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Scenario 2: Kidnap

Quick Reference
  • The player who chose the Scenario is the Attacker; the other is the Defender.
  • Board 36" × 24". Setup Areas are opposite corners, each a quarter-circle of 18" radius, chosen by Roll Off.
  • Grab 'em! — Incapacitating an Enemy Champion drops an Objective Token (its body). Models within 1" at the start of a Get Moving Action can carry it.
  • Nab 'em! — carry an Objective Token into the Attacker Setup Area to remove it and the carrier: the Champion is Kidnapped (Attacker +5 points).
  • Attacker deploys first and takes the Initiative Token; Defender holds back a Champion + light Grunts near the center. Game lasts 4 Rounds or until a crew Retreats.
  • Special Ploy — Last Gasp Effort: Defender moves an Objective Token up to 6".
  • Story Outcomes: ransom (20 Caps) or interrogate (1 XP) each kidnapped Champion; Defender gets free Recuperate actions; winner gains 1 Control.

Overview

The player who chose this Scenario is the Attacker, and the other is the Defender. In this Scenario, the Attacker has caught the Defender in the act of inspecting a vital piece of machinery in their territory, and is using the opportunity to kidnap one of their Champions! [Battle for Boston pg. 52]

Orientation

Once Terrain has been set up, the players Roll Off. The winner chooses one corner to be the Defender Setup Area. The opposite corner is the Attacker Setup Area. [Battle for Boston pg. 52]

Search Tokens

The players take turns placing a Search Token on the Battlefield, starting with the Defender, until five Tokens have been placed. [Battle for Boston pg. 52]

A player must not place a Search Token within 4" of either Setup Area or another Search Token. [Battle for Boston pg. 52]

Starting Positions

Scenario 2: Kidnap deployment map

Deployment map (pg. 52): The Battlefield is 36" wide along the top edge and 24" deep along the left edge. The Defender Setup Area is a quarter-circle in the top-right corner with an 18" radius (measured along both the top and right edges). The Attacker Setup Area is a quarter-circle of matching size in the opposite (bottom-left) corner. Setup areas are placed in opposing corners chosen after a Roll Off (per the Orientation rule). The Attacker starts with the Initiative Token (shown by the Vault Boy badge beside the Attacker area). Objective and Search Tokens are not pre-printed on this diagram — Search Tokens are placed by the players (five total, none within 4" of either Setup Area or another Search Token), and Objective Tokens are generated in play when a Champion is Incapacitated. The four numbered bottles on the right indicate the game lasts for 4 Rounds.

The Attacker then sets up all of their models wholly within the Attacker Setup Area, then takes the Initiative Token. Next, the Defender sets up all of their models, except for a Champion (if there are any available) and Grunts (with a Health total of no more than 3) of their choosing, wholly within the Defender Setup Area. They must place these remaining models within 2" of the centerpoint of the Battlefield (18" from a short Battlefield edge and 12" from a long Battlefield edge). [Battle for Boston pg. 52]

Special Rules

Grab 'em!

When the Attacker Incapacitates an Enemy Champion, the Attacker places an Objective Token in contact with their Base before the model is removed from play. This represents their unconscious body, which the Attacker will try to recover. [Battle for Boston pg. 52]

If a model from either crew is within 1" of an Objective Token at the start of a Get Moving Action, the Active player can declare that they will carry the Objective. Once a player has moved and completed the Action, move the Objective Token from its original position until it is in contact with the model's Base. [Battle for Boston pg. 52]

The Token should be in contact with the part of the model's Base that is closest to where the Token was previously situated. This represents the Champion being carried or dragged behind the moving model. [Battle for Boston pg. 52]

Nab 'em!

If an attacking model ends an Action in the Attacker Setup Area, and it carries an Objective Token during that Action, the model and Objective Token are removed from play. The Enemy Champion has been Kidnapped, and the Attacker gains 5 points. [Battle for Boston pg. 52]

Special Ploy: Last Gasp Effort

The Defender may enact this Ploy at the start of a Turn before they choose an Active model. Move an Objective Token up to 6" in any direction. [Battle for Boston pg. 52]

Scenario Details

The game lasts for four Rounds, or until a crew Retreats. [Battle for Boston pg. 53]

Scenario Points

The Attacker scores 5 points for each Enemy Champion that was Kidnapped. The Defender scores 3 points for each Objective Token in the Defender Setup Area, or each Champion on the Battlefield but not in the Defender Setup Area at the end of the game (to a maximum of 9 points). [Battle for Boston pg. 53]

If a crew Retreats, the other crew scores 3 points. [Battle for Boston pg. 53]

The crew that has scored the most points at the end of the game is the winner. [Battle for Boston pg. 53]

Story Outcomes

For each Champion that was Kidnapped, the Attacker can choose to either ransom them or interrogate them. If they ransom them they gain 20 Caps. If they interrogate them, they gain an Experience Point. For each Champion that was Kidnapped, the Defender may make a free Recuperate Story Action for that Champion. [Battle for Boston pg. 53]

For each Champion that was not Kidnapped, the Defender may make a free Recuperate Story Action for that Champion. If no Champions are Kidnapped, they gain an Experience Point. [Battle for Boston pg. 53]

The crew that won gains 1 Control in this Area. [Battle for Boston pg. 53]