Sedition Wars: Battle for Alabaster
Sedition Wars: Battle for Alabaster Rulebook
Table of Contents
Table of Contents
- Box Contents
- The Basics
- Tactical Data Cards
- Playing the Game
- Taking Action
- Movement
- Attacking
- Combat Modifiers
- Abilities
- Status Effects
- The Strain Infection
- Setting Up the Game
- The Vanguard
- Vanguard Force Rules
- Specific Vanguard Rules
- Vanguard Strategic Points
- Vanguard Strategy and Tactics
- The Strain
- Playing the Strain
- The Strain Active Mode
- Strain Special Rules
- Strain Strategic Points
- Strain Strategy and Tactics
- Term Glossary
- Entering the Fray
- Strategic Scenarios
- Vanguard Strategic Scenarios
- Strain Strategic Scenarios
- Head to Head Strategic Scenarios
- Special Game Board Tiles
- Outbreak Campaign
- Scenario Structure
- Outbreak Scenario 1 – Breach
- Outbreak Scenario 2 – Steel Beach-Head
- Outbreak Scenario 3 – Terminal Station
- Outbreak Scenario 4 – Ticket to Die
- Outbreak Scenario 5 – Halfway Home
- Outbreak Scenario 6 – Tactical Retreat
- Outbreak Scenario 7 – Three Trigger Monte
- Outbreak Scenario 8 – Critical Mass
- Outbreak Scenario 9 – Into the Void
- Epilogue
Box Contents
Everything you need to play this thrilling game is found in this box:
- 22 x highly detailed Vanguard miniatures
- 54 x Vanguard and Strain character cards
- 28 x terrifying Strain Exo-form miniatures
- 100+ full colour game counters
- 45 x 25mm Scenic miniature bases
- 30 x plastic nano tokens
- 5 x 50mm Scenic miniature bases
- 24 x plastic clip-on infection status markers
- 11 x unique full colour expandable game locations
- 6 x plastic clip-on deflection shield markers
- 60 page rules and scenario book (you're reading it!)
- 8 x high quality dice
The miniatures in this game are supplied unpainted and unassembled. Full assembly instructions can be found at www.seditionwars.com – in the 'Assembly' section. Use superglue for assembly and follow all safety instructions. For missing or damaged parts, contact [email protected]. Contents may differ from those illustrated.
The Basics
Board Sections
Sedition Wars: Battle for Alabaster is played on a gaming board made up of several tiles representing various locales. Each of these tiles is divided up into squares. Squares are the fundamental measures of distance and location in the game. They are marked in the middle with a small cross. This is the square's center point.
Models
Sedition Wars: Battle for Alabaster is played using models that each represent one of the individual combatants in a player's force. Models are placed in the center of squares on the board.
The square a model occupies is its base square.
Large models occupy several squares. For the purposes of the rules, treat all squares a large model occupies as its base square.
Tactical Data Cards
Each model's statistics, abilities, traits and other gaming information is presented on its tactical data card (see page 6).
Dice
Sedition Wars: Battle for Alabaster uses six-sided dice.
When referring to a single die, we use the term d6.
When referring to multiple dice the number of dice needed is placed before d6.
Example: 3d6 would mean three, six-sided dice.
Rolling Dice
Most rolls in Sedition Wars: Battle for Alabaster are made using 3d6.
When a roll is made it is usually compared to a numeric value, this is called the target number of the roll.
When rolling dice, add the total of the dice together, then add any applicable modifiers to determine the final result of the roll.
Compare the final result to the target number. If the final result is the same as the target number or higher, the roll is a success.
3d6 +/- Modifiers > Target Number = Success
Modifiers
Sometimes a roll or target number is modified; this is called a modifier.
A modifier will be a bonus or a penalty based on the nature of the situation faced by your combatants.
Models may receive modifiers for any number of reasons.
Example: Defense +3 – this modifier grants a bonus of 3 to a model's Defense characteristic.
Open Rolls
Many rolls are what we call open rolls. For example, attack and ability rolls are open rolls.
When making an open roll, any result of 6 on any dice in the roll allows the player to roll another d6 and add this to the final result.
Any results of 6 on these additional dice are also open, meaning they also grant additional dice.
As long as a player continues to roll 6's, additional dice are generated.
Damage Staging
Damage staging accounts for particularly successful attacks, and deals additional damage to enemy models.
When a player makes an attack roll, every die result of 6 on an attack roll allows the player to add the Staging value to the total damage done.
Since attack rolls are open, any additional dice gained also count towards Staging if they roll a 6.
For more information on damage staging see 'Damage' on page 11.
Vectors
When determining if a model on the board can see a target, draw an imaginary line – a vector – from the center of the model's base square to the center of the target's base square.
It doesn't matter which way a model is physically facing. A player can draw a vector in any direction from a model's base square.
Vector cannot be drawn through certain tile features, which are called blocking features.
- Walls.
- Closed doors.
- Blacked-out squares.
- Board squares with no center cross point.
- A model of the same size or larger (blocking model).
- Around or across a corner blocked by a wall.
- This list is not exhaustive. Other objects or effects may be designated as blocking features elsewhere.
When a vector must cross a blocking feature, the line cannot be drawn past it. When this happens, vector is blocked.
Large models can draw vectors and be targeted from any base square they occupy.
Areas of Effect
Game effects like explosions, radiation and gravitational pull can influence large areas of the board. Areas of effect (AoE) define how an effect emanates from a base square and affects the models around it.
An AoE is represented by a cardboard template, three squares by three squares in size. The middle of this template must be centred on a single target square – this counts as its base square. Any model in or adjacent to an AoE's base square is affected by that AoE.
Areas of effect are blocked by walls and other blocking features. If vector is blocked to a model within the AoE, it is not affected by the AoE.
Zones and Blasts
Zones are persistent areas of effect that remain in play. A zone is placed upon the board, and remains there until the beginning of placing players next active mode. Any model moving into a zone while it is in play is subject to its effect. A model leaving a zone no longer suffers from the zones effect. Once a zone is removed from play, it's effect ends.
Blasts are instant effects that affect valid targets within their AoE, and are then removed.
Figure caption: The area of effect of the Singularity Grenade is blocked by the walls and door.
Figure caption: The Samaritan can draw a vector to square A, square B is blocked by the wall.
Special Rules
Some models or scenarios have special rules detailing specific abilities or situations that alter the way the game is played. Special rules always supersede the basic rules of play unless otherwise stated.
Example of play: A Samaritan Grenadier lays down a singularity grenade to prevent Necro-forms from advancing during the Samaritan's retreat. The zone for the singularity is placed when the Grenadier makes his attack. The zone stays in play through the rest of the Vanguard active mode. At the end of the Vanguard active mode, the zone is removed from play.
Tactical Data Cards
Models personify characters and creatures in the science fiction universe of Sedition Wars. When playing the game, each model uses a set of characteristics and attributes to define that model's abilities.
These stats are collected on a model's Tactical Data Card, for easy reference.
Faction Icon: Assigns the model to a specific faction. The Vanguard and Strain each have their own icon.
Name: Name of the model.
The type of model: Trooper, Elite, Hero, Commander.
Unique Models: Hero and Commander Models are unique. A force can only ever have one of a unique model of that Faction, Name, and Type. For example, a force with Captain Kara Black can only have one Captain Kara Black in it.
Cost: How much it costs to field this model in a player's force.
Tactics Limit: This is the maximum number of Tactics counters that a Vanguard model can have at any time.
Evolution Cost: Some Strain models can evolve during play into new creatures. This is the amount of Nano it costs to trigger that evolution.
Model Stats
A model's stats are the rules, values, and variables that affect play. Each model's card details the model's stats and abilities.
Size: The size of a model determines the number of squares it will occupy on the game board.
- N (Normal) – models this size occupy a single square on the game board.
- L (Large) – large sized models occupy a two by two square section of the game board.
Any square that a large model occupies can be treated as that model's base square for the purposes of determining vectors, effects, and cover. Large models can draw vectors and be targeted from any base square they occupy.
Mobility: The number of squares a model can move in a single move action.
Defense: The target number for attacks against this model.
Wound Track: For tracking the current level of damage sustained during the game.
Wounds: The amount of damage the model can sustain before it is dead or disabled.
Attacks
Each attack listed on a model's card is one of the attacks a model can choose from during its activation.
- Attack Name: Name of the attack.
- Attack [MOD]: The modifier added to any dice test or attack roll made with this attack.
- Attack Range: Determines the range or area of effect of the attack.
- Damage | Staging: The base amount of damage done if the attack hits, and the amount dealt for each 6 rolled in the attack. For example 4|1 or 2|2.
- Attack Effect: If the attack has a special effect, the effect is explained here.
- Special Rules: Some models may have special rules or abilities that alter the way they play the game. Special rules always supersede the basic rules of the game, unless otherwise specified.
Traits and Abilities
Traits: These are abilities that are always active, and don't require an action to use. These are applied whenever the rules call for it.
Abilities: These are abilities that the model can use during activation. For more on abilities see page 13.
Playing the Game
Once the game board has been set up, players determine which player takes the first turn in the round and the game begins.
The Game Round
Play is split into rounds, which are further split into two Active modes; one for each player. Players determine who takes the first turn as the Active mode player before beginning the game. See 'Setting up the Game' on page 16.
The player in Active mode can manage their force and perform activations with their models.
The player not in Active mode is in Reflex mode, and can use certain abilities of their models to react to the actions of the player in Active mode.
Once the player in Active mode has completed their turn they enter Reflex mode and the other player enters Active mode.
After both players have taken a turn in Active mode the game round ends.
The next round begins with the original player starting off again in Active mode.
Example of play: The Vanguard player starts the round in Active mode, with the Strain player in Reflex mode. The Vanguard player carries out his force management, and begins activating his models. The Strain player, in Reflex mode, watches like a hawk for any conditions that might trigger his force's Reflex abilities. Once the Vanguard player is done with his Active mode, the roles switch.
The Strain player now plays his Active mode, and carries out his force management phase and activation. The Vanguard player – now in Reflex mode – also watches for any opportunity to use his force's Reflex abilities.
Once the Strain player finishes Active mode, the round ends and a new one begins.
Active Mode
When a player enters Active mode they go through two phases in the following order:
- Force Management – During the force management phase, the player performs faction-specific force management such as accessing the TacNet for Vanguard players and moving Nano for Strain players.
- Activation – The activation phase is the phase where a player activates the models in their force and performs actions with those models. Each model can make a number of actions, which are described on the next page.
After a player has completed their activation phase, their turn ends.
Reflex Mode
During reflex mode a model can use any ability on their card that has a reflex trigger; this is called a reflex ability.
When a reflex trigger's conditions are met, the controlling player must declare the use of their reflex ability.
A model can only use a single reflex ability during reflex mode, even if the model has multiple abilities with reflex triggers.
The triggered ability interrupts all other actions, and is resolved immediately. Once the reflex ability has been resolved any interrupted actions may be resolved normally.
If more than one models' reflex triggers conditions are met simultaneously, the player in reflex mode determines the order of resolving the reflex triggers. If the target of a reflex ability is removed from play (killed or otherwise) before other models can resolve their reflex triggers against it, those models do not act and are able to use their reflex ability later in the reflex mode.
Example of play: A Scythe Witch is in Reflex mode when a Samaritan Reaver opens up on it with the Reaver support weapon, hoping to stop it before it eviscerates his pals. Before the attack can be resolved, the Scythe Witch's reflex trigger activates. According to her reflex trigger, when attacked she can use the Spring Heeled ability to move towards or adjacent to her attacker. Before the Reaver resolves his attack, the Scythe Witch uses Spring Heeled, which allows her to move up to 6 squares, ignoring covering obstacles and models. She moves the full 6 squares, into a square adjacent to the Reaver. The Reaver still resolves the attack, but does so against the Scythe Witch in the adjacent square – granting a bonus to the Scythe Witch's Defense.
Taking Action
The player activates their models one at a time. A model can only be activated once per activation phase.
During its activation, the model can do one of the following:
- Perform two actions. Each action can only be performed once per activation.
- Move a number of squares up to the model's Mobility value.
- Perform an attack.
- Secure a strategic point.
- Use a strategic point.
- Use an ability – an ability can only be used once and counts as a separate action.
- Perform a single focused action.
- Focusing an attack or attack ability adds Attack +d6 to the first attack made with this action.
