Omicron Protocol: Up to No Good
Omicron Protocol: Up to No Good Rulebook
Table of Contents
Table of Contents
Introduction
All the rules for the base game remain the same; the Character and Faction Cards of the two new factions will list any new rules. In this booklet, you'll learn a little bit about the two factions, as well as find the two new scenarios for both competitive and solo/cooperative modes (four total scenarios).
The Animals
As a faction, all the animals have been mysteriously "enlightened," in such a way that their intelligence has been boosted by many levels. Nobody knows why this happened, not even the animals themselves. As they now learn to cope with their newfound intelligence and awareness of the world, as well as the ability to communicate with different species via limited telepathy, many of the enlightened animals have banded together to protect themselves and learn what has gone wrong with the world. For also unknown reasons, many of the animals are wired to hate CyMS and normally attack them on sight.
Red Dragons
The Red Dragons are San Lazaro's most powerful street gang. Originally a Chinese triad, it has recently opened up its ranks to people of all backgrounds, under the leadership of the ambitious and ruthless "Lady Rose." The top lieutenants consist mostly of women who helped Lady Rose ascend to her place of power. This faction is out for survival and profit by whatever means necessary. They are known to use a nanotech poison of their own design to overcome enemies and victims quickly.
Components
- 6 Animals (miniatures OR standees): Athena, Bob, Howl, Jane, Jugger, Walter
- 6 Red Dragons (miniatures OR standees): Fei, Gudu, H3x, Little Jenny, Lady Rose, Rhino
- Note: This expansion box includes either miniatures OR standees, not both.
- Cards: 12 Character Cards, 2 Faction Cards, 2 Scenario Cards
- Tokens: 22 Ability Markers, 10 Tagged Tokens
- The Omicron Protocol "Up to No Good" Expansion Booklet
Competitive Mode Scenarios
The following two new scenarios are for the competitive mode of the game, for two to four players.
First National Bank Heist
H3x from the Red Dragons realized that the FMX-3 DNA drive, which Fei stole from Collingwood, contains crucial data about the CyMS. Unfortunately, Fei hid the drive in the vaults of the First National Bank HQ. The Dragons mobilize to recover the drive from the bank, but accidentally encounter the Peacemakers, who happen to be patrolling the area. A firefight ensues and the Peacemakers try their best to defend the vaults, thinking the RD are there to steal ordinary valuables. Will the RD successfully retrieve their DNA drive? Or will the Peacemakers successfully thwart them? You get to decide with this asymmetrical scenario!
Note: The scenario can be played with any faction as any side. The story factions are canon and the results were determined by a community event.
Goals of the Scenario
- Attacker: Open as many vaults as you can to retrieve the FMX-3 drive!
- Defender: Protect the vaults!
Rules
Special Rules
- Bank Vaults - Place a Bank Vault tile in each of the 3 hexes as shown on the map.
- Bank Vaults do not count as any type of terrain and the hex is considered unoccupied.
- Setup Phase modification: In Determine Player Order of the first round, if the winning player chooses to go first, they become the Attacker; otherwise, they become the Defender.
CyMS Spawn
- Round Spawn = 6.
Scoring VPs
- Scenario Objective(s)
- Attacker: Each Bank Vault removed from the board at End Game = 1 VP.
- Defender: Each Bank Vault on the board at End Game = 1 VP.
- Non-friendly character KO'd = 1 VP.
- KO 5 CyMS = 1 VP.
Scenario Objective Interaction(s)
- Open Bank Vault - 1 AP, EM Noise: 2 - A character on the Attacker's squad who is adjacent to or on top of a Bank Vault tile may remove the tile from the board.
End Game Criteria
- 3 VP.
Tiebreak Rules
- Most Scenario Objectives scored.
- Most characters KO'd.
- Most CyMS KO'd.
Rampage
After the Purge Script was deployed at the various homeless encampments around the city, some of the CyMS showed improvement and started to become lucid most of the time. The people at the camp began calling them "Half-CyMS" and keeping them separate from the other CyMS while their recovery continued. The Animals, with their mysterious innate hatred for the CyMS, discovered one of these encampments and mobilized to eliminate all their enemies at the location: CyMS and Half-CyMS. To them, a Half-CyMS is no different than a CyMS. The Survivalists happened to be at the camp checking in on the Half-CyMS, and were able to mount a defense against the Animals while attempting to communicate with them. Will the Survivalists be successful in protecting the Half-CyMS until they can communicate with the Animals, or will the Animals succeed in eliminating some more CyMS from the city?
Note: The scenario can be played with any faction as any side. The story factions are canon and the results were determined by a community event.
Goals of the Scenario
- Attacker: Remove as many Half-CyMS from the board as possible each round.
