Scenario #2 Ghost Signal
Ghost Signal (1v1 scenario)
Deep within the newly uncovered Sector Nivarra—a collapsed zone sealed off since the Great Quake of Hive Cycle 771—something has awoken. Among the rubble and forgotten corridors, a long-dead relay station suddenly surged to life. Once dismissed as broken tech buried under decades of ash and rust, it now hums with strange energy, casting out bursts of encrypted data across narrowband channels.
No one knows who built it, or why it’s only now stirring. Some whisper it’s ancient Van Saar tech rebooting after centuries. Others claim it’s xenos in origin, or worse—tied to forbidden Archeotech sealed away for good reason. Whatever it is, the signal is active… and spreading.
Your gang isn’t the only one drawn by the promise—or threat—of the Ghost Signal. A rival crew has also picked up the trace, and they’re not here to talk. Whether it’s a fight to control the signal, scavenge its secrets, or silence it before it draws even darker things, there’s no turning back now.
**BATTLEFIELD TYPE**
Underhive. Vehicles and Wargear that grant the Mounted condition may not be used.
**BATTLEFIELD**
4x4 board. Place a single Objective Token in the center to represent the Relay Terminal. 3 additional loot tokens may be placed within 6-12” of the relay.
**CREWS**
Custom Selection (10 fighters).
**TACTICS CARDS**
3 each random
**DEPLOYMENT**
Standard: Each gang deploys within 6" of opposite board edges.
**ENDING THE BATTLE**
When one gang has no Standing fighters or at the end of Round 6.
**VICTORY**
Control the Relay Terminal by successfully deactivating it and holding control of the Relay Terminal at the end of the battle (no enemy within 2").
**REWARDS**
SPECIAL EFFECT
On Rounds 2 and 4, the Relay Terminal pulses at the beginning of the Action Phase before any models have activated. All models within 12 inches must make a willpower check or become Blinded (see Blinded condition) as an EMP pulse surges out of the faulty Relay Terminal.
*A model may attempt to take control of the Relay Terminal by making a Simple Action to Deactivate the Relay Terminal. Make an Intelligence check for the model. On a success the Relay Terminal is turned off for the remainder of the battle and will not pulse anymore.
CREDITS
Each loot token: D6x10 credits.
**EXPERIENCE**
+1 XP for taking part.
+1 XP to each fighter still Standing.
+1 XP to any fighter who controls the Relay Terminal.
**REPUTATION**
+2 for winning. -1 for losing. +1 if first time facing this gang.
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