Bad Vibes


Gangs in the employ of the CCCP are tasked with disabling the vibro-nomes, while those aligned with the Lost are determined to prevent this from happening. And yet, among those loyal to their factions remain those who take a contrary position seeking to either maintain the good vibrations they’re picking up or put an end to the bad vibes bringing them down.

Battlefield

  • Standard battlefield setup – Sector Mechanicus or Zone Mortalis.

  • Place 6 Crystal Cluster Markers randomly around the battlefield.

  • The Defender sets up 5 Vibro-nomes. These must be setup at least 6” away from board edges and each Vibro-nome must be at least 8” away from another. They must not be setup anywhere inaccessible.

Attacker & Defender

  • Either roll off or decide who is the Attacker and who is the Defender.

Crew & Cards

  • Both the Attacker and Defender use the Custom 10 method to select their crew.

  • The Attacker chooses 2 Tactics Cards

  • The Defender randomly selects 2 Tactics Cards

Deployment

  • The Attacker deploys first within 6” of a chosen board edge. The Defender then deploys with 6” of the opposite board edge.

Vibro-Nomes

  • The Attacker must successfully Disable each Vibro-nome. Once the first Vibro-nome has been Disabled randomly select which Vibro-nome must be Disabled next. Repeat this process as each Vibro-nome is Disabled. A Vibro-nome may not be Disabled more than once.

  • To Disable a Vibro-nome, a model must be within 1” of the Vibro-nome and perform a Disable Vibro-nome (SIMPLE) action.

Gathering the Crystals

  • A standing and active fighter that is in base to base contact with a Crystal Cluster Marker may make a harvest crystal (double) action. Make an intelligence test for the fighter, if successful the controlling player gains a Strange Crystal loot marker to represent the crystal, then roll a D6, on a 5+ the Crystal Cluster Marker is removed.

  • Each time a fighter successfully harvests a Strange Crystal, permanently mark their fighter card with a 🔶 symbol or similar. This does not currently have any effect, but you will need to keep track of this throughout the campaign.

Ending/Victory

  • The battle ends when one gang has no Fighters left on the board or all the Vibro-nomes have been Disabled.

  • If neither of the above conditions are fulfilled and Players run out of time, the Attacker wins if they Disabled 3+ Vibro-nomes. Otherwise, the Defender wins.

  • No Fighters may be Captured in this scenario.

Rewards & XP

  • Each Gang gains D3x5 credits for every Strange Crystal they harvested.

  • Every Fighter that took part in the battle gains 1XP.

  • Every Fighter that Disabled a Vibro-nome gains 1XP.

  • The Attacker gains D3x10 credits for every Vibro-nome Disabled.

  • The Defender gains D3x10 credits for every Vibro-nome not Disabled.

Rep

  • The winning Gang gains +1 Reputation.

  • If either Gang bottles out, they lose 1 Reputation.