Wolsung Scenarios Eng PDF

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Wolsung SSG Advanced Scenarios

New scenario rules will enhance your gaming experience of Wolsung SSG by
introduction of Activated Objectives of various types.
The scenarios in this publication are just suggestions of how many and which
objectives should be used. Use these rules to create your own scenarios that
picture the particular adventure you devise.
The presented set ofscenarios is suggested for tournament play, subject to
modifications by tournament organisers.

Activating Objectives - In order to Activate a


scenario Objective, a model has to be in Base to
Base contact with it. The model needs to score
enough successes to equal or beat the Objective
Difficulty. Hero models may make Heroic Deed
to add successes to the roll.
Activating Objectives is a Quick Action.

Placing Objectives - The Objectives are given a


definite spot to be placed on in each scenario,
however they may be placed on different elevation
levels if players choose so. Therefore players
alternate placing the Objectives, allowing every
player a degree of control on the elevation of
certain Objectives. When there is an odd number
of Objectives to place, the player who placed an
Objective first also places the last Objective.

Objective Difficulty is a value in brackets next to


each Objective in a description of a scenario.

Feel free to experiment with Objectives placement.


Our suggestions are based on gameplay testing but
may not necessarily fit with your storyline!

An Objective has to be Activated separately by


every player.

Types of Objectives:
Switch - Remains Active for the last player that
Activated it.
Stack - After Activation remains Active for the
player until the end of the game.
Depletable - it may be Activated only once.

Hero models roll 2 dice, Henchmen roll 1 die. For


every friendly Hero model within 3 add 2 dice to
the roll. For every friendly Henchman model
within 3 add 1 die to the roll. These numbers
may be modified by the Objectives special rules.

The size and shape of the Objective markers:


Objective markers should be modeled in a way
that shows best what they represent in a scenario.
This could be a heap of packages, mysterious
machinery or a silent golem. They should not be
less than 25mm or greater than 60mm in
diameter. Objectives block LoS as a normal
model.

Size of the table:


The table is 36" by 36"

1. Svart Thule Nexus


Struggle to control a vital Nexus has entered its last stage. All the preparations are
complete, the only thing that remains to be done is to adjust receivers, feed the energy
elemental and synchronise flux capacitors. The nexus will then provide us with
unlimited power! Unless the opposition manages to do this all first...

Players alternate placing 4 Activated


Objectives [2], Stack, 9 from adjacent
table edges.
Place a single Activated Objective [4],
Switch, in the middle of the table, on
the ground level. This can be Activated
only by a player who has Activated 3
other Objectives.

Start of the game: Draw cards to see


who is the First Player.
Deployment zones: Decided by the
second Player. (see Rulebook, p.115)
Game length: The game lasts up to 3
turns.
Winning: A player who controls the
middle Objective for 3 whole
Activations (own and opponent's) or at
the end of 3rd turn is the winner.
An Objective is not controlled by the whole duration ofthe Activation in which it is Activated.
Example:
Player A Activates the middle Objective. He will need to control it for 3 consecutive Activations to win. If
player B Activates the middle Objective in the 3rd ofthese Activations, a new count begins from the next
Activation.

2. Quirinale Zeppelin
The famous Zeppelin pilot McOskey has finally agreed to engage in our little venture!
That is, ifwe can provide him with the safe landing spot in the middle ofQuirinale!
This requires us to signal to him from several different places as he descends! Lets just
hope nobody directs him to the other fellows!

Players alternate placing 4 Activated


Objectives [3], Switch, 6 from table
edges and 12 from the middle of the
table.
Place a single Activated Objective [3],
Switch, in the middle of the table.
Enemy models within 3 of an objective
reduce the number of dice for
Activating Objectives, one die per
enemy model.

Start of the game: Draw cards to see


who is the First Player.
Deployment zones: Decided by the
second Player. (see Rulebook, p.115)
Game length: The
game lasts 3 turns.
Winning: A player who controls 3 Objectives at the end of the 3rd turn is the
winner.

3. Pothill Market
The control ofthe Pothill market is crucial ifour proceedings are to be unhindered!
There should be no outsiders involved! This may be the greatest development ofthis
era and I must report it to the High Committee personally! It just needs one more
field test...

Players alternate placing 4 Activated


Objectives [3], Switch, 12 from table
edges and 6 from the middle of the
table.
Place a single Activated Objective [3],
Switch, in the middle of the table.
Enemy models within 3 of an objective
reduce the number of dice for
Activating Objectives, one die per
enemy model.

Start of the game: Draw cards to see


who is the First Player.
Deployment zones: Decided by the
second Player. (see Rulebook, p.115)
Game length: The
game lasts 3 turns.
Winning: A player who controls 3 Objectives at the end of the 3rd
turn is the winner.

4. Stableton Cleaning
This whole place just needs some proper attention and it will shine. Just take care of
these poor lost souls in that glorious ifsomewhat neglected house. And while youre at
it, maybe send pneuma to Mayor about this pile ofbricks, it will make a great
museum! Are these gentlemen trying to install that hideous device in the centre of
that square? Thats unacceptable!

Players alternate placing 4 Activated


Objectives [3], Switch, 9 from adjacent
table edges.
Place a single Activated Objective [4],
Switch, in the middle of the table.
Enemy models within 3 of an objective
reduce the number of dice for
Activating Objectives, one die per
enemy model.

Start of the game: Draw cards to see


who is the First Player.
Deployment zones: Decided by the
second Player. (see Rulebook, p.115)
Game length: The game
lasts 3 turns.
Winning: A player who controls 3 Objectives at the end of any game turn is the
winner.

5. Showtime
Some people just cannot comprehend allusions. You have to show them exactly what
you mean. Make them remember.

Hunt and be hunted! The only thing that matters in this scenario is kiling enemy Heroes. It is vital to
choose correct targets and protect your own high value Heroes.
Start of the game: Draw cards to see who is the First Player.
Deployment zones: Decided by the second Player. (see Rulebook, p.115)
Game length: The game lasts 3 turns.
Winning: A player who killed enemy Heroes with the most Funds at the end of the 3rd turn is the
winner.
This scenario was designed for tournament play to balance out one ofthe
strategies to build the Club, which is the issue ofa rich but weak
Heroes in the company ofmany powerful Henchmen. This
scenario gives an advantage to clubs that have decided to
invest their funds in Heroes rather than Henchmen - the
richer the Hero the more tempting a target. It may
happen that one ofthe clubs will have to kill all enemy
Heroes to offset the death ofonly one Hero.

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