When your scenario reaches it’s complication condition, roll 2D6 on the following list to see what happens next.
2 – Outbreak!
3 – Vicious Storm
4 – Bounty Hunt
5 – DataStorm
6 – 8 – For Honour!
9 – Press the Line
10 – Kill the Messenger
11 – Assassination
12 – Security Breach!
The smell of blood and the sound of violence attract a band of roaming viral zombies! The player that rolled on the Complications Table rolls 1d6 and halves the result (rounding up), and adds 3 to it (1d3+3). This is how many Viral Zombies appear on each table edge opposite the player deployment zones – distributed evenly. These models are armed only with a hand weapon and light armour. These Zombies act in a third turn where they charge and attack the closest model. If they are unable to charge (the model is further away than 2x their Movement (MOV) attribute), they will move towards that model instead.
In addition to these Viral Zombies, each incapacitated model on the board immediately rises as a Viral Zombie as well, attacking the nearest model.
End Game Conditions: The player that incapacitates the most Viral Zombies rolls on the End Game Conditions Table and is awarded 2 Victory Points (VP) for their effort.
|Viral Zombie – Regular||3||2||2||3||2||1||3||3||4|
|Walking Plague: An alien virus that animates corpses can be spread through being near it. If a model is incapacitated by another model with this rule, the player must make a Will Power (WP) Test (TN 4). If the roll is passed, the model is incapacitated as per normal. If the roll is failed, the Incapacitation Token is removed and replaced with a fresh Viral Zombie model, armed with the same equipment as the fallen model.|
A vicious storm blows across the battlefield! Each player suffers a -1 penalty to all rolls. In addition to this, all ground is treated as Difficult Terrain.
End Game Conditions: The player that did not roll on the Complications Table immediately rolls on the End Game Conditions Table. Completing the End Game Condition is worth twice as many Victory Points (VP) than it is normally is worth.
There is a mark on two models on the battlefield – to the victor go the spoils! Pick out the model within each Party that has the highest value. This model is now a marked target.
End Game Conditions: If this model is incapacitated, the player who dispatched the model first rolls on the End Game Conditions Table and awards themselves 2 Victory Points (VP).
Rogue frequencies have robbed most equipment of its standard shielding when it comes to tampering with their programming. This means that all model’s Firewalls are reduced by 1 to a minimum of 2, though it also makes ICE PICKs far more susceptible to failure as well. If a model attempts to hack another model and fails, the user of the ICE PICK immediately takes 1 Endurance (EN) damage.
End Game Conditions: The model that did not roll on the Complications Table immediately rolls on the End Game Conditions Table. Completing the End Game Condition is worth twice as many Victory Points (VP) that it is normally worth.
It is a time for heroes to settle past grudges on the field! Each Hero is a marked target, though only other Heroes can claim the mark.
End Game Conditions: Any Hero model that is incapacitated by another Hero model is worth 1 VP. Once one of the players reaches 2 Victory Points (VP) (or there are no heroes left on the board), the player that reaches 2 Victory Points (VP) first rolls on the End Game Conditions Table.
Press the Line
The enemy has pushed too far into your territory, and you have to get them out! The Attacker must press over the halfway point of the battlefield, and the Defender must keep them out.
End Game Conditions: If the Attacker ends the round with all of their models into the Defender’s side of the board, they gain 2 Victory Points (VP) and roll on the End Game Conditions Table. If the Defender ends the round without any of the Attacker’s models on their side of the board, they gain 2 Victory Points (VP) and roll on the End Game Conditions Table.
Kill the Messenger
There is a messenger among the ranks of the enemy, and they must be stopped. The Defender must choose a single model – this model is now marked and is a target for the Attacker. The model must exit the battlefield via the Attacker’s table edge.
End Game Conditions: If the Defender’s model exits the battlefield via the Attacker’s table edge, the Defender is rewarded 2 Victory Points (VP), and immediately rolls on the End Game Conditions table. If the Attacker kills the designated model before it reaches the table’s edge, the Attacker is rewarded 2 Victory Points (VP), and immediately rolls on the End Game Conditions Table.
Warlords gaze across the battlefield, knowing that only one can survive. Both of the player’s Party Leaders become marked targets.
End Game Conditions: Each player’s Party Leader is worth 2 Victory Points (VP). The player who claims the Victory Points also rolls on the End Game Conditions Table immediately.
A security mech enters the fray! The mech appears on the edge of the table closest to the most models on the battlefield. The mech is automated, and is equipped with an autocannon. This mech acts in a third turn where it charges and attacks the closest model. If it is unable to charge (the model is further away than 2x its Movement (MOV) attribute), it will shoot at that model instead.
End Game Conditions: The player that inflicts the most wounds on the beast rolls on the End Game Conditions Table and is awarded 2 Victory Points (VP) for their effort.
|Autocannon (Explosive Ammo; RNG 48”; ROF 2; DAM 7)|