- Some abilities require a model to perform a focus action to be used. These abilities do not benefit from an additional d6.
- Performing a focused move action is called a run and allows a model to move up to twice its Mobility value.
Example of play: The Vanguard are punching into Strain territory with a vengeance. A Samaritan Reaver in the squad lays down a curtain of devastating fire and then advances to cover the point (attack and move). Captain Kara Black moves next to the Reaver, and uses her Fire Order ability to squeeze another devastating burst of support fire from him (move and use ability). A group of Samaritans that were guarding the rear make a double move to become the leading edge of the advance (run as a focused action). Meanwhile Corpsman Vade is trying to keep a badly wounded trooper alive, and uses his Combat Medic ability as a focused action to heal the trooper (focused action on ability). While all this is happening, Akosha uses Wired to ready herself for the Strain advance during Reflex mode, and to top it all off, she uses her Killshot ability to take out a Quasimodo that the Reaver somehow didn't manage to kill earlier. (Uses two different abilities).
Example of play: A Brimstone has a good shot lined up, targeting Akosha along a line of fire with four Samaritans in the way. To make sure he hits the agile sniper, the Brimstone focuses his attack, not moving or performing any other actions during his activation. When he makes his combat roll to hit Akosha, he'll roll 4d6 instead of 3d6.
Movement
A model making a move action can move a number of squares up to its Mobility value. Models move from one adjacent square to the next, and can move straight and diagonally between squares.
A model can't move into areas of the board where there are no squares. Additionally, if a square does not have a center point, a model can't be moved there.
A model can move through squares occupied by friendly, normal-sized models. A model cannot move through squares occupied by models larger than they are.
A model cannot pass through a square occupied by any enemy model, regardless of their size.
Covering Features
Some squares are occupied by covering features that are indicated by a red line on the game tiles. Windows are also covering features. The rules for these are slightly different, and they are indicated on the game tiles by blue lines.
Covering features are obstacles that can provide protection to models but also slow a model down. Moving over a covering feature counts as moving two squares.
A model must move straight through a window and can only move to a square that is perpendicular to the window's edge – you cannot move diagonally through a window.
Example of play: Movement over cover and through doors. Morgan can move over the low cover feature, costing him an additional square of movement (white numbers), but he only has a mobility of 5, so does not have enough movement to go through the door as well (red numbers). He chooses to ignore the door and move elsewhere.
Figure caption: Moving through OTHER MODELS. The Scythe Witch (SW) wishes to attack the Samaritan (S). She is not allowed to move through large, friendly models, so she has to go round the Grendlr, but she can move through the Revenant with no penalty.
Doors
There are multiple different kinds of doors present on the board, each defined by a particular color.
Standard Door (white). Standard doors are the most common doors on the board. They automatically open as soon as – and remain open as long as – a model is adjacent to them. They close automatically when no model is adjacent to them.
Airlock Door (red). Airlock doors seal off important parts of the board. If open, these doors remain so until closed. To open or close an airlock, a model must spend a point of Mobility.
Section Door (blue). Section doors are doorways between the separate rooms represented by each tile. Each joined blue door area contains one door. If open, these doors remain so until closed. To open or close a section door, a model must spend a point of Mobility.
Windows. Windows are delineated with a pale blue line on the game boards. Windows function just like low cover, but you cannot move diagonally through them.
Large Model Movement: Pressing Through
A large model can attempt to press through areas that are not large enough to accommodate their base size. A large model cannot press through windows of any size.
When a large model is pressing through a small space, each square moved through counts as two squares of movement.
Example of pressing through: The Brimstone has to spend two squares of movement to move through spaces smaller than his base. If he cannot move free of the smaller spaces in his movement, he becomes stuck. In this case he moves through the small space successfully.
While moving through a small space, a large model counts as occupying only the squares available to it on the map.
If the model ends its movement while still in a space too small for it, it becomes stuck. When a model is stuck attackers gain Attack +d6 on attacks made against this model. A stuck model cannot use any reflex abilities. To become unstuck, the model must press through the space in its next activation.
Attacking
Combat decides who is victorious in a Sedition Wars: Battle for Alabaster encounter scenario.
Combat in Sedition Wars: Battle for Alabaster relies on a handful of key concepts that players should keep in mind as they play.
When making an attack, the controlling player needs to:
- Select the Attack.
- Determine Attack Vector.
- Determine Range.
- Roll to Hit.
- Deal Damage.
- Resolve Damage Effects.
- Remove Models.
Example of play: A Samaritan is covering the advance when a mob of Necro-Forms appears. At the beginning of the Samaritan's activation he selects a target for his Sabre ranged attack by choosing a Revenant from the mob.
1. Select the Attack
There are two types of attacks.
- Ranged Attack. When a model uses an attack to attack an enemy at a distance, this is a ranged attack.
- Close Combat Attack. When a model uses an attack to attack an adjacent enemy model, this is a close combat attack.
2. Determine Attack Vector
Select a target. Draw a vector from the attacking model to the target. Remember, an attack vector cannot be drawn:
- Through a blocking feature.
- Through a blocking model.
- Around or across a corner blocked by a wall.
If the attack vector crosses a covering feature like a corner, low barricade or foliage, then the target receives cover; see 'Combat Modifiers' below.
If an attack vector cannot be drawn to the designated target, the controlling player must redirect it to another target. If an attack vector cannot be drawn to any legal target, the attack is not made and the model can choose to take another action instead.
Example of play: The player measures along an imaginary line to check if the Samaritan can see the target. The vector does not cross over any covering obstacles, and no blocking models are in the way. No defensive modifiers apply to the attack that will benefit the Revenant.
3. Determine Range
Check the range to the target. There are four range categories:
- Close (C). A weapon with close range can only be used against targets in an adjacent square.
- Short (S). A short-ranged attack can be used against targets up to 4 squares away.
- Medium (M). Attacks with medium range can be used against targets up to 8 squares away.
- Long (L). Long-ranged attacks can be used against targets up to 12 squares away.
When determining range, count from and include the square adjacent to the attacker's base square along the vector. You must also include the target's base square for the attack to reach.
Example of play: The Samaritan levels his Sabre and takes aim. Checking range, the Samaritan determines that the Revenant is 6 squares away, well within medium range.
4. Roll to Hit
If the model's attack or ability is in range of the target, and the model has an attack vector to the target, the controlling player can make an attack roll.
- Roll 3d6 +/- any applicable modifiers.
- Attack rolls are always open. Any 6's scored allow the rolling of further dice.
- The final result of the roll is compared to the target's Defense score +/- any modifiers.
- If the final result equals or exceeds the target's modified Defense score, the attack hits.
Example of play: The Sabre kicks against the Samaritan's shoulder as he pulls the trigger. The player rolls 3d6 and adds the Samaritan's attack modifier. He rolls 6, 6, and 4. Sixes are open so he rolls the two dice again, adding the result to the total of the die roll. Rolling a 3 and a 5 on his additional dice, the total of his die roll is 6+6+4+3+5 = 24. Adding his Sabre attack modifier (5) to the roll the result is 29. The Revenant has a defense score of 12. 29 beats this easily, so the result is a hit.
Figure caption – Attack Vectors: The Samaritan cannot attack the Stalker (S), because the vector is blocked by a wall, he also can't attack the Revenant (R1), because the vector is blocked by a miniature of the same size. He does have a clear vector to the second Revenant (R2).
5. Deal Damage
There are two types of damage, represented by two numbers separated by a / in the D/S section of each model's card.
- Base Damage. If an attack or ability hits it deals the base damage for the attack.
- Damage Staging. Damage staging accounts for particularly successful attacks, and deals additional damage to enemy models. When a player makes an attack roll, every die result of 6 on an attack roll allows the player to add the Staging value to the total damage done.
Example: A Brimstone's Lockjaws attack is 3/1; Base Damage 3, Staging Damage 1.
Since attack rolls are open, any additional dice gained also count towards Staging if they roll a 6.
Damage Total = [Base Damage] + ([Damage Staging] x [6s Rolled])
Subtract the damage total from the target's Wounds. When a model has 0 wounds it is killed. Remove it from the board. Any death effects are resolved simultaneously.
If a blast or zone AoE does damage, the damage total is applied to the primary target of the attack. Any damage dealt to models within the AoE will be detailed in the attack's effect.
Example of play: As the wave of coherent energy slams into the Revenant, it rips through tissue and bio-metal. The base damage of the Sabre attack is 5, and it has a staging of 2. Because the Samaritan rolled two 6's he applies his staging damage twice. The total damage is the base damage (5) plus the staging (2) for each 6 rolled in the attack. 5+2+2 = 9. The Revenant has 10 wounds, subtracting the damage dealt reduces the Revenant's wounds to 1. Since the Revenant needs to be reduced to 0 wounds to be removed from play, the Revenant is still in the game.
6. Apply Attack Effects
Some attacks have specific effects associated with them, which are detailed on the relevant model's card. Most weapon effects are resolved after the attack has been made and damage applied, with the following additional considerations:
- If a weapon has any special exemptions from combat modifiers, these are applied before the attack roll is made.
- Blast AoE attacks have their effects applied after the attack hits and damage is applied to the primary target of the attack.
7. Removing Models
Models can be removed from play when they are killed, mutated or evolved.
- Killed. A model that is killed is removed from play. Any counters that must be left on the game board are placed in the square the model occupied before it was removed. Vanguard and civilian counters that are killed leave a corpse counter.
- Mutated. Infected models can mutate into Strain Exo-Forms. Remove the infected model from the game board and replace it according to the Strain mutation rules (page 28).
- Evolved. When a model is evolved the model is replaced with the model indicated on its evolutionary path. Remove the original model from the game board and place the new evolved form in the original model's base square. The new model retains any counters and/or status effects the original model had before it was evolved but comes into play with its maximum number of wounds.
Combat Modifiers
The following apply modifiers to combat rolls.
- Covering Features.
- Firing Close.
- Firing into Close Combat.
- Prone Target.
Covering Features. Covering features can be corners, low walls, plexi-glass partitions or pieces of machinery that afford some, but not total, protection from weapon fire. Features on the game board that are outlined in red, as well as doorways and corners, provide cover.
A defender adjacent to a covering feature gains a cover modifier against any attack vectors that cross the covering feature. If a model has cover it gains Defense +3.
A covering feature does not grant cover if the attacker is adjacent to it when the attack is made.
Obviously, if both the attacker and defender are adjacent to, but on opposite sides of, the same covering feature then it does not provide cover.
Example of play: Akosha is taking cover behind a low barricade, trying to avoid weapons fire from a Brimstone. If the Brimstone attacks Akosha, her adjusted Defense for cover will be 16 + a modifier of 3 for cover, for a total of 19. If she attacks the Brimstone, she does not count that barricade into the attack, because she is adjacent to it.
Firing Close. It is very difficult to hit a target with a ranged attack while at close combat range. If an attacker is in close combat and using a ranged attack (L, M or S), the target gains Defense +3. Naturally, an attack with range C does not suffer this penalty.
Firing into Close Combat. If a model makes a ranged attack against a target that is adjacent to a model friendly to the attacker, the target gains the benefits of cover – Defense +3.
Example of play: A Samaritan Reaver is trying to stop a Scythe Witch from tearing apart a cluster of troopers. She is adjacent to two other Samaritans, both about to be eviscerated. Because the Reaver is trying not to hit his fellow Samaritans, his attack is more difficult. The Scythe Witch has a defense of 18 with a Defense modifier of +3 for close combat, for a total of 21. That Reaver better roll some 6's.
Prone Target. A prone target is a model that has been knocked down by an ability or effect. A prone target is harder to hit with ranged attacks but more vulnerable to close combat attacks.
- A prone target gains Defense +3 against ranged attacks.
- An attacker making a close combat attack against a prone target gains Attack +d6.
Low Cover. Low cover is delineated by red lines on the game board.
Example of play: Covering features. Kara has an attack vector to both the Scythe Witch (S), and the Quasimodo (Q), but as the Quasimodo is adjacent to the covering feature (indicated with a red line), she would be at penalty to attack that. The Scythe Witch is not adjacent to the cover, so gains no modifiers.
Abilities
Ability Cost
Some abilities require that the controlling player spend Tactics or Nano counters (for more on Tactic and Nano, see the sections on Vanguard and Strain forces) in order to use or enhance them.
