v0.1

Quantronic Compression

Author: WiseKensai

Based on Transmission Matrix from ITS 11. Modified by WiseKensai for Operation Edgelord/BAMS. This mission has new mechanics, such as long skill objective interactions which do not require a WIP roll, with hackers able to treat the same interaction as a short skill if they pass a WIP roll.

The scenario also has end of turn scoring in addition to end of round. It also has "one more" scoring, which requires you to dominate one more zone than points you've scored from dominating.

In other words, if you've scored no points from dominating zones, you only have to dominate one zone. If you dominate two zones in that case, you still only score one point. On the subsequent turn, however, if you've scored one point for dominating, to score another point you must dominate at least two zones, and so on. This mechanic will be familiar to Malifaux players.

Mission Objectives

Main Objectives

  • Dominate at least one more Transmission Area than you have scored points from this objective at the end of each player turn, i.e. if you've scored no points, you need to dominate at least 1, if you've scored 1 point you must dominate at least 2, etc. You don't score extra for having extra areas dominated per turn.
    • Up to 1 objective point per player turn, max 5
  • At the end of each game round, subjugate more Transmission Areas than your opponent.
    • 1 objective point, max 3.
  • At the end of the game, have less specialists in a null or dead state than your opponent.
    • 2 Objective Points.
  • At the end of the game, have the same number of specialists in a null or dead state as your opponent (at least one).
    • 1 Objective Point

Forces and Deployment

  • SIDE A and SIDE B: Both players will deploy on opposite sides of the game table, in Deployment Zones whose size depends on the number of Army Points in the Army Lists.

Quantronic Compression

Scenario Special Rules

Transmission Area (ZO)

There are 5 Transmission Antennas, each represented by a S5 silhouette terrain piece or Transmission Antenna Marker. One is placed at the center of the game table. There are two Transmission Antennas placed on each side of the game table, 12 inches from the edges and 12 inches from the central line of the game table.

Each Transmission Antenna generates a Transmission Area extending 4" from the edge of its silhouette, as if it were a 4" Zone of Control. In this scenario each Transmission Area is considered a Zone of Operations (ZO).

Hackers in a Transmission Area with an activated Transmission Antenna may treat any Transmission Area with an activated Transmission Antenna as part of their Hacking Area.

Dominate ZO

A Transmission Area Zone of Operations (ZO) is Dominated by a player if they have more Victory Points than the adversary inside the area and the associated Transmission Antenna is activated. Only Troopers represented by Models or Markers (Camouflaged, Shasvastii-Embryo, Seed-Embryo...) count, as well as Proxies and Peripheral Troops. Troops in a Null State do not count. Tokens representing weapons or pieces of equipment (like Mines or Deployable Repeaters), fake Holoechoes, and any Token that does not represent a Trooper do not count either.

A Trooper is inside a Zone of Operations when more than half the Trooper's base is inside that ZO.

Subjugate ZO

A Transmision Area Zone of Operation is Subjugated by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) inside the area and the associated Transmission Antenna is activated. So there cannot be any enemy Troopers inside the Zone of Operations. Models in a Null State do not count.

A Trooper is inside a Zone of Operations when more than half the Trooper’s base is inside that area.

SHASVASTII

Troopers possessing the Shasvastii Special Skill that are inside a Zone of Operations count for Dominating ZO while they are in the Shasvastii-Embryo State or any non-Null State.

BAGGAGE

Troopers possessing the Baggage piece of Equipment that are inside a Zone of Operations and in a non-Null State provide an additional 20 Victory Points for Dominating or Subjugating the ZO.

Transmission Antenna

There are 5 Transmission Antennas, each one at the center of a Transmission Area.

Activate/Deactivate Transmission Antenna
Entire Order, Attack
Requirements
  • Only Specialist Troops may declare this Skill against a Transmission Antenna.
  • The Specialist Troop must be in Silhouette Contact with a Transmission Antenna.
Effects
  • By spending an Entire Order, the Specialist Troop can activate or deactivate the Transmission Antenna. No roll is required.
  • Player A and Player B Markers can be used to mark activated Transmission Antennas.
  • Note: Once activated, models may Dominate or Subjugate the Transmission Area associated with with the activated Antenna and hackers within an activated Antenna's Transmission Area may extend their hacking area to include all other Transmission Areas with an activated Antenna.

Specialist Troops

For the purposes of this scenario, Hackers, Doctors, Engineers, Forward Observers, Paramedics, Specialist Operatives, and troops possessing the Chain of Command Special Skill are considered Specialist Troops.

Neither Peripherals nor Repeaters can be used to perform tasks reserved for Specialist Troops.

Hacker Bonus

Troopers possessing the Hacker Special Skill may perform the Activate/Deactivate Transmission Antenna skill as a short skill instead of a long skill if they pass a WIP roll. In addition, hackers count as having 20 additional VP for the purposes of Dominating or Subjugating a Transmission Area.

Hostile Infrastructure

There is a hostile entity inhabiting the Transmission Antenna repeater network. At the end of a player's turn, each friendly Hacker within the Transmission Area of an activated Transmission Antenna is the target of a quantronic attack! To resolve this, each friendly Hacker must successfully pass an uncontested WIP roll. If they fail, they suffer a DAM 14 hit against their BTS.

End of the Mission

This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the game will end at the end of that Turn.