Meadhall Mayhem Scenario — Event 6

Smash & Grab

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
2 OP Use a Drug Stash and a Panoply during this Game Round.
1 OP Dominate the Objective Room at the end of this Game Round.
End of Game
1 OP Have used a Drug Stash and a Panoply in every Game Round.
Forces & Deployment

Both players deploy in radial Deployment Zones measuring 24 inches from opposing corners of the game table.

Side Army Pts SWC Table Size Deploy Zone
A & B150324×32 inRadius 12 in
A & B200432×48 inRadius 20 in
A & B250532×48 inRadius 20 in
A & B300648×48 inRadius 24 in
A & B350748×48 inRadius 24 in
A & B400848×48 inRadius 24 in
Scenario Special Rules

Exclusion Zone

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.

Objective Room

The Objective Room is placed in the center of the table. In game terms it is considered to have walls of infinite height that completely block Line of Fire. Its doors start closed. 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 Peripheral Troops. Troopers in a Null State do not count.

Objective Markers

Objective Room Defense System

There are 2 Armed Turrets placed inside the Objective Room, one in each corner not occupied by an objective marker. The Armed Turrets 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.

Armed Turret — Defense System

MOVCCBSPHWIP ARMBTSSTRS
51011 2312

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

Scenario Skills
Breach the Lab Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with a Console (Gate).
  • Allows the Specialist Troop to make a Normal WIP−3 Roll to Open the Doors. If the roll is 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 doors to the Objective Room are opened at the end of the Order.
  • Troopers with the Engineer Special Skill make a Normal WIP Roll with +1 SD instead (no WIP penalty applies).
Do Some Drugs Short Skill
Attack, Scenario
  • The Trooper must be in Silhouette contact with a Drug Stash.
  • Peripheral Models may not declare this Skill.
  • The Trooper must possess the VITA Attribute.
  • Allows the Trooper to make a PH Roll. If successful, the Trooper makes a Roll on the Metachemistry Table. If a Trooper rolls a result they already have, they may re-roll.
  • Troopers already possessing the Metachemistry Special Skill succeed automatically without rolling, but are automatically Stunned at the end of the Order.
  • If the Trooper fails the PH Roll, they suffer the Stunned State at the end of the Order.
  • Once a Trooper has successfully used a Drug Stash, that Trooper cannot use that Drug Stash again.
1–3
+3 PH
15
No Wound Incapacitation
4–5
Super-Jump
16
+1 ARM + Immunity (ARM)
6–7
Regeneration
17
Dogged + Immunity (Enhanced)
8–10
Climbing Plus
18
MOV 6-4 + Super-Jump
11–12
MOV 8-4
19
MOV 8-4 + Climbing Plus
13–14
+6 BTS
20
+3 PH + Regeneration
Steal Some Guns Short Skill
Attack, Scenario
  • The Trooper must be in Silhouette contact with a Panoply.
  • By succeeding at a WIP Roll, a Trooper gains D-Charges or, if the player prefers, makes a Roll on the Panoply Chart to obtain one weapon or piece of equipment. If a Trooper rolls a weapon or piece of equipment they already have, they may re-roll.
  • Troopers possessing the Booty Special Skill, or any other Skill which specifies so, do not need to make the WIP Roll.
  • A Trooper in Silhouette contact with a Panoply may spend one Short Skill of an Order to cancel their Unloaded State.
  • Once a Trooper has successfully used this Panoply, that Trooper cannot use it again.
1–2
+1 ARM
13
Panzerfaust
3–4
Light Flamethrower
14
Monofilament CC Weapon
5–6
Grenades
15
MOV 8-4
7–8
DA CC Weapon
16
TAG: BS Attack (Shock)
Other: MULTI Rifle
9
Multispectral Visor L1
17
MULTI Sniper Rifle
10
EXP CC Weapon
18
TAG: Immunity (ARM)
Other: +4 ARM
11
Adhesive Launcher Rifle
19
Mimetism (−6)
12
TAG: Immunity (AP)
Other: +2 ARM
20
TAG: BS Attack (+1B)
Other: HMG
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.

End of Mission

This scenario has a limited time frame and will automatically finish at the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the game will end at the end of that Turn.