RUNNING THE GAUNTLET
This scenario depicts the desperate attempt by Galactic Marine forces to resupply the besieged USA research station at Outpost Skylar. Brigadier General Helmut von Schnitzelblitz has joined a special relief task force formed by Marine heroine Lieutenant Layla Smashbottom and her elite squads in their effort to undertake this “mission impossible”.
Marine units enter the game from off-map, paying the normal Road cost for entering. The Marine task force enters in four distinctive groups, one on each of four consecutive Game Turns, starting with the first. Individual units within each group may enter in any order on that turn.
i. Advance Guard (1st Game Turn) = two Scout units
ii. Main Body Group (2nd Game Turn) = one HQ unit and one Heavy Weapons unit
iii. 1stSupply Train Group (3rd Game Turn) = one Logistics unit and one Marine Squad unit
iv. 2ndSupply Train Group (4th Game Turn) = one Logistics unit and one Marine Squad unit
Marine Reinforcements summoned by the Request Reinforcements Special Action must also enter the game from off-map. Units that are already part of one of the four Groups may not enter earlier as a summoned Reinforcement.
Instant Victory: If the player is able to move both Logistics units off of the east (right) map edge (paying the MP cost of the map edge hex from which it leaves), along with one HQ unit and one combat unit (Marine Squad, Heavy Weapons or Special Ops), he wins immediately. The game ends immediately with the player winning an Overwhelming Victory!
If the player does not gain an Instant Victory and the Kay’otz do not win based on their drawn Mission Goal card, then the player wins a victory depending on the following conditions:
A Decisive Victory if he gets two Logistics unit off the map and eliminates at least twelve Kay’otz units; a Major Victory if he gets one Logistics unit off the map and eliminates at least twelve Kay’otz units; an Average Victory if he gets one Logistics unit off the map; a Minor Victory if he eliminates at least twelve Kay’otz units. In all other cases, the player suffers a Minor Defeat.
A PATH TO VICTORY
This scenario simulates the desperate defense of the Outpost Skylar research station. The scientists there had discovered and held a wormhole that allows travel to other dimensions. A random expedition from here is the one that “released” the Kay’otz upon the universe. Research is being done to revisit the exact dimension from which the Kay’otz originated and then to send special raider teams there to cause havoc in the alien home world.
Marine Reinforcements summoned by the Request Reinforcements Special Action must enter the game in one of the three Landing Zone (LZ) hexes. When an HQ unit conducts a successful Request Reinforcement Special Action, the player selects the desired unit and then rolls a die to determine where the reinforcing units lands. A roll of “1” places it in LZ 1; a roll of “2” in LZ 2 and a roll of “3” in LZ 3; a die roll of “4”, “5” or “6” allows the player to select whichever LZ hex he wishes. If the reinforcing unit is forced to land in a hex that is already occupied by any unit (Marine or Kay’otz), the reinforcement is cancelled and cannot be brought in with this request.
The Wormhole: Represents the recently discovered wormhole. It is treated as a Clear terrain hex for all movement and combat purposes. There are two missions that the player must accomplish regarding the wormhole – he must first discover which Dimension the Kay’otz are actually from and then attempt to “warp” Marine units there.
Discover the Kay’otz Home Dimension: This is attempted by an Active Scout unit using a Recon Special Action. Instead of its normal effects, the player may use the Recon to attempt to discover the alien’s home Dimension

With each Recon action used, roll two dice. If an HQ unit is assigned to “assist” the Recon (as it would normally), the two dice may be rolled twice

If any “doubles” are rolled, a successful discovery is made and the Kay’otz’ home Dimension is the sum of the “doubles” die roll. For example, if the player rolls a “3” and a “3”, that represents the 6th Dimension. The player should note this information on a piece of paper or with extra dice. Note that the first “doubles” rolled must be accepted as the result. Also, there is no detrimental effect if the Scout unit is Stunned.
** Warp Marine Units to the Kay’otz Home Dimension: Once the player discovers the Home Dimension, he may begin attempting to send Marine units to that location. Only an Active Marine Squad, Scout, Special Ops and HQ units can be sent – Logistics and Heavy Weapons units are too cumbersome to warp. Warping units must begin their turn on the Wormhole hex and may do nothing else (they are essentially using a Full Move action to attempt the Warp Move). In addition, an Active HQ unit must be adjacent to the Wormhole hex in order to attempt a Warp Move. In order to conduct a successful Warp Move, the player rolls two dice and adds them together.