When a player uses an ability with a cost, the appropriate counters are removed once the ability is announced but before it is resolved. If a model cannot pay the cost of the ability it cannot be used, no counters are paid, and the model can instead choose to take another action.
Example of play: Corpsman Vade is trying to prevent a trooper from mutating by using his Immunotherapy ability to reduce the trooper's infection status. He moves adjacent to the trooper and uses the ability. In order for the ability to take effect, Vade has to spend 1 Tactic. Vade spends the Tactic and reduces the trooper's infection status by 1.
Using Abilities
A model's abilities enable it to make special actions, and are listed on the reverse of a model's tactical data card. A model can use multiple abilities, but each ability can only be used once per activation. Most abilities necessitate the use of one of a model's two actions to be employed.
An ability's rules always override the normal game rules even if the ability contradicts them.
There are a number of different types of ability.
-
Free Abilities. Some abilities can be used without requiring the acting model to use an action. These abilities are called free abilities. A model can only use a single free ability per activation.
-
Traits. Traits are passive abilities that are always in effect unless otherwise specified. Traits are always free to use and can be applied even when in Reflex Mode. Traits are listed separately from abilities on a model's tactical data card.
-
Focused Abilities. Some abilities have to be focused in order to be used. Others yield different or better results when used as a focused action. If the ability has to be or can be used as a focused action this will be specified in the ability type.
-
Attack Abilities. Some abilities allow a model to make an attack as part of that ability. Any ability that requires the model to select a target and make an attack roll is considered an attack ability. A model cannot perform a normal attack and use an attack ability in the same activation.
Like normal attacks, an attack ability may be focused to gain an Attack +1d6 modifier to the attack roll made with the ability. However, some attack abilities must be focused in order to be used at all. In this case, the attack made with the ability does not gain Attack +1d6.
-
Movement Abilities. These abilities allow a model to move as part of that ability. Any ability that moves the acting model is considered a movement ability. A model cannot perform a movement action and use a movement ability in the same activation.
Finishing Activation
Once a model's activation is finished:
- Make any status checks for that model.
- Apply any status effects that persist for that model.
The player may then activate a model that has not been activated yet this turn. If all of the player's models have been activated the player's turn ends.
The player may also choose to end his turn at any time. He does not have to activate all of his models.
Status Effects
Models can suffer from different effects throughout the game.
Applying Status Effects
Models gain status effects from abilities, attacks or even battlefield conditions.
Each status effect will describe how it is removed.
Some status effects simply require a status check to be removed. Other status effects apply as long as a model is within an area of effect, such as a zone.
Example of play: Corpsman Vade is in trouble; he's been doused by the Vitrifier attack of a Quasimodo and has the Corrosion status effect. He's also been knocked prone by a Scythe Witch and is bleeding from one of her attacks. Things look grim.
At the beginning of his next activation he takes 3 Wounds from Corrosion, and 1 Wound from bleeding. Luckily he has a few Wounds left.
He carries out his actions during his activation. He uses a move action to stand, this removes the Prone status. He then heals himself with his Combat Medic ability, spending two Tactics to return two of his lost Wounds, and removing the Bleeding effect in the process.
At the end of his activation the Corpsman makes a status check against Corrosion, rolling 1d6 with a result of 5, success! Vade removes the Corrosion status.
With a sigh of relief Vade is no longer on the brink of death. Hopefully he can survive until the next round.
Status Rolls
If a model is affected by a status effect, the model must make a status roll at the end of its activation. Make a separate status roll for each effect a model is suffering from.
When making a status roll, the controlling player rolls d6:
- On a result of 1-3, the status effect persists.
- On a result of 4-6, the status effect ends.
If the status roll fails to remove a status effect the model is still affected by the status effect and keeps the appropriate counter.
Status Effects Used in This Set
Here are the different status effects used in this set:
- Bleeding. A model suffering the Bleeding effect loses 1 Wound at the beginning of its activation. If the model is healed of any Wounds, or if it passes a status check, Bleeding is removed.
- Burning. A model suffering the Burning effect loses 2 Wounds at the beginning of its activation.
- Corrosion. A model suffering the Corrosion effect loses 3 Wounds at the beginning of its activation. Models with the Corrosion effect that are killed do not leave corpse tokens.
- Infection. A model with one or more Infection counters is suffering from nano-spore infection. Clip an Infection counter to the model. Models can have multiple Infection counters; just clip more counters below the first as the infection worsens. For more information on infection see the 'Strain Infection' section opposite.
- Prone. Prone models have been knocked down by an attack or effect. A model with the Prone effect cannot move any squares or make close combat attacks. In addition, the model cannot use any ability, trait or reflex ability that allows them to perform a close combat attack or move squares. As a movement action a model with the prone effect can remove this effect; models do not get a status roll to remove the prone effect.
- Inversion. Gravity Effect. A model with the Inversion effect cannot take move actions. If a model is moving when it gains Inversion its activation ends. When determining vector to a model with the Inversion effect, intervening models do not block vector. Inversion is removed when the effect ends, and cannot be removed with a status check.
- Crush. Gravity Effect. A model with the Crush effect gains prone and loses 1 Wound when the effect is applied. If a model is moving when it gains Crush it's activation ends. A model with the Crush effect cannot take move actions or use reflex abilities. Crush is removed when the effect ends and cannot be removed with a status check. After crush is removed, the affected model is still Prone.
The Strain Infection
The Strain nano-spore is incredibly virulent. A scratch, bite, or even a breath of air thick with nano-spores is enough to infect a human being.
After infection, a horrific process ensues, whereby a living creature's tissues are assimilated by the nano-spore and its body converted into one of the Strain.
Most Strain models have the ability to infect. Non-Strain models can also be infected by exposure to nano-spore in, for example, infested board sections. When a model is first infected, it gains an Infection counter and 1 level of the Infection status.
At the end of an infected model's activation it must make a status roll. If the status roll fails, the model gains another Infection counter and the level of its Infection status is increased by 1. If the status roll succeeds, the model's Infection status does not change.
An infected model that is exposed to another form of infection has their infection level increased by 1.
A model's Infection status cannot progress higher than 4.
See 'Nano-Spore' in the Strain rules on page 28.
Example of play: Kara is infected, the Strain nano-spore coursing through her body. In order to fight the infection, she has been making status checks each round. So far it's been kept at Infection status 1. At the end of her current activation, Kara rolls two dice (Kara always rolls two dice for status checks, thanks to her Dauntless ability). This time both of them come up 1. She has failed her status check.
Her infection status goes from 1 to 2. If it hits 3, the Strain player can – and probably will – turn her into a Necro-form or nano-spore. The Vanguard player has to decide what he's going to do next turn; risk another status check, or get Kara to a medic…
Setting Up the Game
These are the steps to setting up a game of Sedition Wars:
- Select a Scenario.
- Place Board Tiles.
- Place Objective Markers.
- Select and Deploy Strategic Points.
- Generate a Force.
- Deploy Forces.
1. Select a Scenario
There are two types of scenarios in Sedition Wars: strategic scenarios and campaign scenarios.
Campaign scenarios are pre-written adventures for you to play through. Sedition Wars: Battle for Alabaster includes Outbreak, a complete campaign arc that tells the story of the Vanguard's first encounter with the Strain.
Each campaign scenario will describe how the board tiles are placed as well as any objective markers, victory conditions, and strategic points.
For your first foray into the terrifying struggle between the Strain and the Vanguard, we suggest playing through the Outbreak Campaign, which starts on page 42, as it introduces all the rules of the game. Once you've enjoyed this series of linked scenarios, then you'll be fully equipped to invent your own nail-biting encounters with our strategic scenario rules.
Strategic Scenarios. Strategic scenarios are one-off, free-form encounters with a variety of objectives and themes, all determined by the players. Using the rules presented on page 38, players can construct their own scenarios by either choosing or randomly determining the objectives for the scenario. Strategic scenarios can be used as a quick way of putting a game together or they can be interspersed between the scenarios in a pre-existing campaign to provide additional missions. Equally, they can be utilized to created branching storylines that detail alternative outcomes in otherwise linear campaigns.
2. Place Board Tiles
Each scenario takes place on one or more board tiles.
Refer to the specific scenario for the game board layout. Place the tiles in the configuration that the layout displays.
If the players are using a strategic scenario, tiles are chosen from any of those available. Players can either agree on a layout for the game board or each player can take a turn placing a single tile. A minimum of two tiles and a maximum of six tiles is recommended for strategic scenarios. This step must be completed first. Only when the board is agreed upon and laid out should the players proceed.
Some game board tiles have special properties. See 'Special Game Board Tiles' in the scenario section on page 41.
3. Place Objective Markers
Each side in a scenario can have one or more objective markers present on the game boards, used to track various mission goals and determine victory.
Each objective marker should be placed following the rules in the specific scenario.
If a model manages to end its activation on top of an objective marker, that objective has been successfully completed. Some objectives require models to take actions while on or adjacent to an objective marker. See 'Victory Conditions' on page 18.
4. Select and Deploy Strategic Points
Strategic Point Deployment. Before each player deploys their models, the strategic points for each faction must be placed on the game board.
Each scenario will determine if a player can or must use strategic points during the game. Campaign scenarios will define what strategic points each player can place on the board.
For strategic scenarios, each player can place a total of up to 4 strategic points of their choice on the game board; only two of any single type of strategic point can be chosen.
Once the number and type of strategic points for each player have been determined, these are placed on the game board according to the rules in the scenario.
Some scenarios allow players to choose where their strategic points are placed. When this is the case, each player rolls 1d6 and the player with the highest roll gets to choose which player will place a strategic point first. Players then alternate placing a strategic point on the game board until all strategic points have been deployed.
When strategic points are placed, players must use the following rules:
- A maximum of 4 strategic points can be placed on any game tile.
- A room smaller than 8x8 squares can only hold a single strategic point.
- Strategic points must be at least 3 squares away from a section door or airlock.
- Strategic points must be at least 6 squares apart from one another or 4 squares apart if they are on different tiles.
Using Strategic Points. A model must be adjacent to or on a strategic point in order to use it. Using a strategic point requires an action. A strategic point can only be used once per turn.
Some strategic points require a model to move onto the square it occupies. Treat the model as in the base square the strategic point occupies. Any model or nano-counter may do this.
Certain strategic points allow a model to make an attack. This counts as an attack action for the model using it.
When using strategic points that have a cost of some kind, the model using the strategic point must pay the cost at the time the ability or action is used.
Strategic points cannot be targeted by attacks unless a scenario or special rule specifically states that they may be.
5. Generate a Force
After the game board has been set up, players must create the force they will be using for the scenario. Players receive force points that they spend on models to build their force.
In campaign scenarios, the number of force points a player receives to build their force is included as part of the scenario rules.
Players using a strategic scenario receive 20 force points for each tile used in the game.
Example: A game board made up of 4 tiles gives each player 80 force points.
Each specific scenario will list some or all of the following for each force:
- Force Points. The number of points a player receives to build their force.
- Force Requirements. Any specific models that the player must use in their force.
- Troop Costs. The cost in force points of each model.
- Troop Limits. Models that are allowed or unallowed in the scenario, and restrictions on the number of each type.
Spending Force Points. A player can recruit any model into their force that meets the following criteria:
- The model matches the faction chosen by the player.
- The model meets the limits set by the scenario.
- The model can be placed into the force without exceeding the force point budget.
A force must begin play with a number of models equal to the force point budget divided by ten (rounded up).
Example: A player with 80 force points to spend must include at least 8 models in their force.
Example of play: The Vanguard player is putting together a strike team for a scenario. The scenario calls for a budget of 40 points worth of models – according to minimum force requirements this means the strike team has to have at least four models. The scenario also gives the player a bonus ability for Corpsman Morgan Vade, so it's advantageous to include him in the force.
The player takes the cost of Vade (15 points) from the 40 points, then adds Operator Akosha Nama (another 15 points), for back-up. Knowing that the Strain are going to be deploying a lot of Necro-forms in the scenario, the player looks at the remaining 10 points and decides to spend them on 2 Samaritan Troopers (5 points each). Adding the total together the Vanguard player has a force with 4 models worth 40 points.