- Defender: Save as many Half-CyMS as possible by escorting them to safety.
Rules
Special Rules
- Setup Phase modification: In Determine Player Order of the first round, if the winning player chooses to go first, they become the Attacker; otherwise, they become the Defender.
- Half-CyMS - Place an Objective Token on the board in each of the 4 hexes as shown on the map. These tokens represent Half-CyMS.
CyMS Spawn
- Round Spawn = 4.
Scoring VPs
- Scenario Objective(s) - Score the following VP starting in round 2 and beyond.
- Attacker: Each Half-CyMS removed from the board = 1 VP (immediately score).
- Defender: Each Half-CyMS that remains on the board during Cleanup at the end of each round = 1 VP.
- Non-friendly character KO'd = 1 VP.
- KO 5 CyMS = 1 VP.
Scenario Objective Interaction(s)
- KO a Half-CyMS - 1 AP, EM Noise: 1 - Once per activation, the active character on the Attacker's team who is adjacent to or on top of a Half-CyMS token, may remove the token from the board.
- Escort a Half-CyMS - 1 AP, EM Noise: 1 - Once per activation, the active character on the Defender's team who is within 3 hexes of a Half-CyMS token, may move the token 6 hexes, using the reposition rules of a model. The token must end within 3 hexes of the active character.
End Game Criteria
- 3 VP.
Tiebreak Rules
- Most Scenario Objectives scored.
- Most characters KO'd.
- Most CyMS KO'd.
Solo/Cooperative Mode Scenarios
The following two new scenarios are for the solo/cooperative mode of the game, for one to four players.
First National Bank Heist (Solo/Cooperative)
H3x from the Red Dragons realized that the FMX-3 DNA drive, which Fei stole from Collingwood, contains crucial data about the CyMS. Unfortunately, Fei hid the drive in the vaults of the First National Bank HQ. The Dragons mobilize to recover the drive from the bank, but accidentally encounter a horde of CyMS who were infected while waiting in line at the bank. Will the Red Dragons successfully retrieve their DNA drive? Or will they be thwarted by the CyMS bank tellers denying their withdrawal?
Note: The scenario can be played with any faction.
Goal of the Scenario
- Open as many vaults as you can!
Rules
Special Rules
- Bank Vaults - Place a Bank Vault tile in each of the 3 hexes as shown on the map.
- Bank Vaults do not count as any type of terrain and the hex is considered unoccupied.
Scoring VPs
- Scenario Objective(s) - Each Bank Vault removed from the board at End Game = 1 VP.
- Character KO = -2 VP.
- KO 5 CyMS = 1 VP.
Scenario Objective Interaction(s)
- Open Bank Vault - 1 AP, EM Noise: 5 - A character who is adjacent to or on top of a Bank Vault tile, may remove the tile from the board. For the CyMS Activation step and Modified Round Spawn step immediately following the activation of this character, all activated CyMS double their WALK value and perform one extra Attack.
Scoring Goal
- Easy Mode: 3 VP in 2 rounds.
- Normal Mode: 5 VP in 3 rounds.
- Hard Mode: 6 VP in 3 rounds.
- Nightmare Mode: 5 VP in 3 rounds.
Rampage (Solo/Cooperative)
After the Purge Script was deployed at the various homeless encampments around the city, some of the CyMS showed improvement and started to become lucid most of the time. The people at the camp began calling them "Half-CyMS" and keeping them separate from the other CyMS while their recovery continued. While checking on the Half-CyMS at the camp, you discover that some of the CyMS have broken free from containment; these CyMS see the Half-CyMS as normal humans and attack them. Can you defend the Half-CyMS and escort them to safety?
Goal of the Scenario
- Save as many Half-CyMS as possible by escorting them to safety.
Rules
Special Rules
- Half-CyMS - Place an Objective Token on the board for each of the 4 hexes as shown on the map. These tokens represent Half-CyMS.
- When a CyMS ends its activation adjacent to a Half-CyMS token, remove that token from the board.
Scoring VPs
- Scenario Objective(s) - Each Half-CyMS in the Safe Zone on the map at the end of the game = 1 VP.
- Character KO = -2 VP.
- KO 5 CyMS = 1 VP.
Scenario Objective Interaction(s)
- Escort a Half-CyMS - 1 AP, EM Noise: 1 - Once per activation, when a character is within 3 hexes of a Half-CyMS token, it may move the token 6 hexes, using the reposition rules of a model. The token must end within 3 hexes of the active character.
Scoring Goal
- Easy Mode: 3 VP in 2 rounds.
- Normal Mode: 5 VP in 3 rounds.
- Hard Mode: 6 VP in 3 rounds.
- Nightmare Mode: 5 VP in 3 rounds.