Scenario - Supremacy Protocol
I've been kicking this scenario idea around for a little while, and we finally had the chance to playtest it last night. In the original design, there was only one middle room, and this led to a lot of slaughter and no real scoring chances. With two possible scoring rooms, the game got a lot more interesting.
Turn Limit
4 full turns.
Setup
Set up the table as a boarding action, with close hallways and a 12x12 room on the right and left sides of the board, along the middle line. The middle rooms should have some cover, but not be too thick with it. The room should have three-four entrances that are all usable.
Each player places one (1) piece of Electronic Subversion Equipment anywhere in their deployment zone, as part of their regular deployment. ESEs may be placed as a reserve deploy model, but they then take up the reserve deploy spot. ESEs cannot start the game in possession of a model. To pick up an ESE, a model needs to spend a Short Movement Skill in base-to-base with it. ESEs are marker-sized and the height of a base.
Infiltrators cannot start in the 12x12 middle rooms. Units with AD cannot deploy in the 12x12 middle rooms at any point.
ESE and Beacons
If a model carrying an ESE is incapacitated (Immobilized, put into Unconscious state without NWI, or into Dead state), you must place your friendly ESE anywhere in your deployment zone.
A friendly Engineer may place a Beacon in base-to-base with itself as a Short Skill. If a friendly ESE is dropped, you may place it next to any friendly Beacon instead of in your deployment zone. Beacons are the height of a regular model and have ARM 2, BTS -3, and STR 1. If a Beacon is destroyed while an ESE is in base-to-base contact with it (and not carried by a model), place the ESE as if it had just been dropped by a model (the ESE could be placed in b2b with another Beacon, or in your deployment zone if there are no beacons).
TAGs and REM models cannot carry ESEs.
You cannot deploy a Beacon in one of the two 12x12 rooms.
Scoring
If a model carrying an ESE spends one full turn (your active turn and your opponent's next active turn) in the middle room, you gain 1 VP.
Players cannot score VP on the first full turn.
On the 4th and final turn, the second player only needs to keep an ESE in one of the rooms until the end of the game to score a point. Normally, players must wait until the end of their opponent's next active turn to score.
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