Deciding this isn't the right number of models, he decides against fielding Akosha, and opts to replace her in favor of a Samaritan Grenadier (10 points) and an additional Samaritan Trooper (5 points). The Vanguard player now has a force with 5 models worth a total of 40 points. Hopefully the heavy weapon abilities and the Samaritan's tactics combined will give the player the right combination of firepower to survive the scenario and attain his objectives.
6. Deploy Forces
Once the board has been set up and forces are generated, each force can be deployed on the game board.
Each player rolls 1d6 and the player with the highest score chooses who will deploy first.
In strategic scenarios the player to deploy first chooses an outside tile edge and deploys their models within 5 squares of that tile edge in any clear square or squares.
In a campaign scenario there are specific rules that determine how each force will deploy. Each player must deploy their force according to the scenario deployment rules. Campaign scenarios will have highlighted areas on the game board diagrams to indicate deployment zones for each player.
When a player deploys their force, they deploy all of their models at once unless the scenario specifies otherwise.
Victory Conditions
Each scenario has a set of victory conditions that each player must fulfill. The first player to fulfill all victory conditions listed in the scenario is the winner and the game ends.
There are two types of victory conditions in a scenario, missions and objectives.
- Missions. A mission is a set of multiple objectives, all of which must be met in order to achieve victory. Each player can have their own unique mission. Each mission will list the objectives needed to complete the mission. A mission can have both free and ordered objectives.
- Objectives. An objective is a specific action or event that a model or counter in the player's force must trigger. Once the objective is triggered, the objective is immediately completed. Some scenarios require only a single objective. Scenarios can have multiple objectives but require only one to be completed in order for a player to achieve victory. Multiple linked objectives form a mission (see above).
There are two types of objectives, free objectives and ordered objectives.
- Free Objectives can be triggered by a player at any time. A free objective is most often represented by a strategic point or an objective counter.
- Ordered Objectives must be completed in a specific order detailed in the scenario. Ordered objectives are most often represented by numbered counters.
The Vanguard
A versatile and lethal fighting force, the Vanguard relies on weaponry, tactics, and superior firepower to dominate the battlefield. Samaritans are the elite fighting force of the future, incredibly capable, each member a part of a well-oiled machine. Through the strategic application of force, area of denial attacks, and sustained fire they can dominate superior numbers.
The Vanguard is the epitome of bravery in the face of overwhelming odds. Unprepared for the terrors of the Strain, they must rely on their equipment and training to overcome one of the most lethal threats they have ever encountered. Luckily the arsenal they have at their disposal is also augmented by a robust network of target and combat information that allows them to respond to the most taxing of combat conditions.
Playing the Vanguard
A Vanguard force represents a flexible strike team of well trained soldiers equipped with high tech armor and weaponry. Choosing the Vanguard means you control a rapid response strike team that is capable of adapting to the flow of combat. Whether this means holding a strongpoint while operators carry out combat objectives, providing defensive fire for advancing troops, or delivering a crippling blow to the enemy's forces, the Vanguard are ideal for tactical wetwork against an enemy like the Strain.
Heroes
The Vanguard heroes brave enough to face the horror of the Strain are some of the toughest soldiers under Captain Kara Black's command.
The character profiles for Captain Kara Black, Corpsman Morgan Vade, Operator Akosha Nama and Specialist Barker Zosa are first-person background text and are not transcribed.
Samaritan Troopers
A squad of Vanguard Samaritans can end up visiting dozens of systems on a single tour of duty. This means that each squad must be ready for a vast number of tactical situations.
Protected by state-of-the-art Prophet Armor, Samaritans are entrusted to succeed in the most hostile of battlefield conditions. Should they die in combat, each Samaritan is implanted with a cortical recall beacon that allows the mind of the slain soldier to be uploaded into a vat-grown replacement body.
Samaritan Lancer. An interlaced electron beam acts as a guidance system for the plume of super-hot plasma fired by the Azriel class fusion lance. The highly intense beam of energy is capable of burning holes through Meridian class hull-plating. Designed as a man-portable, close combat, anti-materiel weapon platform the Azriel is deployed with a Technician class Samaritan specialist designated as Lancer. Serving dual purposes as a breach expert and an anti-personnel sweeper, the Samaritan Lancer is ideal for on point for incursions into hostile facilities and hard point extraction missions.
Samaritan Grenadier. Trained in the use of the Bouncer MPGL, the Samaritan Grenadier is ideally deployed in tough protracted battles against masses of hostile forces. A Samaritan with an MPGL acts as support during assaults, and as an area of denial specialist in defensive operations.
Samaritan Reaver. The Reaver kinesis support weapon is a rapid fire weapons platform capable of sustained automatic fire. Using a maxis fusion cell, it is also capable of creating kinetic pulses powerful enough to bend hull plating or crush unprotected flesh and bone into pulp. A Samaritan armed with a Reaver is a devastating force in the battlefield against targets at short to medium ranges.
Hurley
The Vanguard Hurley is a tactical mobile combat information centre that interfaces with the Vanguard tactical network. Designed to provide Vanguard troopers with defensive and offensive support, the Hurley fulfils multiple roles through the use of autonomous drones that respond to the Hurley AI's own instruction.
The Hurley uses a class obsidian firewall, and is capable of preventing network intrusion and viral attack on the Vanguard Tac-Net.
It is also armed with a Kinesis Cannon, frequently referred to as the Comfort Gun.
Vanguard Force Rules
The Vanguard are precise, tactical, and effective. Using the Tac-Net, the command structure of the Vanguard relays important tactical information to its troops that take the form of Tactics points in the game.
Tac-Net
The Vanguard Tac-Net is a simulcast tactical communications network that allows the Vanguard to maintain complete operational awareness – even during the most chaotic of encounters.
Tactics Counters
The Tac-Net is represented by Tactics counters from the Tac-Net pool. At the beginning of every Vanguard Active Mode, during the force management phase, the Vanguard player replenishes and distributes the Tac-Net pool.
Tactics counters are used to enhance or access certain attacks and abilities of Vanguard models.
There is no limit to the number of Tactics counters in the Tac-Net pool.
At the beginning of the game, the Vanguard player begins with a number of Tactics counters equal to the highest Tactics Limit in their force plus 1d6.
Tac-Net Pool Replenishment
At the beginning of each force management phase the Vanguard player gains a number of Tactics counters equal to the highest ranking model's Tactics Limit, as shown on their tactical data card; these are added to the Tac-Net pool.
Example: If the force has a Commander, who has a Tactics Limit of 4, in play at the beginning of the tactical phase, 4 Tactics counters are placed in the Tac-Net pool.
If the Commander is removed from play, the next highest ranking model's Tactics Limit is added to the Tac-Net.
| Model Rank | Tactics Limit |
|---|---|
| Trooper | 1 Tactic |
| Elite Trooper | 2 Tactic |
| Hero | 3 Tactic |
| Commander | 4 Tactic |
Tactics Counter Distribution
After the Tac-Net is replenished, Tactics counters can be distributed to Vanguard models. The Vanguard player can take Tactics counters from the Tac-Net Pool and place them on a model's card.
A model can never have more Tactic counters than its Tactics Limit.
Using Tactics Counters
Tactics counters are used for a variety of reasons. When a model has an ability or attack, or wishes to use a strategic point, that requires the use of Tactics counters, these counters must be spent from the model.
Some general Vanguard special rules however, such as target designation, require the expenditure of Tactics counters directly from the Tac-Net Pool.
Example of play: At the beginning of the first Vanguard force management phase of the game, the Vanguard player manages to roll a 6 for the number of starting Tactics counters, and with Corpsman Vade (Tactics Limit 3) deployed to his squad as the ranking model, the starting tactical pool has a whopping 9 points in it (6 for the roll plus 3 for Vade's Tactics Limit).
By the beginning of the second round there are plenty of targets to deal with, and the Vanguard player adds 3 more Tactics counters to the Tac-Net Pool – now at 12 points. He distributes Tactics counters to his troopers and to Corpsman Vade, which drains the pool down to 6 Tactics counters. He saves the 6 Tactics counters for the next round in order to make sure there is enough to deal with emergencies, knowing that Vade will be adding another 3 points to the pool. That is, of course, if he's still in play at that time.
Specific Vanguard Rules
Target Designation
The Vanguard player can choose to spend Tactics counters directly from the Tac-Net Pool to designate priority targets.
During the Force Management Phase, after Tactics counters have been replenished and distributed, the Vanguard player can spend a Tactics counter from the Tac-Net Pool to place a Target Mark Counter on an enemy model within a Vanguard vector. A model can only have one Target Mark Counter on it at one time. The Vanguard player can place as many Target Mark Counters during the Force Management Phase as they like, within the limits of their Tac-Net Pool.
When attacking a model with a Target Mark Counter, a Vanguard model may remove the counter to gain an Attack +3 modifier to their attack against that target.
Displacement Fields
A Displacement Field is an interlaced kinesis matrix that provides protection to the wearer. Clip a displacement field counter to the base of a Vanguard model with a Displacement Field.
Displacement Fields do the following:
- Reduce the damage staging of attacks that hit the model by 1.
- At the players discretion, the Displacement Field can stop all damage from a single attack that hits the model. When used in this way, the attack still hits the target and any effects are applied, but no damage is dealt. When this is done remove the displacement field from the model.
Infected Vanguard
A Vanguard model can treat an Infected friendly model as an enemy if the model has an Strain Override counter (see 'Override' on page 30), or if the model has 2 or more Infection counters.
Vanguard Strategic Points
Auto-Doc. Any Vanguard model that uses an auto-doc can use it to repair wounds or cleanse their system. A model on the strategic point can use the following action.
- Cellular Recovery. The Vanguard model taking this action has any damage they have suffered removed. In addition, any Infection counters are removed.
Life-Support Terminal. When a life-support terminal is used by a Vanguard model, that model can use it to remove toxins and nano-spore from the atmosphere. Models adjacent to the strategic point can use the following action:
- Environmental Purge. Spend 1 Tactics counter. Select up to a 4x4 square area within a single room on a board tile. If there are Strain Nano counters in that area, you may remove them from the board.
HAVOK Defense Gun Emplacement. If a Vanguard model is adjacent to the base square of the HAVOK gun emplacement that model gains cover – Defense +3.
- HAVOK Defense Gun. A model on the Havok's base square can use the HAVOK Defense Gun as an attack action.
| Attack | MOD | RNG | D/S | Effect |
|---|---|---|---|---|
| HAVOK Defense Gun | * | S | 6|3 | [Free Ability] Make 2 Havok Defense Gun Attacks. These attacks must be against the initial target or valid targets within 2 squares of the initial target. |
* Use the model's highest attack value.
Security Terminal. Vanguard models adjacent to a security terminal can use the following action:
- Tactical Assessment. Spend 1 Tactics counter. Give 1 Tactics counter to all Vanguard models on the board.
Teleportation Control. A Vanguard model can use the teleportation control to move itself and other Vanguard models that occupy the teleporter. Models on the 3x3 card representing the teleporter can use the following action:
- Combat Teleport. Spend 1 or more Tactics counters. Select a 3x3 area of squares on the board tile. Place a single model (including the active Vanguard model) currently on the teleportation control strategic point in a clear square in the selected 3x3 area. Do this for each Tactics counter spent.
Vanguard Strategy and Tactics
The strength of the Vanguard relies on the abilities of each member of a deployed force.
Commanders, heroes, and troopers all bring something to the battlefield. Knowing when to use the right ability at the right time is a big part of being successful with the Vanguard. Here are a few tips to follow.
The Samaritan
The Vanguard relies on the Samaritan as the core of its fighting force. Using them is incredibly important not only because they are good at absorbing damage, but also because they provide excellent threat response during Reflex mode. In addition, support Samaritans such as the Grenadier and the Reaver complement a Samaritan squad with the additional firepower of their specialist weapons.
Reavers can give a much needed knockout punch to mobs of Strain, and Grenadiers can use gravitic grenades to deny areas of the map and to control strategic choke points. A varied force composition means you'll have a way of responding to all types of incursions.
Use Your Heroes
Each hero brings a distinct avenue of specialty to the game. The right hero in the right scenario can make a massive difference in battle. Corpsman Vade is practically a must have for any encounter, and Kara makes any group of troopers even stronger with her ability to lead and direct tactical fire. The added power of Akosha and Zosa can tilt the balance of a battle in your favor. Both heroes have abilities that add lethality to your force, either as a surgical strike in Akosha's case, or Zosa's less subtle method of killing swathes of enemies with awesome weapons from the Vanguard armoury.
