Day 1 - The Approach
The small squad of Survivalists and Peacemakers arrive at the entrance of Comstock Tower, and spy a group of CyMS wandering in front of the entrance. Judging by the uniforms that some of the CyMS are wearing, one of them must have the key card to the locked main entrance of the tower. They approach cautiously and begin to knock-out CyMS to find the key card and enter the tower.
Meanwhile the Red Dragons followed the squad to the tower, and figured that if they get into the tower first, they might be able to destroy the communications equipment and foil the “do-gooders”.
The Animals arrive at the scene pondering why the humans are trying to get into a strange building, but get distracted by their natural hatred towards CyMS, which launches them into a violent rampage...
Competitive Mode
Goals of the Scenario
Clear out CyMS, find the key card, and enter the tower.
Rules
Special Rules
Key Drop:
Starting with the third CyMS that is KO’d, roll a die. On a 4+ result, the Key Card token, represented by an Objective Token, is placed in the hex where the CyMS was KO’d.
After the Key Card token is placed, do not roll a die for future CyMS KOs.
If the Key Card token is not placed by the time the final CyMS is KO’d, place the Key Card token in the hex where the final CyMS is KO’d.
Special Day 2+ Rule: Place the Key Card token in the hex where the 3rd CyMS is KO’d.
When a character holding the Key Card token is KO’d, the opponent may place the token in any hex adjacent to the KO’d character, even if the hex is occupied.
CyMS Spawn
No EM Noise Spawn.
Round Spawn = 0.
Scoring VPs
Scenario Objective(s) — A character Enters the Tower = 2 VP.
Non-friendly character KO’d = 1 VP.
KO 5 CyMS = 1 VP.
Scenario Objective Interaction(s)
Pickup Key Card — 1 AP, EM Noise: 1 — Any time during an activation of a friendly character, any friendly character may pick up the Key Card token from their own hex or an adjacent hex. This may be performed out of activation.
Exchange Key Card — 1 AP, EM Noise: 1 — The active character may give/take the Key Card token to/from an adjacent friendly character, or place their token in an adjacent hex, even if the hex is occupied.
Enter the Tower - 0 AP, EM Noise: 0 - The active character holding the Key Card token may Enter the Tower by moving onto the Tower Entrance hex, represented by <insert terminal icon here>.
End Game Criteria
3 Rounds or a character Enters the Tower, whichever is earlier.
Tiebreak Rules
Most Scenario Objectives scored.
Most characters KO’d.
Most CyMS KO’d.
Solo/Cooperative Mode
Goals of the Scenario
Clear out CyMS, find the key card, and enter the tower.
Rules
Special Rules
No CyMS Spawning (EM Noise or Character).
Key Drop:
Starting with the third CyMS that is KO’d, roll a die. On a 4+ result, the Key Card token, represented by an Objective Token, is placed in the hex where the CyMS was KO’d.
After the Key Card token is placed, do not roll a die for future CyMS KOs.
If the Key Card token is not placed by the time the final CyMS is KO’d, place the Key Card token in the hex where the final CyMS is KO’d.
Special Day 2+ Rule: Place the Key Card token in the hex where the 3rd CyMS is KO’d.
When a character holding the Key Card token is KO’d, the opponent may place the token in any hex adjacent to the KO’d character, even if the hex is occupied.
Scoring VPs
Scenario Objective(s) — A character Enters the Tower = 2 VP.
Character KO = -2 VP.
KO 5 CyMS = 1 VP.
Scenario Objective Interaction(s)
Pickup Key Card — 1 AP, EM Noise: 1 — Any time during an activation of a friendly character, any friendly character may pick up the Key Card token from their own hex or an adjacent hex. This may be performed out of activation.
Exchange Key Card — 1 AP, EM Noise: 1 — The active character may give/take the Key Card token to/from an adjacent friendly character, or place their token in an adjacent hex, even if the hex is occupied.
Enter the Tower - 0 AP, EM Noise: 0 - The active character holding the Key Card token may Enter the Tower by moving onto the Tower Entrance hex, represented by <insert terminal icon here>
Scoring Goal
Easy Mode: 2 VP in 2 rounds.
Normal Mode: 3 VP in 3 rounds.
Hard Mode: 4 VP in 3 rounds.
Nightmare Mode: 4 VP in 3 rounds.