Flarrow Scenarios
Flarrow Scenarios
Flarrow Scenarios
First up we look at the two missions designed to be played with the Gotham location rules
(see earlier post).
Ambush in Gotham
A patrol finds itself trapped in another gangs turf and must fight to escape with their lives.
Game Length: 6 rounds.
Special Deployment:
The two crews must be nominated Attacker (crew A) and Defender (crew B). Crew A will
always be the crew with the highest number of models. If both crews have the same number
of models, flip a coin or roll a die to decide which is which. The Attacker splits his crew into
two equal-sized groups, and deploys one in each of his deployment zones. The Defender then
places all of his models in the Defender Deployment Zone.
Objectives:
Crew B must place an objective marker in each of the enemys two deployment zones. All
other objectives are placed as normal.
Bonus VPs:
Bring me his head: 3 VPs to any player if their opponents Boss is KO or Casualty when the
game ends.
Hurry Up! Get over there!: If the Defender (Crew B) has their Boss in the runaway Zone
and not KO when the game ends, they gain 4 extra VPs. If not, the Attacker (Crew A) gains 3
VPs.
Failed Exchange
Two crews meet to exchange a valuable package, but trigger fingers soon get twitchy, and
something goes wrong...
Hard Fight
The crews have laid claim to valuable resources, carving out their own territory in the crimeridden streets of Star City. And neither will be moved without a fight...
Game Length: 6 rounds
Objectives:
Each player must place all of his objectives in their own objective zone (see map). This rule
supercedes the usual rules for objective placement.
Bonus VPs:
Were the Best: the first player to control one of their own objectives gains 2 extra VPs. If
both players achieve this goal in the same round, no extra VPs are gained.
Alpha Crew: At the end of the game, the player with the highest Reputation points worth of
model in their own Objective Zone gains 2 extra VPs.
Lian Yu missions.
Infiltration
A covert team infiltrates the island, determined to plant a vital GPS transponder in their
opponents base of operations.
Game Length: 6 rounds.
Objectives:
Objective markers are placed as normal.
Bonus VPs:
Each player places 2 GPS markers in the GPS zone (these markers should be about the size of
a standard 30mm base). A GPS marker can be picked up with a Manipulate action, and moved
by spending 1MC (like Loot). It can be dropped at any time as a free action, but must be able
to fit in the new location within 5cm. A character cannot pick up or move more than one GPS
marker at the same time.
If a model becomes KO or a Casualty, it automatically drops any GPS marker carried. The GPS
marker can also be stolen as the target of a Thief special attack instead of a weapon.
At the end of the game, each player is awarded 4 VPs for each GPS marker in their
opponents deployment zone.
Jungle Fight
Two rival factions fight over a bitterly contested part of the island. Control over this vital
strongpoint will mean control over supplies and resources for the foreseeable future.
Game Length: 6 rounds.
Objectives:
All objectives must be placed in the central zone. Movement within this central zone is
impaired.
Bonus VPs:
The more the better!: 4 VPs are awarded to the first player to control two objectives at the
same time. If both players achieve this goal in the same round , then no VPs are awarded.
Behind enemy lines: At the end of the game, any player that has at least one character in
the opponents deployment zone gains 2 extra VPs.
Streetfight
A faction has been disturbed in the middle of a heist or turf war, and must now fight its way
across the city to safety.
Game Length: 6 rounds.
Objectives:
Objective markers are placed as normal.
Bonus VPs:
This city will be mine: 2 extra VPs are awarded for making the opponents Boss a casualty.
In the end, I always win: The player who controls the most objectives at the end of the final
round gains 2 extra VPs.
There has been some discussion on the diagrams for some of these missions (especially the
deployment zone sizes of the Infiltration mission) but no official answer as yet. In the
meantime I would suggest that if you are going to play one of these missions that you and
your opponent agree to it before hand and set up the terrain accordingly so that it doesnt
reduce the already small zones to an unplayable level.
At present these missions are location specific and tied with their associated special rules,
however I dont see any reason you could combine the location rules with the different
missions (or the original ones from the main rulebook) if agreed with your opponent before
hand for example, Fight for Technology could be in Central City as a raid on Star Labs, or in
Star City raiding Palmer Tech of Kord Industries.