Distance is Everything
Letting the Strain get close is a huge mistake, not only are they lethal in close combat, but the infectious nature of their attacks means that they can compromise your force. Maintaining a perimeter, and knowing when to retreat to avoid being overrun is important. Sacrificing already infected troops is one way to blockade a rush of Strain Necro-forms.
Just remember, every corpse you leave behind is a Revenant waiting to happen.
Medic!
Infection is your worst enemy. Do your best to secure strategic points that help you fight infection. Maintaining the use of Prophet Armour bio-protocols will also keep the infection at bay even if only temporarily. This is where Corpsman Vade proves to be a crucial part of your force. He can keep troopers in the fight and even bring them back from the brink if the timing is right. Auto-docs are equally as vital, just be sure to cycle troops through them quickly. And remember, you can always put a bullet through an infected trooper before he mutates, or take out a model with Override with its own attack.
Tactical Command
Tactical Integrity is everything. Marking targets gives you a major edge, especially when you combine Target Mark counters with abilities that turn those counters into extra dice. To maintain that edge, keep your heroes alive at all costs, they lend to the Tac-Net's strength as long as they are on your side.
Mark targets, use those counters, and make sure you are replenishing Tactics where it counts. When you have a security terminal on the board, make sure it gets manned as soon as possible so that tactical assessments can replenish points as they are spent. Without a constant stream of Tactics you won't be able to use key abilities, and then the Strain will be very hard to stop.
Your AI is Your Best Friend
Hurley is an important addition and when the force point budget is high enough it's a good idea to add him into the mix. Hurley's actions tend to get used up either spawning drones, or issuing commands to them. Drones, however, are super important. Deploying them and issuing commands to them to scout and protect troops is very important. His big-ass gun is something that will rob him of drone command potential, but don't be afraid of using it when you need to.
Also, if the Strain player is constantly harassing you with Override, Hurley's firewall ability is a great umbrella for keeping infected personnel clear-headed and operational.
The Strain
The most secretive echelons of Solcom scientists call them the Prometheans. Entities of unsurpassed technological prowess, they left this galaxy long aeons before humanity and the Solar sphere expanded to occupy the void. Their technology has always been a constant mystery, enigmatic methods of manipulating matter, energy, and the fabric of space-time.
The nano-system at the core of the Strain is a horrific blend of Promethean technology and terrorist cyberweapon. Lethal, without conscience, and almost certainly unable to check its own spread, it holds the potential for untold destruction and death. At the present time, the Strain Construct is an insane hybrid, a deadly chimera that will consume any living thing that crosses its path. Regarded at a safe distance, the Strain appears deadly but chaotic and without direction; a threat, but not a dire one. However, should the Strain attain sentience – a terrifying possibility owing to its assimilation of the AI Cthon – it will overwhelm a galaxy unprepared for its advent, growing at an exponential rate as it assimilates everything it encounters.
Playing the Strain
The Strain embodies several survival horror themes – Infection, techno-horror, and nano-technological reanimation.
Choosing the Strain means close combat, swarming tactics, and the use of nano-spores to infect and infiltrate. Through the unique mechanics and abilities available to the Strain you can effectively mutate your force from a ragtag mob of animated husks and infected civilians, into a deadly and unstoppable collection of monstrosities.
The Nano-Spore
The virulent adaptive nature of the nano-spore allows it to act as a vector for Strain infection. Any infected victim is slowly subjected to the ravages of a metabolic Trojan that subverts cellular mechanisms to express a Strain template. The cells of the infected victim are broken down and rapidly converted into a union of alien technology and still-living organic matter. The initial results are an inchoate mutation, only capable of directed action when under the control of the Strain construct.
Strain Models
Necro-form – The Revenant. A Necrotic host acts as primary incubator and delivery vehicle for the Strain infection. Extremely dangerous in confined conditions, mobs of these creatures can overcome even the most disciplined trooper. Prehensile tendrils with injector barbs act as a delivery vehicle for infection. Rapid incubation results in 100% conversion rate of dead or dying infected. Any corpse found in the battlefield can become one of these in an instant.
Exo-Form – Stalker. A living host exposed to Strain forced evolution and mutation. The stalker is faster and more determined than phase 1 Revenants. The stalker manifests a lethal mono-molecular talon and enhanced mobility. A prehensile tendril acts as vector for Strain infection.
Exo-Form – Quasimodo. These twisted monstrosities have merged with a military class weapon. Probably former security personnel, the Quasimodo have been converted into a lethal delivery vehicle for infectious bio-matter. It can strike at range, and never hesitates to do so.
Phase 3 Exo-Form – Scythe-Witch. Force evolved from phase 2 nano-forms, this creature is an agile leaping predator. Extremely lethal in close quarters, but relatively vulnerable to weapons fire at range.
Phase 3 Exo-Form – Brimstone. Force evolved from phase 2 Exo-Forms – this newly evolved Strain beast has a heavily armored carapace capable of deflecting directed energy weapons fire. The creature's internal Energy Core feeds into a lethal chest cannon capable of cutting swaths through close formations. Its powerful limbs provide stability when firing.
Phase 4 Exo-Form – Grendlr. Thought at first to be the heaviest of the Strain Exo-Form constructs. This is a heavily armored, mobile nano-converter. Capable of swallowing a hapless victim whole, the incubation chamber within its body can forcefully evolve victims or digest their organic matter and convert them into nano-spore. Much faster than its size would indicate, this is a very difficult creature to kill. Maintain a safe engagement perimeter.
The Grendlr also seems to be able to induce empathic control over infected subjects. The nano-spore acts as an override for the infected subjects neurological systems.
Phase 5 Exo-Form – Cthonian. A massive conglomeration of evolved biomass combined with a powered armor carapace. The outer shell is a fully functional exoskeleton wrapped around a squid-like body composed of extremely resilient tissue. Capable of regenerating damage with dark matter conversion, this creature is nearly impossible to kill without the use of high output energy weapons. In addition to its defensive capabilities, the creature is armed with a gravitic beam weapon and a lethal nano-weapon capable of mutating a living target almost instantly.
In addition the Cthonian also seems to be able to exert the same empathic influence on infected subjects as the Grendlr. At its core is a bio-organic computer, containing an amalgam of the Firebrand Cthon AI and ancient nano-spore techno-directives. Recovery of this system is of prime importance in understanding this outbreak.
The Strain Active Mode
The Strain have a unique active mode that a Strain player can use to effectively control the spread of the Strain infection, trigger mutation, and evolve existing Strain models into tougher and deadlier versions.
The invisible nano-spore of the Strain is represented by Nano counters that power the Strain infection.
Moving Nano Counters
At the beginning of the Strain force management phase, the Strain player can move any Nano counters on the board up to 6 squares. A Nano counter can only be moved once during the force management phase.
A Nano counter can move through any square, but cannot move through walls.
The counters can end their movement in a square occupied by a model or strategic point. Any number of nano-counters can occupy the same square.
Nano counters can move through closed doors but cannot move through closed section doors or airlocks.
Example of play: The Strain player places three Nano counters on top of a Havok Defense Gun strategic point. The Vanguard player can still enter the strategic point to use the Havok Defense Gun, but if he stays there, can be infected by exposure to the Strain nano-spore.
Mutating Infected Models
During the Strain force management phase, after Nano counters have been moved, models with Infection counters can be mutated into Strain Exo-Forms or forcibly consumed and their matter shifted into a cloud of nano-spore.
How a model is mutated depends on that model's infection level. The Strain player can choose one mutation effect.
Level 3 Infection Status:
- Replace the infected model with a phase 1 Necro-form.
- Replace the infected model with 2 Nano counters adjacent to or in that model's base square.
Level 4 Infection Status:
- Replace the infected model with a phase 2 Exo-Form.
- Replace the infected model with 1d6 Nano counters adjacent to or in that model's base square.
Newly converted models can only perform one action during the Strain player's first Active Mode after being created. Newly mutated models come into play with their full allotment of wounds, regardless of how injured the previous model was. Any effects the mutated model was suffering from are transferred to the new model.
Example of play: A group of Samaritans have been infected and several of them are at the brink of death. Three of the Samaritans are at status 3, while another one is at status 4.
During the force management phase, the Strain player makes his move. He converts the three Samaritans into nano, dissolving their bodies into clouds of nano-spore. The models are removed from the board and Strain Nano counters put on the squares they had occupied. The Strain player then replaces the remaining Samaritan (at infection status 4) with a Phase 2 Stalker.
There are now 6 new Nano counters on the board next to a phase 2 Exo-Form.
Nano-Spore Infection
If a non-Strain model is standing in a square occupied by a Nano counter at the end of the Strain force management phase, the Strain player must remove that Nano counter from the board. The model gains an Infection counter.
Strain Special Rules
Spawning New Models
The Strain player can create new Exo- and Necro-Forms by using Nano counters and spawn points during the force management phase. A spawn point is a strategic point or special location on the board (like corpse tokens) that can be used to spawn new Strain models. A spawn point can only be used once per force management phase.
The cost and action of spawning a model depends on the type of model being created.
- Phase 1 Necro-Form. Remove 1 Nano counter adjacent to or on the spawn point. If the spawn point is a corpse token, remove the corpse token after the model is created.
- Phase 2 Exo-Forms. Remove 3 Nano counters adjacent to or on the spawn point.
When a model spawns, the Strain player can place that model on any square adjacent to the spawn point.
Spawned models can only perform one action during the Strain player's first Active mode after being created.
Figure caption – Evolving in battle 1: The Quasimodo has enough nano around him to pay the evolution cost (6) for turning into a Brimstone.
Evolving Exo-Forms
In addition to spawning new models, the Strain player can also spend Nano counters to evolve certain Exo-Forms into more powerful creatures. Strain models that can be evolved will have an evolution cost that indicates how many Nano counters must be used to evolve that model and the new Exo-Form that it will become. Models without an evolution cost listed cannot be evolved.
To evolve a model, during the force management phase the Strain player spends Nano counters equal to the model's evolution cost. These Nano counters must be adjacent to or in the model's base square. Once the evolution cost has been paid, the model is removed and the new Exo-Form is placed in the same base square.
Newly evolved models can only perform one action during the Strain player's first Active Mode after being created. Newly evolved models come into play with their full allotment of wounds, regardless of how injured the previous model was. Any effects the evolved model was suffering from are transferred to the new model.
Figure caption – Evolving in battle 2: The Nano counters are removed and a Brimstone is placed on the board. As there are not enough clear squares, and the miniature is next to a wall, Morgan Vade is pushed into an adjacent square and is knocked Prone.
Example of play: The phase 2 Exo-Form that the Strain player placed due to mutation in the previous example is standing next to 6 Nano counters. Eager to escalate the capabilities of his force, the Strain player decides he is going to force evolve the Stalker into a Scythe Witch. The player removes the 6 adjacent Nano to pay the evolution cost for the model, and replaces the Stalker with a Scythe Witch.
Since the Stalker was a newly mutated model, it only gets to perform one action during its first activation, so this turn it can attack, move, or use an ability.
Evolving Large Models
When evolving a normal model into a large model, place the new model in any clear squares adjacent to and including the evolved models' base square.
If adjacent squares are not clear due to terrain or being a small area, the model evolves normally, but is stuck until it moves from that space. See 'Pressing Through' on page 9.
If adjacent squares contain models, move the models into the nearest adjacent clear square that will make room for the evolving model's base squares. Enemy models moved in this fashion become Prone.
Engulf
The Engulf ability allows some Strain models to swallow normal sized models whole.
If the consuming model is killed, or takes 10 or more damage while a model is engulfed, place the engulfed model back on the board in a square adjacent to the consuming model. The freed model may activate normally if its force is in Active mode.
Example of play: The Grendlr has rampaged through a group of Samaritans and has managed to grab a Grenadier and swallow it whole. Despite the Samaritans best efforts to rip the Grendlr a new one, it's managed to keep its lunch down. The Grenadier is trapped inside the hellish gut of the thing.
At the beginning of the next Strain force management phase, the Strain player chooses to Gestate the Grenadier, ramping the poor trooper's infection status to 4. On the next Vanguard activation the Samaritans manage to do enough damage to force the Grendlr to give up its meal.
The Grenadier is placed back on the board adjacent to the Grendlr, but now with an infection level of 4. Get that Samaritan a Medic before he mutates!
