Go through each page here and then click on the next button to walk through what you need to do next.
There are four types of objectives, represented by Markers, players must choose 3 of them but cannot repeat its type. The player that first deployed his Band places one of his objectives, players take turns until all the objectives are placed.
The objectives must normally be placed in the deployment area of the enemy, but this can vary depending on the objective type or the chosen scenario. The objectives must be placed at least 5cm away from any edge of the playing area or another object.
The Objective Markers can never be removed from the playing area.
Cannot be placed inside sewers or enter them, if a character carrying an objective enters the sewers the objective must stay outside.
Never can be placed within 10cm distance of the own deployment area.
To control an objective there must be at least one miniature in base contact with it, and no other enemy miniatures in contact with that miniature or objective. Only take into account the position of the miniatures at the end of the round in the casualty phase. To control an objective only count the characters that are not K.O.
Each objective provides, to the player who placed and controls it, a number of Victory Points or VP. Some objectives, like Loot and Enigmas, can provide VP to the enemy.
LOOT (1VP to the controling player).
Loot Markers can be deployed 20cm from the enemy deployment zone (in neutral zone). Loot can be carried by the characters; to take the Loot you must Manipulate the objective. Whenever you want to move, carrying the Loot, you must spend 1 MC. You can drop it any time and Loot can be Stolen like a weapon..
If a character carrying a Loot Marker becomes K.O or a Casualty, place the Loot Marker in base contact with the character where they are K.O’d or prior to removing them as a casualty.
ENIGMA (variable VPs to the player that solves it).
Enigma Markers can be deployed 20cm from the enemy deployment zone (in neutral zone). To solve an Enigma you must Manipulate the objective and declare that you want to try to solve it. Ask the opposing player to say a number from 1 to 6 and roll a die.
• If the result is equal to that number, you solve the Enigma winning 3 VP.
• If the result differs by one, the Enigma remains one more round in play and may retry to solve it later.
• If the difference is greater than 1, get 1 VP.
-If the opposing player solves it, they only obtain 1VP, the other results, the Objective Marker remains in game.
When an Enigma gives VP to a player remove it from the game.
AMMO CRATES (3VP to the controling player).
Ammo Crate Markers are considered Small Obstacles and Objectives. If an activated character is adjacent to an Ammo Crate Marker, you can Manipulate and take an "Ammo Magazine".
A character can only Manipulate an Ammo Crate Marker once per round.
TITAN CONTAINER (2VP to the controling player).
The Titan Container Markers are considered Small Obstacles and Objectives. If an activated character is adjacent to a titan container, you can Manipulate and take a "Titan Dose".
A character can only Manipulate a Titan Container once per round.
TITAN DOSE (one use only).
If a character has a Titan Dose they may use it, in the Raise a Plan phase, to add 1 to all values of its Basic Skills until the end of the round. A character can only take one Titan Dose during the game, because a second will kill him.