v0.1

The Brawl

Author: Trash Pander, WiseKensai

Written by Trash Pander and modified to differentiate it from Engineering Deck by WiseKensai

Mission Objectives

Main Objectives

  • Be the first player to activate the center console.
    • 1 Objective Point.
  • At the end of each game round, dominate the Objective Room.
    • 1 Objective Point per round.
  • At the end of the game, have more Activated Consoles.
    • 2 Objective Points.
  • At the end of the game, have the same number of Activated Consoles.
    • 1 Objective Point, but only if at least 1 console is activated.
  • At the end of the game, have put more Victory Points worth of models into the Dead State while the model is within the Objective Room during any part of the order.
    • 2 Objective Points.

Classified Objectives

  • Each player has 2 Classified Objectives
    • 1 Objective Point for each classified.

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.
  • It is not allowed to deploy inside the Objective Room.

The Brawl

Scenario Special Rules

Objective Room (ZO)

In this scenario the Objective Room is considered a Zone of Operations (ZO).

Placed in the center of the table, it covers an area of 8 by 8 inches. In game terms it is considered to have walls of infinite height that completely block Line of Fire.

The Objective Room has four Gates, one in the middle of each wall. The Objective Room Gates have a Wide Access Width. This means any silhouette size can pass into the room.

The Gates are CLOSED at the start of the game, but may be opened by reducing them to 0 STR, whereupon the relevant Gate is removed, or by the Open the Objective Room Gates skill.

Open the Objective Room Gates
Entire Order/Short Skill, Attack
Requirements
  • The Troop must be in Silhouette contact with the Gate.
Effects
  • Expending a Entire Order will open all gates to the Armory.
  • A Specialist Troop may declare this skill as a Short Skill and make a WIP Roll to Open the Gates. A success on the WIP roll opens all gates to the armory.
  • If a Specialist fails the roll, it can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the Roll.
Objective Room Gate
MOV CC BS PH WIP ARM BTS STR S
-- -- -- -- -- 8 9 2 --

Dominate ZO

A Zone of Operations (ZO) is Dominated by a player if they have more Victory Points than the adversary inside the area. 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.

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 the ZO and for the purposes of calculating the VP of models in a Dead state.

Consoles

There are 5 Consoles, one in each quadrant of the game table, each of them 8 inches from the centerline and 12 inches from the edge of the table and 1 Console placed in the center of the Objective Room.

Connect Console
Entire Order, Attack
Requirements
  • Only Specialist Troops may declare this Skill against a Console.
  • The Specialist Troop must be in Silhouette Contact with a Console.
Effects
  • By spending an Entire Order, the Specialist Troop can connect the Console. No roll is required.
  • A connected Console can be Connected again by the other player, applying the same procedure. In this situation, the Console is no longer considered Connected by the Adversary.
  • Engineers and Forward Observers may declare this skill as a Short skill and make a WIP roll to connect the console. This may be attempted as many times as necessary by expending another short skill and making another WIP roll.
  • Player A and Player B Markers can be used to mark the Connected Consoles.

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.

Tackle

The Objective Room is the site of a massive brawl! To make sure as much carnage happens within the Objective Room, models may Tackle opposing models to move them into the room!

Tackle
Short Skill, Attack
Requirements
  • The Troop must be in Silhouette contact with the Target.
  • The Target must be an enemy Troop of equal or lesser Silhouette value (ignoring Prone).
Effects
  • Resolve a CC attack against the Target, but do not apply any hits or damage if the attack is successful. The Target resolves its declared ARO as normal.
  • All normal modifiers to CC attacks are applied.
  • If the CC attack is successful, instead of resolving the hits and subsequent ARM/BTS saves, instead move the active model its first MOV value, then place the Target in silhouette contact with the active model.

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.