Exogenesis
Exogenesis begins whenever certain Strain models engulf a model with a Maw attack. In the next Strain force management phase, before moving Nano counters, choose one of the following:
- Gestate. The engulfed model remains engulfed and becomes infection status 4.
- Expel. The engulfed model is placed on the board up to 2 squares away from the consuming model.
- Metabolize. Remove the model from play, place 4 Nano counters in play adjacent to the consuming model.
Example of play: Corpsman Vade is infected, and now has been linked to a Grendlr with the Override ability. During the Strain's reflex mode – and the Vanguard's active mode – before the Vanguard player announces his activation of Corpsman Vade the Strain player declares an Override on the combat medic.
The Strain player activates Corpsman Vade, and declares that the Corpsman is going to use his Katar attack on himself. The Strain player rolls the attack, and gets a whopping result with a roll of 31 and a staging of 3. The attack does more than enough damage to kill Morgan, who is already wounded.
Before damage is applied, the Vanguard player uses Morgan's Displacement Shield to cancel the damage entirely, saving Morgan from a self-inflicted fate. Now the Vanguard player regains control of Morgan and chooses to move Morgan next to a Defense Drone to Firewall the Override counter, and keep his medic alive.
Once this is done, the Vanguard player resumes the normal flow of Active mode.
Nanovore
Strain Exo-Forms can use nano-spore to aid in regeneration of any damage they have suffered. When an Exo-Form is activated, prior to taking any actions, it can remove one or more adjacent Nano counters and heal 2 Wounds for each Nano counter removed in this way.
Override
Once during the Strain Reflex mode when a model with an Override counter is activated, the Strain player may use a move or attack action that belongs to that model; this action counts towards the number and type of actions the model can perform during its activation. When that action is resolved, the controlling player can then continue that model's activation normally.
If a model with an Override counter is no longer infected, they remove the Override counter as soon as all infection is removed.
While a model has an Override counter, ally models may treat it as an enemy model. This model may also use any attack or attack ability it has against itself.
Strain Strategic Points
Necrocyst. This strategic point can be used as a spawn point for Necro-forms only (see 'Spawning New Models' above).
Exocyst. This strategic point can be used as a spawn point for Exo-Forms (see 'Spawning New Models' above).
Gestation Vent. When the gestation vent is secured, certain Strain models can be evolved using fewer Nano counters than normal. Models on the strategic point can use the following action:
- Force Evolution. Spend 3 adjacent Nano counters. The model is evolved along their evolution path normally. Follow the rules for evolving models above.
Macrophage. When the Macrophage is activated by a Phase 1 Strain Necro-form, that model can be removed from the map in exchange for Nano counters. Models on or adjacent to the strategic point can use the following action:
- Utility Conversion. Remove Phase 1 Strain Necro-form. Place 3 Nano counters in any squares adjacent to the Macrophage.
Spore Engine. This strategic point converts matter into Strain nano-spore. Models adjacent to the strategic point can use the following action:
- Vent. An activate Strain model adjacent to the spore engine spends 1 adjacent Nano counter. Place 4 Nano counters adjacent to the spore engine.
Strain Strategy and Tactics
The Strain are an intimidating force that will terrorize your enemies, but its greatest strength is in its ever-changing nature. With a few keen moves, you can shift the flow of battle in your favor even when things look grim. Here are a few tips that will help you make the most out of playing this faction.
The Strain relies on core concepts that are crucial to making them a successful force.
Infection
To get the most out of the Strain, producing nano-spores and using them to herd forces that fear infection is key. Infection is perfect for compromising your opponent's force. Almost nothing can escape infection and there are very few ways Vanguard players can remove infection from their models once they've contracted it.
Make sure you keep track of where and who the infected are. Often reinforcements are simply a mutation away. Not only do you score a new horror for your growing force, but you weaken the opponent with each monstrosity you give birth to.
The Nano-Spore
Moving Nano counters is vital in denying areas to your opponent. The risk of infection is high, and the results can be devastating to a weakened force. Be sure to kill or convert any models capable of affecting your Nano spore count. Vanguard grenadiers with the Rad Grenade ability can be a particular problem, as can any Vanguard strategic points capable of removing Nano counters from the board (hint – life support!).
If you can't get to these models or deny the use of a strategic point, don't cluster your Nano in bunches. This is a vital resource to the Strain and it is fundamental to ensuring your unstoppable spread through the Alabaster facility. Spreading Nano counters out might make using it in quantities difficult, but will ensure you have some in reserve at any given time.
Always make sure you're shifting Nano to where you are going to need it most during your Active and Reflex modes. And remember, the Quasimodo can blast nano across a tile in case you need to deliver infectious spores to a crucial location.
Mutation and Evolution
Whenever you get the chance, convert infected enemy models into Strain. Mutation and evolution are the most powerful mechanisms at your disposal. The most important part of this is anticipating when your enemy is going to be vulnerable to infection, and when you can count on converting models to the service of the Strain construct. Always make sure you know which models are ripe for harvest, and when the timing of infection is going to wreak the most chaos on your enemy.
Upgrading a Phase 2 form into a Phase 3 can cause substantial havoc, and force a massive change to the tactics of an opposing force.
Scythe Witches can be ideal for breaking formations and tightly knit groups of Vanguard at choke points, and the Brimstone can cut through troopers like a searing beam of plasma.
Remember with cunning placement you can take an infected model and convert it into a Phase 3 terror in one masterstroke. You just need to make sure you have the right amount of Nano next to the right models at the beginning of your infection phase.
Term Glossary
| Term | Definition |
|---|---|
| #d6 | A number of six-sided dice. 2d6, 1d6, etc. |
| Action | An activity that a model can perform during its activation. Moving, attacking and using abilities are actions. |
| Activate | Selecting a model during a turn and performing actions with that model. |
| Activation Phase | The second phase of active mode. Players activate models during the activation phase. |
| Active Mode | One of two modes players take during a game round. |
| Adjacent | In a square having a common corner or border with another square. |
| Airlock Door | A door that remains open until a point of mobility is used to close it. Coloured red on the map tiles. |
| Area of Effect (AoE) | An area of squares in which an effect is applied to Valid Targets. |
| Attack Ability | An ability that requires the model to declare a target and make an attack roll against or apply damage to the target. |
Entering the Fray
You've read the rules, the tiles and dice are unpacked, and it's time to play. Sedition Wars: Battle for Alabaster relies on scenarios to provide a framework for each game. Scenarios provide players with fun objectives and environments to play in. There are two types of scenarios to play in Sedition Wars.
The Strategic Scenario section of the campaign rules provides players with a way to set-up a quick match to play. Players randomly determine the Objective theme and the Mission theme for the game, set-up the board, construct forces, and start playing right away.
The Outbreak Campaign is a story-based linear experience intended to be played as a sequence of scenarios that detail the Vanguard's first encounter with the Strain. Players are encouraged to play the Campaign one encounter at a time, in sequence. The scenarios are intentionally designed to ramp up in complexity, giving players a chance to learn the basics before really getting into the gory details of trying to destroy each other on the game board.
Strategic Scenarios
Strategic scenarios are free-form, player-guided scenarios.
Players can either choose a scenario, or roll for a scenario.
To roll for a scenario:
- Pick a player to roll for scenario type (oldest, highest roller, rock paper scissors).
- Roll 1d6 for the Objective theme, and then roll on the corresponding table.
- If the result comes up as Forces choice, that force can pick any scenario type they want, not just the scenarios on the current table.
For details on how to set-up the game board, see the Setting Up section of the rules (page 16).
Scenario Descriptions
Each strategic scenario has a description that outlines how the scenario is played. Each of these are laid out with the following sections:
- Mission Synopsis – A quick description of the mission.
- Set-up – Special conditions for this particular mission.
- Scenario rules – Any additional rules parameters that help define how the mission works in relation to the players and their mission based objectives.
- Victory conditions – How players win the game.
Objective Theme
| Roll | Objective Theme |
|---|---|
| 1-2 | Vanguard Strategic Scenario |
| 3-4 | Strain Strategic Scenario |
| 5-6 | Head to Head Strategic Scenario |
Vanguard Strategic Scenario – Mission Theme
| Roll | Mission Theme |
|---|---|
| 1-2 | Trigger Happy |
| 3-4 | VIP |
| 5-6 | Vanguard Player Choice |
Strain Strategic Scenario – Mission Theme
| Roll | Mission Theme |
|---|---|
| 1-2 | Overrun |
| 3-4 | Quarantine |
| 5-6 | Strain Player Choice |
Head to Head Strategic Scenario – Mission Theme
| Roll | Mission Theme |
|---|---|
| 1 | Deathmatch |
| 2 | Extraction |
| 3 | Hazard Duty |
| 4 | Kill-Count |
| 5 | Hitman |
| 6 | Doorcrasher |
Vanguard Strategic Scenarios
Trigger Happy
Mission: Trigger the self-destruct sequence before the enemy can stop you.
Set-Up: The Vanguard player must place three strategic objective counters. These can be placed on any tile other than the one the Vanguard force deploys on, with a maximum of one counter per tile.
Scenario Rules: The Vanguard player must trigger the strategic objectives in order, by moving a Vanguard model onto it and using an action to trigger it. When a strategic objective is triggered remove it from the board.
Victory Conditions: If the Vanguard player can trigger all three of the strategic objectives by the end of turn 8, they win the game.
VIP
Mission: Deliver the VIP to your Extraction Point.
Set-Up: The Vanguard player must select a hero or commander model to be the VIP.
Place a Vanguard strategic objective counter as an extraction objective on a game board tile furthest from the Vanguard deployment zone that does not contain a Strain deployment zone.
Place a Strain strategic objective counter as an extraction objective on a tile with a Strain deployment zone.
Scenario Rules: The VIP may not make focused moves, but otherwise can perform actions normally. Although the VIP can be Infected, the Strain player cannot mutate them.
If the Infection reaches level 4, place an Over-ride Counter on the VIP.
The Strain player may use the Over-ride ability as long as a Phase 3 or Phase 4 Exo-form is in play.
Victory Conditions: The first Force to move the VIP to their extraction objective wins.
Strain Strategic Scenarios
Overrun
Mission: Overwhelm the Vanguard and take their strong-points.
Set-Up: The Vanguard player must place three strategic objective counters, one in the center (or the closest square to the center) of each game board tile.
Rather than deploying in a deployment zone, the Vanguard player must deploy Vanguard models adjacent to each strategic objective (minimum three).
Scenario Rules: When a Vanguard strategic objective has no Vanguard models adjacent to it at the end of the Vanguard Reflex mode, remove the strategic objective counter from the board.
Victory Conditions: If the Strain player can remove all three of the strategic objectives from the board by the end of turn 8, they win the game.
Quarantine
Mission: Vanguard must contain infected civilians and kill any that escape.
Set-up: Place 10 civilian counters in a Quarantine Stack.
Place a Vanguard strategic objective counter as a quarantine objective on the game board tile with the Vanguard deployment zone.
Place a Strain strategic objective counter on the furthest tile from the Vanguard strategic objective counter.
Scenario Rules: The Strain player treats the quarantine point as an Exocyst or Necrocyst.
If the Strain player can move enough Nano adjacent to the Vanguard Quarantine objective, he may spend Nano to spawn a model from it as if it were either of those strategic points. When this is done, remove a civilian counter from the Quarantine Stack.
Place an Infection counter on the newly spawned model to track it. This stays with the model even if it is mutated.
When a Strain model with an infection counter is moved onto the Strain strategic point, remove the model from the board.
Victory Conditions: The Strain player wins if he can remove at least 2 Infected models from the board.
The Vanguard player wins if:
- There are at least 2 civilian counters in quarantine at the end of turn 8, or
- At least 4 spawned infected that escaped quarantine have been killed before they could reach the Strain assimilation point.
Head to Head Strategic Scenarios
Deathmatch
Mission: Eliminate the opposing force.
Set-Up: Deploy and set-up normally.
Scenario Rules: Whenever the Vanguard or Strain kill an enemy model in combat with the use of an attack or ability, after the model is removed from the board, the Force that made the kill gains a score equal to the removed model's point value.
Both forces must keep track of their total score.
Whenever the Strain mutate an Infected model – when the new model is placed on the board the Strain earn a score equal to the point value of the newly placed model. The Strain adds this to their score as well.
