Meadhall Mayhem Scenario — Event 6

Man in the Middle

Tactical Support: 0 Classified: 0 Reinforcements: No
Note: All objective markers are Silhouette 5, regardless of the model or token used to represent them.
Mission Objectives
Each Game Round
1 OP For each Communication Antenna you Control at the end of this Game Round. (Activated antennas only score if Controlled.)
1 OP Dominate the Objective Room at the end of this Game Round.
End of Game
1 OP Have more Activated Antennas than your opponent at the end of the game.
Forces & Deployment

Both players deploy on opposite sides of the table in standard 12-inch Deployment Zones.

SideArmy PtsSWCTableZone
A & B150324×32 in8×24 in
A & B200432×48 in12×32 in
A & B250532×48 in12×32 in
A & B300648×48 in12×48 in
A & B350748×48 in12×48 in
A & B400848×48 in12×48 in
Scenario Special Rules

The Objective Room and the area extending 4 inches to either side of the table's central line form the Exclusion Zone. Special Skills with the Airborne Deployment (AD) or Superior Deployment Labels cannot be used to deploy inside this area.

The Objective Room is placed in the center of the table. It is considered to have walls of infinite height that completely block Line of Fire. Its doors start open. It has four Wide Gates, one in the middle of each wall.

The Objective Room is a Zone of Operations (ZO). It is Dominated by a player if they have more Victory Points than the adversary inside it. Only Troopers represented by Models or Markers count, as well as Proxies and Peripheral Troops. Troopers in a Null State do not count.

  • Communication Antennas — two S5 markers placed on the central line, 10 inches from the center of the table on each side.
  • Console — one S5 marker placed in the center of the Objective Room.

A Communication Antenna is Controlled by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it. There cannot be any enemy Troopers in Silhouette contact with the Antenna. Models in a Null State cannot do either.

Objective Room Defense System

There are 4 Armed Turrets inside the Objective Room, one in each corner. They react with a BS Attack or CC Attack to any Order declared by an active Enemy Model (but not Markers) in LoF or in Silhouette contact. They may make a Reset Roll in a Face to Face Roll against any hack attempt from outside LoS.

Armed Turret — Defense System

MOVCCBSPHWIPARMBTSSTRS
510112312

Type: REM
Equipment: 360° Visor  |  Special Skills: Total Reaction
BS Weapon: Breaker Combi Rifle  |  CC Weapon: PARA CC Weapon (−3)
Trait: Hackable

Scenario Skills
Turn Off These Damn Guns! Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Console in the center of the Objective Room.
  • Allows the Specialist Troop to make a Normal WIP−3 Roll to disable the turrets. If failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
  • If the roll succeeds, all remaining turrets in the Objective Room are removed from play.
  • Troopers with the Engineer Special Skill make a Normal WIP Roll with +1 SD instead (no WIP penalty).
Reset Connection Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Console in the center of the Objective Room.
  • Allows the Specialist Troop to make a Normal WIP−6 Roll. If failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
  • If the roll succeeds, remove the Activation Markers from both Antennas (if present).
This Is Why You Need a Quantronic VPN! Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with a Communication Antenna.
  • Allows the Specialist Troop to make a Normal WIP Roll to Activate an Antenna. If failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
  • If the roll succeeds, the active player places an Activation Marker on that Antenna.
  • Troopers with the Hacker Special Skill make a Normal WIP Roll with +1 SD.
Intercepted Data

At the end of each Game Round, for each Communication Antenna, the player with an Activation Marker on it draws two Envelopes and looks at the support options. They select one for themselves and give the other to their opponent.

If neither player has an Activation Marker on an Antenna, both players blindly draw one Envelope each.

Twelve total Envelopes will be drawn over the course of the game.

Specialist Troops

For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops.

Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops.

No Quarter

In this scenario, the Retreat! rules are not applied.

End of Mission

This scenario has a limited time frame and will automatically finish at the end of the third Game Round. The Retreat! rules are not applied in this scenario.