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Rumors abound in the streets of Malifaux that an Earthside group - Ingescorp - is throwing some serious cash to anyone with questionable motives in need of coin. Word is they have discovered a new soulstone manipulation technique Earthside - something that has the politicians rattled and the Guild chomping at the bit to earn a piece of the pie. Much is to be gained if you can be in the right place when Ingescorp decides they need to make a move through the breach to test these new hypotheses - and much can be lost if you are unable to defend what is yours.

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  • 1 month later...
Posted

Scenarios are ready! I figured I would post them up for those that wish to peruse them before playing - note that you are not tied to one faction for this event and are welcome to change allegiances mid-day! For those that would prefer to be surprised by the plot twists, don't look below~!

Scenarios:

Round 1

Supplicant Faction Scenario - Resurrectionists, Arcanists, Guild

News of a huge impending contract for rare and high-tech soulstone-mining equipment has driven suppliers to the point of obsession. The aggregation of raw materials has driven prices sky high and your crew has been working through the night to oblige. Unfortunately, as night falls – you are beset by unknown villains determined to ruin your plans…

Before flipping for deployment, secretly note your preferred counter type - Scrap or Corpse - this determines the counters used per below. Announce your preferred counter type after deployment.

Standard Deployment. Flip for deployment as normal. After board sides are determined but before any models are placed on the table, place one 50mm ‘Smelter (Scrap)/Soul Depository (Corpse)’ marker wholly within 4” of the centerpoint of the table. Next, place two 50mm ‘Scrap Heap (Scrap)/Unearthed Mortuary (Corpse)’ markers anywhere on your half of the table not within 7” of the Smelter/Soul Depository. Markers must be placed on the ‘ground level’ if there are multiple levels. Shift any terrain if necessary in a mutually agreeable manner so that the markers can be placed.

(Shared version - flip once more to determine who places their marker first (winner decides). The second player to place their marker may not overlap their ‘Smelter/Soul Depository’ counter with their opponents.)

For the purpose of this scenario, all models you hire and/or summon may pick up and carry Scrap/Corpse counters, even if they are not Scavengers/Graverobbers.

Friendly models within 1” of the Scrap Heaps/Unearthed Mortuaries can take an (All) action to gain one of the respective counter type.

Friendly models within their melee range of the smelter/soul depository and not engaged in melee may take a (1) action to deposit the scrap/corpse. If they are engaged in melee they may deposit scrap/corpses as a (2) action. A model may not harvest or deposit scrap/corpses more than once per turn.

Scoring

Score 1VP for each counter you deposit into the Smelter/Soul Depository - up to 3VP total.

Score 1VP if a counter placed into your Smelter/Soul Depository was generated by killing an enemy model.

Insurgent Faction Scenario - Ten Thunders, Neverborn, Outcasts

More Usurpers have invaded through the breach. The trains run more frequently, many coming in the middle of the night blazoned with ominous orange logos. The activity has been extraordinary enough to warrant further attention. We must not allow these foreign meddlers to get a foothold on our doorsteps, lest all we have worked for be called into jeopardy. We must capture an informant and determine what the future holds.

Standard deployment. You significant models may attempt to capture significant enemy models. To do this, they must target an enemy model in their melee range. (Effects such as Pitiful, Harmless etc. work as normal for a melee strike.) ‘Capture’ is a (1) action which cannot be focussed. Perform a Cb vs. Df/Mv duel against the target. (Defender chooses their statistic.) If the duel succeeds, the target has been captured and you must place it in based contact with your model. Once holding a prisoner, the captor suffers -2Wk/Cg and must place the captured model in base contact after performing Walk actions. If the captor takes any actions other than Walk or Pass or is removed from play - the captured model escapes. The captor and the prisoner are considered to be in melee when resolving ranged strikes against either.

The model who has been captured may not perform any actions except ‘(All) Escape! - This model performs a Df/Mv vs. Cb duel against it’s captor. If successful, it escapes and may immediately take a free Walk action that ignores disengaging strikes.’

Scoring

If during the Closing phase you hold one or more models prisoner, score 1VP up to a maximum of 3VP.