Victory Conditions: The first Force to reach a score equal to half their force point budget, or kill all of the other Force's models, wins.
Extraction
Mission: Vanguard must rescue civilian counters from the board.
Set-Up: Place a Vanguard strategic objective counter as an extraction point on the game tile furthest from the Vanguard deployment tile.
Place a Strain strategic objective counter as an assimilation point on any game tile that does not contain the Vanguard deployment zone or the Vanguard strategic objective counter.
Each player places 5 civilian counters on board tiles that do not contain either force's deployment zone.
Scenario Rules: Normal civilian counter rules apply, with the exception that civilian counters cannot be attacked.
When a civilian counter is moved onto the Vanguard Strategic point, remove the counter from the board, and the civilian is considered rescued.
When a civilian counter is moved onto the Strain strategic point, remove the counter from the board and replace it with a Phase 1 Necro-form model.
Victory Conditions: The player that assimilates or extracts the most civilian counters wins.
Hitman
Mission: Destroy the target.
Set-Up: Deploy normally, but at least one model deployed must be worth 15 points or higher.
Scenario Rules: Both players must choose a model on the opposing force with a value of 15 points or higher to be their priority target.
Victory Conditions: The first player to eliminate their priority target before 8 turns pass wins.
Hazard Duty
Mission: The infested corpses in the facility need to be destroyed, or assimilated.
Set-Up: Both players place 6 corpse counters on the game board, on tiles that do not contain either force's deployment zones.
Scenario Rules: A Vanguard model can move adjacent to a corpse counter and spend an attack to "neutralize" it. When this happens remove the corpse counter from the board.
The Strain player can use Nano to spawn a Necro-form from a corpse counter, as per the corpse counter rules. When this happens remove the corpse counter from the board and replace it with a Phase 1 Necro-form.
Victory Conditions: The player who removes the most corpse counters from the board wins.
Kill-Count
Mission: Track your target and strike to gain the best score.
Set-Up: Deploy normally.
Scenario Rules: When one model kills an enemy model it gains nemesis status, and a number of points equal to the force point cost of the killed model.
When a model with nemesis status is killed the attacking model gains nemesis status and the score the killed model had accumulated, plus the killed model's force point value.
Victory Conditions: The first player to have a model with nemesis and a 30 point score wins.
Doorcrasher
Mission: Control the pathway through the board.
Set-Up: Deploy normally, but have at least four connected tiles for a game board.
Scenario Rules: When a Vanguard model moves through the section doors connecting to another tile, place a Vanguard strategic objective counter at that connection. The Vanguard now controls that door.
When a Strain model moves through the section doors connecting to another tile, place a Strain strategic objective counter at that connection. The Strain now controls that set of section doors.
A door can only have one force's Strategic objective counter on it at any time.
Victory Conditions: The first force to control 3 section door connections wins.
Special Game Board Tiles
Some of the tiles in the game represent the working and functioning components of a massive facility. To reflect this, some of the tiles have special rules that come into play when they are placed on the board.
Using the special game board tile rules is always optional, even in a campaign scenario, but they can add an element of fun that changes up the way players engage strategy and tactics in a specific space.
The Gantry
Precarious Walkway – this maze of catwalks is safe enough for personnel, but during a focused firefight it can be incredibly hazardous. Models knocked over the rails fall for a very long time before making an abrupt stop.
- Any model that is moved into an empty chasm square by an enemy attack or ability is removed from the board.
- Nano counters can move across and end their movement in empty chasm squares.
- Chasm squares cannot be targeted by attacks or abilities.
- A model cannot cross or end its movement in an empty chasm square.
Reactor Room
The Core – the core is highly radioactive and subsequently it is lethal to non-incubating nano-spores and unprotected organic life.
- Nano-spore counters cannot be placed adjacent to or within the squares occupied by the reactor.
- Strain models must pay double the cost to evolve when within three squares or less of the reactor.
- A model that ends its Reflex mode in a square adjacent to the reactor gains a Rad counter.
The Vents – the vents in the reactor room circulate air as part of the life support atmosphere processing.
- Nano-spore counters adjacent to a vent can move from any one vent to another as part of their movement during the Strain Infection phase.
The Station
When the station is in play keep track of each turn.
- When four turns have passed, place a train tile on the track in the station.
- Anything on the tracks when the train arrives is removed from the board.
- The train leaves at the end of the sixth turn – remove the train tile and any models aboard it from the board.
Counter Placement
Counters such as corpse and civilian counters can be placed on a map to add spice to encounters – this is done at the players' discretion.
- No counter can be placed within 6 squares of a deployment zone.
- Counters of the same type must be at least 2 squares apart.
Corpse Counters
Corpse counters are identical to Necrocysts with the following exceptions:
- When a Corpse counter is used to spawn a Necro-form remove the counter from the board and place a Strain Revenant Necro-form model in the counter's base square.
Civilian Counters
The counters represent survivors of the Strain nano-spore outbreak. When an active Strain or Vanguard model moves into a square adjacent to a Civilian counter, they can use an action to move that counter 6 squares.
Civilian counters are treated like models, and can be attacked, infected, and have abilities used against them. Any attack or ability that is used against them hits and deals damage automatically. When a Civilian counter is damaged, immediately remove it from the board and replace it with a Corpse counter.
Outbreak Campaign
The Outbreak campaign is just one telling of how the Strain eventually escaped the confines of the facility and managed to spread into the Alabaster system.
This campaign is intended to play out in order, and present the players with a story arc. For your own matches and free-form games see Setting up the Game section for rules on Strategic Scenarios, and how to create your own dynamic matches.
The narrative vignettes that open each campaign scenario are fiction and are not transcribed.
Scenario Structure
Each campaign scenario follows a format that details the layout of the game, the board tiles used, and any rules and conditions that might affect the scenario.
- Mission Brief – A quick detail on the mission and the nature of the scenario.
- Game Board Layout – A map detailing how the game board should be laid out for the scenario. This also details deployment zones and special placement of strategic points and objective counters.
- Vanguard Mission – Outlines the Victory conditions for the Vanguard player.
- Strain Mission – Outlines the Victory conditions for the Strain player.
- Deployment – Details the deployment rules for both forces.
- Special Conditions and Deployment – Each scenario may have some special rules that apply to gameplay or the order of play in that specific scenario. When these exceptions arise, they always take precedence over the normal game rules.
Outbreak Scenario 1 – Breach
Map key: Vanguard deployment area; STRAIN deployment area; Security Terminal; Life Support Control; Tile 1, Tile 2, Tile 3.
The Vanguard must secure a foothold in the Alabaster facility in order to further investigate the nature of the outbreak. Unaware of the threat that awaits, this is the first time that the Vanguard encounter the Strain.
The Strain itself is unaware of an intruder. Necro-forms have spread through the facility, reanimating the bodies of personnel slain during the Biohazard systems environmental purge. The corpses will make suitable servitors for the Construct.
Vanguard Mission
Objective location – Systems Room.
- Secure the Life-Support Terminal to power up the facility control center.
- Once the Life-Support Terminal is activated, the Vanguard win the Scenario.
Strain Mission
Objective: Re-animate the Dead.
- Convert at least 8 corpse counters into Strain Revenants.
- Once the eighth corpse is turned into a Strain Revenant, the Strain win the scenario.
Scenario Deployment
- Vanguard: The Vanguard force can deploy a maximum of 6 models in the Vanguard deployment zone (Blue section in Docking bay tile).
- Vanguard Force Points: 30
- Vanguard Strategic Points:
- Security Terminal – Must be placed on Control Room Tile (2).
- Life-Support Control – Must be placed on Systems Room Tile (3).
- Strain: The Strain may deploy models adjacent to any Strain strategic point on the game board.
- Strain Force Points: 30
- Strain Strategic Points:
- 1 Necrocyst – Place anywhere on Tile 3.
- 1 Spore Engine – Place anywhere on Tile 3.
Special Conditions & Deployment
- Strain Restricted Deployment – The Strain player may only deploy Revenants and Phase 2 Exo-forms.
- Grave Circumstances – In addition to the listed strategic deployment, each player must place 6 Corpse counters on the game board on tiles 2 and 3.
Outbreak Scenario 2 – Steel Beach-Head
Map key: V1, V2, V3 – Vanguard deployment areas; S1, S2 – Strain deployment areas; T1–T4 – Tile 1 to Tile 4; Security Terminal; Life Support Control.
The Vanguard has secured the breach point and is now forming a perimeter and beach-head. Using this area as a staging ground, Captain Kara intends to further investigate the facility and search for survivors and any retrievable assets.
The Strain, in an answer to the aggressive stance of the Vanguard, is about to throw an offensive to probe for weakness. Eager to assimilate more new meat into the Construct, the Strain presses the Vanguard with a wave of mutilated flesh.
Vanguard Mission
Objective:
- Access the security terminal and perform a facility wide scan for personnel – See Firewall in special conditions and deployment.
Strain Mission
Objective:
- Kill or infect all of the Vanguard.
- If all Vanguard models are dead or infected before the Vanguard victory conditions are met, the Strain player wins.
Scenario Deployment
- Vanguard: The Vanguard force can deploy up to 12 models. At least 3 Vanguard models must deploy in each of the Vanguard deployment zones on tiles 1, 2, and 3.
- Vanguard Force Points: 60
- Vanguard Strategic Points:
- Auto-Doc – placed on any tile.
- Life-Support Control – placed on top of Objective Counter 2.
- Security Terminal – placed on top of Objective counter 1.
- Strain: The Strain player can only deploy Phase 1 and 2 Strain models. The Strain may only deploy strategic points to tiles 3 and 4 – strategic points must be placed at least 8 squares away from Vanguard deployment zones.
- Strain Force Points: 60
- Strain Strategic Points:
- 2 Necrocysts
- 2 Exocysts
- 1 Spore Engine
Special Conditions & Deployment – Firewall
The firewall for the security system is governed by an expert system with counter-intrusion protocols in its programming.
During Vanguard Active mode, a Vanguard model can spend an action (move, attack, or ability) to interface with the facility security mainframe from the Security Terminal Strategic Point.
Once active the system scan updates at the beginning of each Vanguard Active mode beginning with a count of 4.
The scan count-down continues as long as at least one Vanguard model is within three squares of the Security terminal at the end of the round. This requires no special action, just the model's presence.
If the uplink is broken by models moving away or being killed, the scan remains at its current countdown, and automatically continues to update when another Vanguard model moves within 2 squares of it.
At the end of each round, if a Vanguard model is close enough to the terminal, the count drops by 1. When the count reaches 0, the link is complete, and the Vanguard player is victorious.
Example of play: The Vanguard player moves a Samaritan into a square adjacent to the terminal and begins the countdown. Before the end of the round, on the next Strain Active mode, that Samaritan is killed, and no Vanguard model is within 3 squares of the terminal. The countdown is still active, just stopped at its current count. On the next Vanguard Active mode, the Vanguard player moves a group in force adjacent to the Security terminal, intent on holding it. At the end of the round there are still three Vanguard Samaritans within 3 squares of the terminal, the countdown drops by one.
On the next round the remaining Samaritans must move away, but Akosha Nama moves adjacent to the terminal in the same activation. Even though the other models moved away, the count does not stop, since Akosha is close to the terminal – as long as she survives to the end of the round, the count will drop by one.
Outbreak Scenario 3 – Terminal Station
Map key: V – Vanguard deployment area; T1, T2 – Tile 1 and Tile 2; Exocyst; Necrocyst.
Forced to confront the Strain on what is now their home territory, the Vanguard forces must access the SSD rapid transit monorail in order to get to the Science Labs deep within the facility. A facility tram-car is about to arrive at the station. The Vanguard must get personnel aboard that train.
Vanguard Mission
Objective:
- Live long enough to get personnel on the incoming train – See 'Catching a ride' in Special Conditions and Deployment.
Strain Mission
Objective: Prevent the Vanguard from escaping on the Train.
The Strain player wins if:
- The train leaves with no Vanguard aboard.
- When the train leaves there are more Strain models onboard than Vanguard models.
Scenario Deployment
- Vanguard: The Vanguard force can deploy a maximum of 8 models in the Vanguard deployment zone (Blue section in Personnel area tile).
- Vanguard Force Points: 40
- Strain: The Strain player can only deploy Phase 1 and 2 Strain models. Strain may deploy models adjacent to any Strain strategic point on the game board.
