v0.2

Wormsign

Author: WiseKensai

Written to support the ongoing Operation Edgelord narrative campaign.

Mission Objectives

Main Objectives

  • At the end of each Player Turn, dominate more Quadrants than the adversary.
    • 1 Objective Point, max 6.
  • Have done at least 1 wound to the MegaBeast.
    • 1 Objective Point.
  • Have done at least 3 wounds to the MegaBeast.
    • 1 Objective Point.
  • Have done at least 5 wounds to the MegaBeast.
    • 1 Objective Point.
  • Have done more wounds than your opponent to the MegaBeast (at least one).
    • 1 Objective Point.

Classified Objectives

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.

Wormsign

Scenario Special Rules

Quadrants (ZO)

At the end of each Player Turn, but not before, the table is divided into four Quadrants as seen on the map. Each player then checks how many Quadrants they are dominating and counts their Objective Points.

In this scenario each Quadrant is a Zone of Operations (ZO).

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 does 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 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.

MegaBeast

The scouts of the Naval Exploration Corps gave the "Stoorworm" name to the colossal subterranean serpent that moves underground as it were moving through water, shaking the ground as it passes and emerging from wherever you least expect it to devour you with its gigantic jaws.

  • The Stoorworm starts the game off the table.
  • The MegaBeast is a reactive trooper that considers both players its enemies, so it reacts to all Troopers with an Attack ARO whenever reasonable.
  • The Reactive Player always declares the ARO and rolls for the MegaBeast, applying the MegaBeast profile included below.
  • The MegaBeast’s Zone of Control is 8 inches.
  • Note that the MegaBeast has Vulnerability (Beast Hunter). Any weapons, including AP Mines, deployed or used by a Beast Hunter will bypass the Immunity (Total) and Ballistic Resistance of the MegaBeast
  • Ballistic Resistance (-3) - This model applies a -3 MOD to the Damage value of any weapon used in any BS Attack performed against it.
Stoorworm MegaBeast
MOV CC BS PH WIP ARM BTS W S
-- 18 0 16 14 10 10 10 7
Equipment: ECM: Guided (-9) - 360 Visor - Multispectral Visor L2
Skills: CC Attack (+6 DAM) - Guard - Immunity (Total) - Vulnerability (Beast Hunter) - Ballistics Resistance (-3)
Melee Weapons: EXP CCW

MegaBeast Hunter

You may include a free Beast Hunter model in your army. Combined Army players use a Tyrok Hunter instead. This model generates an irregular or regular order as appropriate, and does not count against the 15 model cap or 10 model limit per combat group.

Wormsign

The Stoorworm Megabeast is a capable tunneler and will disappear into the tunnels when threatened, only to emerge suddenly and violently from another part of the battlefield without warning.

There are four tunnel exits, each located in the center of a quadrant, where the Stoorworm may exit.

  • If the Stoorworm has taken at least two wounds in the same player turn, remove it from the table.
  • If the Stoorworm still has wounds remaining, at the end of the turn before quadrant control is calculated, return the Stoorworm to the game table at a randomly chosen tunnel exit.
  • If returned to the table at the end of the turn, before quadrant control is calculated, the reactive player may make one CC attack on a target within 8" and LoF of the Stoorworm. Any damage suffered by the Stoorworm as a result of this CC attack does not trigger it leaving the table.
  • Only the target of the Stoorworm's CC attack may ARO in response to this end of turn attack.

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.