Professional Documents
Culture Documents
Perfect Symmetry -The team has committed to Lions Run - Corporate Control has demanded
the corporate leadership that they will only time trials in a live fire scenario. The speed of an
commit the ultimate sanction at the perfect assault will often dictate the victor and the
moment. Score 1 VP if you kill two or more Assault Leader is evaluating his team's skill.
enemy team members with a single Nuke strike. Strike quickly and do not allow your opponent
Score 2 VP if you kill (remove final blood) three to fight on their own terms. The team scores 1
or more enemy team members with a single VP each time a model other than the Assault
Nuke Strike. Leader scores Blood while using the Move and
Fire CCM, up to a Maximum of 2.
Art of War - The Daimyo wishes to prove his
tactical acumen to the corporate leadership. Patient Hunters - The workers need to see that
Score 1 VP each time a model who has been the old ways are still strong in a new world. The
assigned a dice with the Tactician Personal Assault Leader has tasked the sefadu Sniper
Ability that turn kills (removes final blood) on an with crippling targets so that the rest of the
enemy model, up to a maximum of 2 VP. team can finish them off. Score 1 VP for every
enemy team member removed after they have
had their Armour permanently reduced by the
Sniper, up to a Maximum of 2. May only be
taken if the team includes a sefadu Sniper.
Texico Corporate Plots Setup
Get your Man - The Marshal is a symbol in the All Scenarios are designed to be played on a
Texico corporate structure for the indomitable 2x3' playing surface.
spirit of their workers. They are often televised
to the employees taking down known criminals ER2 and 3 Scenery pieces must be set up at
wanted by the corporate leadership. Score 1 VP least 1 Card apart, with one piece placed mid
if the Marshal scores blood on his Bounty. Score table. It should block line of site between DZs
an additional 1 VP if the Marshal is the model (ER3) and be able to be entered into by models.
which causes final Blood on the Bounty. The
team must include a Marshal to use this plot 5 - 6 pieces of ER2 or 3 Scenery is
recommended, with an additional 5-6 ER1
Teamwork Overcomes -Texico takes great pride pieces scattered about to provide cover.
in making up for what they don't have in
technology through training and talent. Score 1 Deployment
VP for the second Blood scored while shooting
with Focus Fire in effect. Score 1 additional VP All MERCs scenarios are played lengthwise.
for the Fourth Blood scored in this same way. Deployment Zones (DZs) are one short card
length from the short table edge. Players
Homefield Advantage - Texico combat doctrine should each roll a D10. Low roll deploys all of
favours fighting the enemy only when you have their models first. Each player may re-deploy
prepared the field to your advantage. As such, one model after their opponent has finished
Team Leaders are encouraged to force deployment.
situations where the enemy must move
incautiously to take advantage of their prepared Game Length
position. Score 1VP every time an enemy team
member triggers a trap, up to a maximum of 2. Scenarios last six turns. If one team is wiped out
before this, the opposing team may take his
remaining turns in activations before the game
ends.
Victory Conditions
Highest VP Score determines the winner of the
scenario. Any other result is a draw.