- Strain Force Points: 40
- Strain Strategic Points:
- 2 Necrocysts (in locations as shown)
- 2 Exocysts (in locations as shown)
Special Conditions & Deployment
Among the Dead – Tile 1. The Strain player can place 1d6 Corpse counters on tile 1.
Catching a Ride – Tile 1. For the Vanguard player to win this scenario, the Vanguard player must have more Vanguard personnel on the train than Strain models when the train "leaves" the station.
- At the end of round 4, place the train tile on the tracks.
- At the end of round 6 the train leaves the map.
- When the train leaves there must be more Vanguard models on it than Strain models.
All Aboard – Train Tile. The train car doors open automatically when the train arrives at the station, and cannot close until the train leaves. Models cannot force the doors to open or close.
Models can move straight through the windows of the train car by using up double the normal amount of movement to cross through the window. Models may not move through windows diagonally.
Window Seat – Train Tile. Models adjacent to windows inside the car gain cover from models outside of the car. Windows on the train car do not block weapons fire or close combat attacks.
Outbreak Scenario 4 – Ticket to Die
Driven to pursue the Vanguard intruders, the Strain manage to get onto the train and try to take the Vanguard on in close quarters.
Caught aboard the monorail car, Kara and her few remaining Vanguard troops face off in close quarters against Strain infected that have been trapped on the monorail.
Vanguard Mission
Objective:
- Survive the trip – keep at least one Vanguard model alive for four rounds.
Strain Mission
Objective:
- Kill all the Vanguard on the train.
Scenario Deployment
- Vanguard: The Vanguard force must deploy the following 3 models in the Vanguard deployment zone (train car 1).
- Captain Kara Black
- Operator Akosha Nama
- Corpsman Morgan Vade
- Strain: Strain may deploy using the infected tunnels rules below in Special conditions & deployment. The Strain player may only spawn Phase 1 Necro-forms or Phase 2 or 3 Exo-forms for this scenario.
Special Conditions & Deployment
Infected Tunnels. At the beginning of the scenario the Strain player can spend up to 6+1d6 points to spawn Strain adjacent to any window in train car 2.
If all the Strain models are killed, on the Strain player's next turn the Strain player can roll 6+2d6. The Strain player can spend up to this many points to Spawn Strain adjacent to any of the windows in car train 2.
If all of those Strain models are killed, on the Strain player's next turn the Strain player can roll 6+3d6. The Strain player can spend up to this many points to Spawn Strain adjacent to any window in car train 2.
In all cases, re-roll any result of 1 until the result is no longer a 1.
Strain spawned in this fashion may activate normally during the Strain player's Active mode.
Scenic View. Phase 2 or 3 Strain can move outside of the train and along its exterior as it travels down the monorail tunnels.
As a move action a normal sized Phase 2 or 3 Strain model adjacent to a window can move straight through the adjacent window (not diagonally), and then place itself adjacent to any other window within 6 squares. During movement, the model is considered removed from the board and does not activate any Reflex triggers based on movement.
Example of play: The Strain player has spawned a Scythe-Witch with the points he has rolled for the encounter. He decides to move the Phase 3 Exo-form along the exterior of the train. Since the Witch began deployed in a square adjacent to a window, he activates the model and as its move action takes the Scythe-Witch off the board and places it in a square adjacent to a window on the opposing Vanguard tile.
During this time, the Vanguard cannot use their Reflex trigger abilities to target the model – because it is moving on the exterior skin of the train.
Outbreak Scenario 5 – Halfway Home
Map key: V – Vanguard deployment area; S1, S2, S3 – Strain deployment areas; T1, T2, T3 – Tile 1 to Tile 3; G – Grendlr deployment area; Teleporter; Strain Objective 1; Civilian.
The Grendlr is attempting to escape the containment chamber that it was tricked into by a self-sacrificing scientist. The Vanguard must rescue the remaining scientists in the lab facility before the Grendlr can use their knowledge to free itself from the chamber that holds it prisoner.
Vanguard Mission
Objective:
- Move civilian tokens to the Teleportation Control for extraction.
- See Rescue! below.
Strain Mission
Objective:
- Move civilian tokens to the objective point, and unlock the containment cell that holds the Grendlr.
- See Reanimate? And Bio-Containment below.
Scenario Deployment
-
Vanguard: The Vanguard force can deploy a maximum of 6 models in the Vanguard deployment zone.
- Vanguard Force Points: 40
- Vanguard Strategic Points:
- Teleportation Control (placed as shown)
- Auto-Doc
- Security terminal
-
Strain: The Strain must deploy any combination of the following models (up to four maximum) in each Strain deployment zone:
- 1 Phase 3 Exo-form
- 1 Phase 2 Exo-form
- 2 Phase 1 Necro-forms
The Grendlr is deployed to the Containment area. It can produce nano which can be placed outside the cell adjacent to the windows of the containment area. It cannot leave the containment area during this scenario.
- Strain Strategic Points:
- Gestation Vent (Tile 1 or 2)
- Macrophage (Tile 1 or 2)
- 2 Corpse counters placed on each game board tile
- 3 nano-counters placed on each game board tile adjacent to each deployment zone
Special Conditions & Deployment
Civilians in Crisis. Place four Civilian counters on the map as indicated. A Strain or Vanguard model that moves into a square adjacent to a Civilian counter while active can move that counter 6 squares.
Civilians cannot be targeted by attacks or damaging abilities during this scenario. The Grendlr wants them alive until they are no longer useful, while the Vanguard need the data they carry.
Rescued! A Civilian counter that is moved onto the Teleportation Control strategic point is removed from the board immediately and is counted as rescued.
If the Vanguard rescue three civilians, they win the scenario.
Reanimated? A Civilian counter that is moved onto the Strain objective removes a single lock from the Grendlr's Bio-containment cell (see below). Once this happens, remove the Civilian counter immediately and place a corpse counter within 2 squares of the Strain's objective marker.
Bio-Containment Cell. The Grendlr is held in place by a secure system with three containment locks. If all three containment locks are removed by placing a Civilian counter on Strain objective 1 – the Strain player wins.
Stalemate. If neither force can complete their objective, neither force wins. Once all civilian tokens are removed from the game board the game ends. The next scenario can begin without either side having won this scenario.
Outbreak Scenario 6 – Tactical Retreat
Map key: V – Vanguard deployment area; T1, T2, T3 – Tile 1 to Tile 3; S1, S2, S3 – Strain deployment areas; Teleporter.
With the Grendlr in pursuit, the Vanguard must either defeat the creature or die.
Vanguard Mission
Objective: The Vanguard Player wins if:
- They defeat all the Strain models on the game board, or
- Move a Hero or Commander model onto one of the objective markers on tile 3.
Strain Mission
Objective: The Strain player wins if the Grendlr absorbs:
- Captain Kara Black, or
- Three Vanguard models.
Alternatively, the Strain player wins if Captain Kara Black is killed.
Scenario Deployment
- Vanguard: The Vanguard force can deploy a maximum of 8 models in the Vanguard deployment zone. Captain Kara Deploys as one of these models, but her point cost is free.
- Vanguard Force Points: 40
- Vanguard Strategic Points:
- Life-Support Control – Must be placed on Tile 2
- Strain: The Strain must deploy models in each Strain deployment zone. The Grendlr is deployed to its own deployment zone, but its point cost is free.
- Strain Force Points: 40
- Strain Strategic Points:
- Exocyst
- Macrophage
- Spore Engine
Special Conditions & Deployment
The Strain Player begins the scenario in Active mode, and the Vanguard player in Reflex mode.
Outbreak Scenario 7 – Three Trigger Monte
Map key: V1, V2, V3 – Vanguard deployment areas; S1, S2, S3, S4 – Strain deployment areas; G – Grendlr deployment area; T1, T2, T3 – Tile 1 to Tile 3; Teleporter; Vanguard Objectives; Hurley teleports into action.
After escaping the Grendlr, Kara has decided to find the facility reactor and set it to go super critical.
The Vanguard are engaged in a running battle through the industrial sector of the facility, trying to find their way to the reactor. What they don't realize is that something is waiting for them; luckily, they have some reinforcements.
Vanguard Mission
Objective:
- Activate Strategic Objectives 1, 2, and 3 to overload the reactor and begin the facility self-destruct (see Disabling the Reactor below).
Strain Mission
Objective:
- Stop the reactor from being armed by preventing the Vanguard from doing so within 10 rounds (see Disabling the Reactor below).
Scenario Deployment
- Vanguard: The Vanguard force can deploy a maximum of 12 models, 4 in each of the Vanguard deployment zones.
- Vanguard Force Points: 50
- Vanguard Strategic Points:
- Teleportation Control (placed as shown)
- Strain: The Strain may deploy up to four models in each Strain Deployment zone. The Grendlr deploys for free in its deployment zone.
- Strain Force Points: 50
Special Deployment
Teleportation Deployment. An Active Vanguard player may use an action to activate the teleportation control to place Hurley on the board on top of the teleportation control. Hurley may activate during the current Active mode, as if it had already been deployed.
Disabling the Reactor. The self-destruct to the reactor rely on three consoles to enable the self-destruct sequence.
- A Vanguard model in Active mode adjacent to the objective marker can choose to activate the key as an action.
- A Phase 2, 3, or 4 Exo-form adjacent to the objective marker can choose to de-activate the key as an action. This can be done through a window.
- If all three keys are activated in the same round, the self-destruct sequence is triggered. The Vanguard win.
- If the Vanguard cannot activate the self-destruct sequence within 10 rounds, the Strain win.
Outbreak Scenario 8 – Critical Mass
Map key: V1, V2 – Vanguard deployment areas; S – Strain deployment area; T1, T2, T3 – Tile 1 to Tile 3; Civilian.
Fleeing into a residential section of the Facility, the Vanguard encounters a group of captive survivors. They must save as many survivors as possible and round them up to the escape pods before the facility explodes.
The Strain begins gathering enough nano-spore to create a fearsome Strain construct to carry the Strain seed to the stars.
Vanguard Mission
Objective:
- Get four Civilians on-board the train tile.
Strain Mission
Objective:
- Convert six Civilian counters.
- Infect six Civilian counters.
- Strain player wins if all six infected Civilian counters are within 2 squares of one another.
Scenario Deployment
- Vanguard: The Vanguard deploys in the two deployment zones as indicated on the layout.
- Vanguard Force Points: 60
- Strain: The Strain may deploy in the Strain deployment zone as indicated on the layout. The Strain player may only deploy Phase 1, 2, and 3 models for this scenario.
- Strain Force Points: 60
Special Deployment
Place a train tile on the tracks of the train station. If there are four civilian counters moved into this tile, the Vanguard player wins.
Outbreak Scenario 9 – Into the Void
Map key: V1, V2 – Vanguard deployment areas; S1–S5 – Strain deployment areas; C – Cthonian deployment area; T1–T4 – Tile 1 to Tile 4; Teleporter.
The Vanguard have failed to rescue the civilians and are now simply trying to survive long enough to get to an evacuation center.
When they arrive at the escape pod bay, it is already over-run with Strain, and the Cthonian arrives shortly after the bloodbath begins.
Vanguard Mission
Objective:
- If you get Captain Kara Black to the Teleportation Control and activate it you win the game.
Strain Mission
Objective:
- Place the Cthonian on the teleportation control and use a Vanguard model with Over-ride to activate the teleportation Control.
- If you teleport the Cthonian, you win the game.
Scenario Deployment
- Vanguard: The Vanguard force must deploy Kara and a contingent at Vanguard deployment zone 1. A second group of Vanguard can be deployed at Vanguard deployment zone 2, no commanders or heroes can be placed at deployment zone 2.
- Vanguard Force Points: 100
- Strain: Strain models deploy in each Strain deployment zone.
- Strain Force Points: 100
- The Cthonian does not cost any force points for this scenario.
- Strain Strategic Points: The Strain Player can place 5 Strain strategic points (multiples of one type, or individual strategic points).
Special Deployment
On the second Strain Force management Phase, place the Cthonian on the board in its designated deployment zone. It may activate normally during Strain Active mode.
Epilogue
The Epilogue is narrative fiction (the closing story of the Outbreak campaign and an in-universe transmission) and is not transcribed. It ends with a pointer to the next book in the series, Sedition Wars: Arms of Sorrow.