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.