Score 1VP if you capture and enemy Master or Henchman during the encounter.

Round 2

Supplicant Faction Scenario - Resurrectionists, Arcanists, Neverborn

Having no qualms selling your services to the highest bidder - you were more than willing to meet with the Ingescorp operative. Even better was hearing that you would play a key task in undermining the hold of the hated Guild on the southern section of the city of Malifaux. Your new paymasters wish to establish an outpost in enemy territory and must land an airship full of secret supplies. It is up to your crew to establish the drop zone and clear out any resistance.

Diagonal Deployment. Your objective is to establish a drop zone for the Ingescorp airship. Your significant models may perform the (0) action ‘Light Flare’ to place a flare marker (30mm) in base contact. Once four flare marker have been placed, you have formed a dropzone. The dropzone must be fully within the opponent's half of the board, may not be inside a building, and must be large enough to hold two playing cards side by side - ⬅⬅. Enemy significant models not engaged by your models may take a (1) Extinguish action to remove flare markers.

Scoring

1 VP for each Closing phase that you have formed a complete dropzone meeting the criteria above - up to 3VP max.

1 VP if you score a point for a dropzone that has at least two of it’s corners within the enemy deployment zone.

Insurgent Faction Scenario - Ten Thunders, Outcasts, Guild

Strange alliances have emerged following the subversive settling of Ingescorp into the slums. Determined to hold their grip on soulstone exports - the Guild has issued a core directive to determine the true nature of these corporatist invaders and search for their weaknesses. The Outcasts and Ten Thunders must also come to grip with the motives of their new neighbors, lest they be caught unawares in their own backyard.

Diagonal Deployment. After deployment sides are determined but before any models are deployed, your opponent must place two ‘Secret Plans’ markers (30mm) on their half of the table NOT within 4” of their deployment zone. These tokens must be distinctly marked on the under-side to designate one as the true ‘Secret Plan’. (Or your opponent can secretly write a note as to which marker represents the real set of plans.)

Your models may use a (2) interact action while in base contact with a plans marker to determine if it is the true set of plans.

Scoring

2VP – you locate the true set of plans

1VP – You locate the plans before the end of Turn 4

1VP – the model that locates the plans survives the encounter.

Round 3

True Natures Revealed - All Factions

Mass produced artificial Soulstones - who would believe it? Clearly no Earthside venture would be able to get away with harvesting souls of a city’s underclass for profit, but we aren’t Earthside. Whether it be due to your moral obligations or simply the inability to stomach such a threat to your financial viability - you must end this new venture before it lays ruin to the status quo. Unfortunately artificial soulstones allow for some rather powerful defence systems.

Corner Deployment. Place a 50mm marker in the center of the board to represent the Ingescorp Computational Core (ICC). Imagine a line bisecting the two deployment zones and the ICC. Place two 50mm Ingescorp Automated Asset Protection Mechanisms (IAAPM) markers on this line, 4” from the ICC - one on each side. (Feel free to use 50mm construct models to represent these!) At the start of turn 3, place two more IAAPM’s along this line, in base contact with the ICC.

The IAAPMs Activate in the End Close phase. Whoever activated the last model may decide the activation order of the IAAPMs. Each IAAPM will take a 3” Walk action towards the nearest non-IAAPM model in LoS and make a strike on that model. If the target is within 2”, the IAAPM makes a Cb 7 melee strike with Dg 3/4/6 that receives + to the Damage flip. If the target is between 2” and 10”, the IAAPM makes a CB 5 ranged strike with Dg 2/3/5 that receives + to Attack and Damage flips.

The player whose model is attacked performs all flips. (The IAAPM’s flips may not be cheated.) Each IAAPM has Df 4, Wp 7, 7 Wds, Object +1, Armor +1 and is Immune to Influence. IAAPM’s may never be sacrificed.

Steal the technology! Your significant models with WP 5 or higher may take an (All) Computer Hacking action while in base contact with the ICC to harvest valuable files.

Scoring

Score 1VP for each IAAPM your models kill, up to 3 VP maximum.

Score 1VP if you successfully hack the ICC.

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