A bracket style tournament campaign between eight (8) gangs, with standardized missions and prizes.
In this campaign format, every battle uses the
Tourney Scenario.
In this campaign format each player may play two gangs. The beginning of the campaign is a qualifiers round where every gang fights all the other player's gangs (six battles each) aranged into two heats of three battles (one vs each of the other players).
After the qualifiers round is complete the gangs are ranked based upon their Win / Loss records; Wins are worth 2 points, Ties are worth 1 point, and Losses are worth 0 points. Next, the top ranked gang of each player is grouped into an Alpha bracket of four gangs, while the bottom ranked gang for each player is grouped into a Beta bracket of four gangs. In the case that both of a player's gangs have the same rank, the player can choose which of their gangs goes in which bracket.
Within each bracket the rank 1 and rank 3 gangs, and the rank 2 and rank 4 gangs are matched up for the quarter-finals round, the winners of which next face each other in a semi-finals round.
The winner of the Beta bracket semi-finals and the loser of the Alpha bracket semi-finals face one another in a finals round. If both of a players two gang's would face each other in the finals, their Beta bracket team gets a bye and continues forward to the championship round.
The winner of the Alpha bracket semi-finals and the winner of the finals face one another in the championship round. The winner of the championship round wins the tournament and the campaign.
Air Scrubbers ( Ψ ) ~Omega~
You may play this card when the Bad Air condition is applied to the battlefield.
Set up D3 Air Scrubbers anywhere on the battlefield. An Air Scrubber is a small object with Toughness 3 and 1 Wound, that is immune to all Traits except Demolition, Knockback, and Drag, and can be moved using the Carry action.
The Bad Air condition is cancelled within a 3'' radius of an Air Scrubber.
NVGs ( Ψ ) ~Omega~
You may play this card if the Hazard Lights Only or Low-Light conditions are in affecting the battlefield.
You may select up to three of your gang's fighters on the battlefield; those fighters are not affected by low-light conditions for the remainder of the battle.
Rescue Ranger ( Ψ ) ~Omega~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle, once per activation this fighter can make a Free Captured Fighter action at the end of a Move or Double Move action.
Ready Reserve ( Ψ ) ~Omega~
You may play this card before drawing a card from your Reinforcements deck.
Draw up to three fighter cards from your Reinforcements deck, select one for your draw.
Place the remaining cards on the top or bottom of your Reinforcements deck in any order.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Reinforced Guard Detail ( Ψ ) ~Omega~
You may play this card when forming your Guard Detail.
You may add an additional fighter card from your Commanders deck or up to two additional fighter cards from your Warriors deck to your Guard Detail.
Reinforced Flag Detail ( Ψ ) ~Omega~
You may play this card when forming your Flag Detail.
You may add an additional fighter card from your Commanders deck or up to two additional fighter cards from your Warriors deck to your Flag Detail.
Flag Capper ( Ψ ) ~Omega~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle this fighter treats the Grab Gang Flag, Carry Gang Flag, and Post Gang Flag actions as Simple rather than Basic.
Ganker ( Ψ ) ~Omega~
You may play this card if one of your Hidden fighters would stop being Hidden for any reason.
The Hidden fighter is not detected. Instead, remove your Hidden fighter from the battlefield and then immediately set them back up onto the battlefield following the scenario's guidelines for Infiltration.
Hacker Skillz ( Ψ ) ~Omega~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle this fighter gains a +2 bonus to their Intelligence check when they make the Access Terminal action.
Additionally, this card can be discarded to automatically pass an Intelligence check when making an Access Terminal action.
Break Their Wills ( Ψ ) ~Omega~
You may play this after an opponent has rolled a Bottle Test, before the outcome is resolved.
The opponent must reroll their Bottle Test.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
On Alert ( Ψ ) ~Omega~
You may play this at the start of any Action Phase.
During this Action Phase, your gang's fighters gain +2 to Detect enemy fighters.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Rugged Relic ( Ψ ) ~Omega~
You may play this when setting up a relic for your gang.
Choose A or B to be in effect this battle:
A) your relic gains +D3 Wounds.
B) a fighter attempting to make a Defile Relic action targeting your relic must pass a Willpower check, canceling their action and ending their activation if they fail the check.