An adjacent Active HQ unit can also be assigned to “Assist the Warp” (as a Special Action), which allows the player to roll the two dice one additional time.

If the dice sum is equal to the Kay’otz Home Dimension number (determined in “*” above), the unit has successfully warped. Note that this die roll does not itself have to be “doubles” – the dice just need to add up to the same number. So in the previous example, a unit trying to warp to the 6th Dimension would do so with rolls of “5” and “1” or “4” and “2” or “3” and “3”. Remove the warping unit from the game and keep it to the side for Victory determination purposes. If the unit is unsuccessful, it remains on the Wormhole hex and is done for the turn.
Instant Victory: If the player is able to successfully Warp Move three units, he wins immediately. The game ends immediately with the player winning an with the player winning an Overwhelming Victory!
If the player does not gain an Instant Victory and the Kay’otz do not win based on their drawn Mission Goal card, then the player wins a victory depending on the following conditions
A Decisive Victory if he successfully Warp Moves two units; a Major Victory if he successfully Warp Moves one unit; an Average Victory if he eliminates at least twelve Kay’otz units and there is no Kay’otz unit in the Wormhole hex; a Minor Victory if there is no Kay’otz unit in the Wormhole hex. Otherwise, the player suffers a Minor Defeat
THE OZNAM’DERF CAMPAIGN SCENARIO
This scenario is a mini campaign game that allows the player to play two consecutive scenarios (called “Chapters”), where the result of the first scenario influences the second. This campaign represents the efforts to rescue the research team at Outpost Skylar, near the Brean town of Oznam’derf (which translates to Lava Oasis). The player sets up the first scenario as indicated and plays it to completion. He/she then immediately begins the second scenario, which is setup depending on the results achieved in the first game.
FIRST CAMPAIGN CHAPTER: Play the first scenario following the instructions of the Running the Gauntlet scenario above.. Play the Chapter normally to conclusion but ignore Instant Victory and the Kay’otz Mission Goal Cards(they have no effect in this first Chapter). There is also no measure of player victory. Instead, after all Kay’otz Activation cards are played, the following assessments to determine how this game will affect the start of the Second Campaign Chapter:
*For the first Scout unit exited off the East map edge, the player will get an extra two-dice roll with each attempt at trying to discover the Kay’otz Home Dimension;
*For the second Scout unit exited off the East map edge, the player will get an extra die roll with each attempt at trying to warp a Marine unit to the Kay’otz Home Dimension;
*For each Logistics unit exited off the East map edge,two random Marine units are setup on their full ammo side (instead of their “Out of Ammo” side, as is the normal procedure);
*For each Marine Squad, Heavy Weapons or Special Ops unit exited off the East map edge, one Kay’otz unit that begins the Chapter deployed on the map is randomly removed.*Any Marine units that end this Chapter “Paralyzed” or eliminated are not available in the Second Chapter.
*Any Marine units that end this Chapter “Paralyzed” or eliminated are not available in the Second Chapter.
SECOND CAMPAIGN CHAPTER: The second Chapter is set up as follows on Mapzone Beta:
- Kay’otz units are deployed;
- Remove any Kay’otz units as allowed by exiting certain combat units during the First Campaign Scenario;
- Pp to five eligible Marine units on their “Out of Ammo” sides are placed randomly on the map (but not those already occupied by a Kay’otz unit). An eligible Marine unit is any type of Marine unit that did not exit the map in the First Chapter and was not “Paralyzed” or eliminated at the end of that scenario.
- Flip such eligible units back over to their “full ammo” sides as allowed by exiting Logistics units during the First Chapter;
The scenario is then played normally per the instructions and victory conditions (including the Instant Victory and Kay’otz Mission Goal Cards)for the A Path to Victory scenario, except as follows: - The player may freely bring onto the map one unit per turn that exited the east (right) map edge in the First Chapter. This is automatic and does not require a Request Reinforcement Special Action. The unit is brought into any west (left) map edge hex during the Marine Action Phase using normal Movement procedures;
- For the Request Reinforcements Special Action, the player may bring in any units that were not “Paralyzed”, not eliminated, or that did not exit the east map edge at the end of the First Chapter. Reinforcing units are brought in with the normal LZ procedure.
- The Wormhole procedures (Discover the Kay’otz Home Dimension and Warp Marine Units to the Kay’otz Home Dimension) are conducted normally, except that extra die rolls may be granted by exiting Scout units in the First Chapter.
