S

abotage Mission

"Move in shadow. Strike unseen. Escape before they know you were there."

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Scenario Overview

Scenario Type Stealth & Destruction
Players 1 vs 1 (Saboteur vs Defender) or Solo
Map Size 14×14 hex grid
Estimated Playtime 45-60 minutes
Difficulty Expert
Victory Condition Saboteur: Destroy 3 of 5 Reactor Cores OR eliminate the Defender
Defender: Prevent the Saboteur from destroying 3 Reactors for 10 turns OR eliminate the Saboteur
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Scenario Description

A heavily fortified facility houses five unstable Reactor Cores. The Saboteur must sneak in, plant explosives, and escape before the Defender can stop them. The twist? The Saboteur starts HIDDEN and can move undetected... until they attack.

This scenario teaches stealth mechanics, asymmetric information, bluffing, area denial, and high-stakes decision-making. The Saboteur player must think like a stealth game protagonist, while the Defender plays a tense game of cat-and-mouse.

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Map: The Reactor Facility

[W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ]
[W ][##][##][##][##][##][ ][ ][##][##][##][##][##][W ]
[W ][##][R1][ ][ ][##][ ][ ][##][ ][ ][R2][##][W ]
[W ][##][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][##][W ]
[W ][##][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][##][W ]
[W ][ ][ ][ ][ ][##][R3][R3][##][ ][ ][ ][ ][W ]
[W ][ ][ ][ ][ ][##][R3][R3][##][ ][ ][ ][ ][W ]
[W ][ ][ ][ ][ ][##][R3][R3][##][ ][ ][ ][ ][W ]
[W ][##][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][##][W ]
[W ][##][ ][ ][ ][ ][ ][ ][ ][ ][ ][ ][##][W ]
[W ][##][R4][ ][ ][##][ ][ ][##][ ][ ][R5][##][W ]
[W ][##][##][##][##][##][ ][ ][##][##][##][##][##][W ]
[W ][W ][W ][W ][W ][W ][EN][EN][W ][W ][W ][W ][W ][W ]
[W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ][W ]

Terrain Legend

Symbol Terrain Type Effects
[W] Water/Perimeter Impassable terrain (can't enter or see through)
[##] Walls Impassable, blocks LOS
[R1-R5] Reactor Cores Objectives (5 total)
[EN] Entry Point Where the Saboteur enters and must escape
[ ] Open Floor Normal movement (1 SP), no defensive bonus
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The Reactor Cores (5 Objectives)

Reactor Locations

Destroying a Reactor

Step 1: Plant Explosive (Costs 3 SP)

Step 2: Detonate (Costs 1 SP, can be done from anywhere)

Step 3: Escape

Shockwave Effect (When Reactors Detonate)

When explosives detonate:

  1. All Caskets within 5 hexes of ANY destroyed Reactor take 8 damage (ignore armor)
  2. All Caskets are Stunned until their next turn (cannot spend SP on their next turn)
  3. The facility loses power: All lights go out (see Darkness rules)
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Stealth Mechanics (Hidden Movement)

The Saboteur Starts Hidden

Setup:

Hidden Movement:

Revealing the Saboteur

The Saboteur becomes Revealed (place their Casket model on the map) when:

  1. The Saboteur attacks the Defender
  2. The Saboteur moves within 3 hexes of the Defender (Defender's sensors detect movement)
  3. The Saboteur detonates explosives (explosion reveals their position)
  4. The Defender scans the area and catches the Saboteur (see Scanning)

Once Revealed: The Saboteur remains revealed for the rest of the game (normal combat rules apply)

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Defender Mechanics

Scanning for the Saboteur

Scan Action (Costs 4 SP):

Sensor Range:

Patrolling

The Defender starts in the center of the facility (hex [7,7]) and must patrol to protect the Reactors.

Strategic Dilemma:

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Deployment

Saboteur Deployment (Hidden)

Defender Deployment (Visible)

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Victory Conditions

Saboteur Wins If:

  1. 3 or more Reactors are destroyed (detonate explosives on 3+ Reactors) AND
  2. The Saboteur escapes through the Entry Point [6,12] or [7,12] (after detonation) OR
  3. The Defender is reduced to 0 HP

Defender Wins If:

  1. The Saboteur is reduced to 0 HP OR
  2. Turn 10 ends and the Saboteur has not destroyed 3+ Reactors (time runs out, Saboteur mission fails)
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Special Rules

Darkness (After Detonation)

When the first Reactor explodes, the facility loses power:

Reactor Alarm

If the Defender sees the Saboteur planting an explosive (i.e., the Saboteur is Revealed and adjacent to a Reactor):

Escape Under Fire

If the Saboteur is Revealed and tries to exit through the Entry Point:

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Tactical Considerations

Saboteur Strategy

Defender Strategy

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Balancing Notes

If Saboteur Wins Too Easily:

If Defender Wins Too Easily:

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Variants

Variant: Co-Op Mode (Solo Saboteur vs AI Defender)

The Defender follows a simple AI patrol pattern:

  1. Turn 1-2: Move to Reactor 1 (top-left), scan 5-hex radius
  2. Turn 3-4: Move to Reactor 2 (top-right), scan 5-hex radius
  3. Turn 5-6: Move to Reactor 3 (center), scan 5-hex radius
  4. Turn 7-8: Move to Reactor 4 (bottom-left), scan 5-hex radius
  5. Turn 9-10: Move to Reactor 5 (bottom-right), scan 5-hex radius
  6. If Saboteur is Revealed, AI moves toward Saboteur and attacks

Solo Victory: Destroy 3 Reactors without getting caught by AI patrols

Variant: Reversed Roles

Variant: Time Bomb

Variant: Multiple Saboteurs

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Recommended Factions

Good Saboteur Choices

Good Defender Choices

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Design Notes

This scenario introduces hidden information and bluffing. The Saboteur player must think like a stealth game protagonist, while the Defender plays a tense game of cat-and-mouse.

The Scan action is expensive but necessary. Defenders must balance aggression (chasing the Saboteur) with information-gathering (scanning for hidden threats).

The turn limit creates urgency. Saboteurs can't turtle forever...they must take risks to plant explosives and escape.

Lesson: Information is a resource. Sometimes what you DON'T know is more dangerous than what you DO know.

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"Move in shadow. Strike unseen. Escape before they know you were there."