the building or within GREEN of it.
No more than half of their team (rounding
up) may be on or in the building.
The attacker may deploy their models in
contact with any board edge.
The attacker has Control first.
SLICE THE TERMINAL
An attacking model within reach of the
Terminal token may attempt to slice the
terminal and initiate the corporate take over.
Attacking Models may take the Hack Info
action.

HACK INFO
[Difficult] The opposed Obstacle die gains +1 for each of the defender’s mode’s
in or on the building. If this action succeeds, the Tyger Claws win. If it fails, the
model suffers a wound!

tyger Claws
Prove Your Worth
PIT FIGHT
2 PLAYERS

Place your bets! Let’s see who gets to walk THE WIN
out of the zone and who gets to sweep The game ends immediately when half of
their teeth off the floor! You boys sure both either team (rounding up) is taken out.
brought a lot of friends...
Your total EBs towards victory is equal to
PREPARING FOR BATTLE the total EB of rivals taken out (not counting
This scenario is intended for use in Gear or programs) plus any bonuses for
Campaigns by Maelstrom teams that have doing so while your model is in The Pit. The
10 or more Street Cred. It can be played at player with the higher total is the winner. In
any EB total, but higher totals make for a the case of a tie, the defender is the winner.
better Campaign finale!
Example: Maelstrom took out 20 EBs of
THE SETUP Tyger Claws. They took out one Tyger Claw
The Maelstrom team seeking to Prove Their while the Maelstrom model was in The Pit for
Worth is the attacker. The other team is the an additional 10 EBs for a total of 30 EBs
defender. towards victory.
The defender gains an additional 10 EBs to THE CONSEQUENCES
build their team. You want out of the zone? Fight your way out.
The defender places their Leader within RED If the attacking Maelstrom team wins, they
of the center of the board, then the attacker win the campaign.
places their Leader in the same way. Before
the game begins, the defender may take one If the defender wins, they may promote up to
full activation with their Leader, then the two characters.
attacker may do the same. Then refresh
their Action Tokens. (Any models taken out
at this time count towards victory normally).
Once the Leaders have finished pummeling
each other, each player alternates placing
the rest of their team, starting with the
defender. These models may be placed
ANYWHERE on the board, so long as they
are at least YELLOW from all rivals.
The attacker has Control first.
THE PIT
The area within RED of the center of the
board is The Pit. If your model is in The Pit and
takes out a rival model, that rival is worth an
additional 10 EBs towards victory.

Maelstrom
Prove Your Worth
GAME SUMMARY PLAYER TURNS
DETERMINE THE SIZE OF YOUR TAKING CONTROL
1 Agree with your opponent about how When you take Control, you have to choose
many EB each player is going to spend between Activa ng a Ch racter or Inspir ng
on their team. 100, 150, or 200 are o u e r Ya m T .
good amounts, depending on how long you
want to play. TAKING CONTROL
Choose a character with Ready Action Tokens and
take actions with them (the Active Model).
BUILD YOUR TEAM
2 One Leader, multiple characters, Characters can choose from any of the six basic
actions (below) and may have more available,
plus some Gonks (limited by your
character’s combined Influence). depending on their Character card and Gear.

CHOOSE YOUR SCENARIO When your Active Model is flnished taking actions,
Control passes to your opponent.
3 Each scenario will contain details of
how to set up the Battlespace and Move up to your action color. If the
what you need to do to win. move is unobstructed, it doesn’t require a
Skill Roll.
PLAY THE GAME
4 At any one time, one player will have
Control and will take actions with their Attempt to wound a rival within .
models. Control passes clockwise Opposed by target’s Melee Skill.
between players. Scenarios determine who
has Control first.
Attempt to wound a rival within
WINNING THE GAME or range. Opposed by target’s
5 Play continues until someone wins by
completing the goals of the scenario.
Refiexes.

Attempt to Heal 1 from another Red-lined


target within reach.

Remove 1 Hacked Token from friendly


target.

Activate Friendly Model (Characters Only).


INSPIRING YOUR TEAM
Activate each of your Gonks who have not been
taken out of action by taking a single action with
each of them. And, refresh all your characters’
Used Action Tokens.

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