Meadhall Mayhem Scenario — Event 6
Both players deploy on opposite sides of the table in standard 12-inch Deployment Zones.
| Side | Army Pts | SWC | Table | Zone |
|---|---|---|---|---|
| A & B | 150 | 3 | 24×32 in | 8×24 in |
| A & B | 200 | 4 | 32×48 in | 12×32 in |
| A & B | 250 | 5 | 32×48 in | 12×32 in |
| A & B | 300 | 6 | 48×48 in | 12×48 in |
| A & B | 350 | 7 | 48×48 in | 12×48 in |
| A & B | 400 | 8 | 48×48 in | 12×48 in |
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.
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.
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
| MOV | CC | BS | PH | WIP | ARM | BTS | STR | S |
|---|---|---|---|---|---|---|---|---|
| — | 5 | 10 | — | 11 | 2 | 3 | 1 | 2 |
Type: REM
Equipment: 360° Visor | Special Skills: Total Reaction
BS Weapon: Breaker Combi Rifle | CC Weapon: PARA CC Weapon (−3)
Trait: Hackable
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.
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.
In this scenario, the Retreat! rules are not applied.
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.