Hope everyone had a great Halloween!! Due to the state of the world and how much I love Halloween, Nimlothaule and I decided to do not one, but two Halloween themed games. This time we tried out a special custom mission blending biotechvore, domination and supplies. At a glance: There are 13 points total to score, which includes your standard end of turn quadrant scoring, consoles, and supply boxes. On top of that, each player‘s deployment zone is considered a biotechvore area but there are no restrictions to deployment like in a typical biotechvore game. We're going to play this as a non-ITS game, and as such any ITS11 special rules are not applied. Oh, and there are zombies. ZOMBIES At the end of each game turn during the states phase, a zombie is spawned in the center of table edge in one of the four scoring quadrants. Roll a D20 to determine which of the four the zombie spawns in. At the start of each states phase, any models that have been removed from the table during that turn (i.e. troops considered dead instead of unconscious) are placed aside. Roll a D20 for each model that died that turn. For each roll 15 and above, spawn an additional zombie during the states phase mentioned in the first bullet point. Troopers with STR make a bit of noise on death, so include them during this step. Zombies can ARO as normal, however they will always dodge toward the source they are reacting to. (In the case of both the active player and the reactive player declaring loud skills, the zombie is always attracted to the active player.) Zombies have supersonic hearing and are attracted to noise. If any "loud" support skills are used at any point on the game table (even out of zone of control), all Zombies ARO dodge toward the source of the noise. In the case of supplies, any movement skill from a trooper carrying the supplies is considered a loud skill and attracts the zombies. In the Zombies "Active Turn" (Each States Phase), Zombies always move towards the closest model using the most optimal path, triggering AROs from troopers as normal. If a trooper is in BESERK range and is a valid target, the zombie always uses beserk against the closest target in range. Zombies activate during the states phase in which they are spawned. Troops put into a dead or unconscious state by a zombie attack are immediately removed from the table and replaced with a newly spawned zombie in the place of the model. They can activate the same states phase they are spawned. Troopers with the STR wound type still attract zombies but are not replaced by zombies upon death as described in the above bullet point. SCORING There are a total of 13 objective points to score in this mission. 2pt - Control more Quadrants than your opponent at the end of each game round. 1pt - Have the same number of Quadrants controlled as your opponent at the end end of each game round. 2pt - Control more consoles than your opponent at the end of the game. 1pt - For each Supply Crate an allied trooper in a non-null state controls at the end of the game. 1pt - Have more army points surviving (in a non-null state) than your adversary at the end of the game. 1pt - Kill more Zombies than your opponent at the end of the game. If you want the full details (or want to play this mission yourself!) the full mission can be read here: https://diceystrategies.com/f/n4---custom-mission---nightmare-on-concilium-street
Lists I brought a star-studded Foreign Company list, while Nimlothaule fields a Saladin-led force in his Starmada debut. Foreign Company - Nightmare Starring - 300pt | 5SWC Group One - 5 Regular ORC | CORE | Feuerbach | 36pt, 1.5SWC BOLT | CORE | Spitfire | 27pt, 1.5SWC BOLT (Chain of Command) | CORE | Combi Rifle, Light Shotgun | 20pt, 0SWC HANNIBAL (Lieutenant, Strategic Deployment, Strategos L1) | CORE | MULTI Marksman Rifle, Nanopulser | 38pt, 0.5SWC SENOR MASSACRE | CORE | Boarding Shotgun, Eclipse Grenades, E/M Grenades | 26pt, 0SWC Group Two - 7 Regular, 1 Irregular KAPLAN | HARIS | Spitfire | 28pt, 1SWC LAXMEE (Hacker) | HARIS | Submachine Gun, Pitcher, Cybermines, D-Charges | 24pt, 0.5SWC AVICENNA | HARIS | Combi Rifle, Flash Pulse | 27pt, 0SWC ZERO | Boarding Shotgun, Shock Mines | 19pt, 0SWC ZERO (Forward Observer) | Combi Rifle, Shock Mines, Flash Pulse | 20pt, 0SWC PATHFINDER DRONBOT | Combi Rifle, Flash Pulse | 15pt, 0SWC FUGAZI DRONBOT | Flash Pulse | 7pt, 0SWC WARCOR | Flash Pulse, Stun Pistol | 3pt, 0SWC Starmada - Zombies!!!! - 300pt, 6SWC Group One - 10 Irregular, 1 Impetuous SALADIN (Lieutenant [+1 Command Token}) | Combi Rifle, Nanopulser (+1b) | 34pt, 0SWC BLUECOAT | CORE | Submachine Gun, Heavy Riotstopper | 16pt, 0SWC KAPPA (Hacker, Hacking Device) | CORE | Submachine Gun | 12pt, 0.5SWC PSI-COp (Hacker, Killer hacking Device) | CORE | Combi Rifle, Nanopulser (+1B) | 22pt, 0SWC KAPPA | CORE | MULTI Sniper Rifle | 19pt, 1.5SWC KAPPA | CORE | Heavy Machine Gun | 20pt, 1SWC LAWKEEPER (Specialist Operative) | Combi Rifle, Chain Rifle | 23pt, 0SWC CYBERGHOSTS (Hacker, Hacking Device Plus) | Combi Rifle, Pitcher | 21pt, 0.5SWC EPSILON | MULTI Sniper Rifle, Nanopulser | 33pt, 1.5SWC CRUSHER (Combat Jump, Parachutist) | Boarding Shotgun, Panzerfaust, D-Charges | 36pt, 0SWC Group Two - 3 Regular, 2 Impetuous CRUSHER (Forward Deployment [+8"]) | Submachine Gun, Light Rocket Launcher, Nanopulser, D-Charges | 35pt, 1SWC VARANGIAN | Submachine Gun, Chain-colt (+1B), Smoke Grenades | 13pt, 0SWC VARANGIAN | Boarding Shotgun, Smoke Grenades | 16pt, 0SWC Read the full battle report here: https://diceystrategies.com/f/the-nightmare-on-concilium-street---battle-report