Operations
While pitched conflict certainly occurs within Aetherium, most confrontations are both engaged and decided with more than the complete destruction of the enemy’s Collective in mind. Operations represent the various conditions of the Server and the extraordinary objectives that each user and factions are attempting to accomplish during a run into the Aetherium. There are boundless motivations shifting the individual interests in this virtual reality, as expansive and as intense as Aetherial space itself. Often, Collectives find themselves in a desperate grab for more psychological territory, the elimination of a specific enemy, an ambush, an escort, a data raid, or countless other objectives.
During the Boot Phase, players select which factions and programs they will use during the game. Before they select which programs will be part of their Collective, players will first select an Operation. Operations are scenarios that give players the guidelines for the setup of the Server and for the specific objectives that will win the game. Players are free to agree upon which Operation to play. If players cannot come to an agreement, they should perform a diagnostics roll and have the winning player choose an Operation. For how to make a diagnostics roll, see page 54 in the rulebook.
Server, Schemas, Nodes, Pylons
The playing area in a game of Aehterium is known as the Server. The Server consists of three parts, the quantum noise mat, Schema sections, and Nodes, and Pylons. The quantum noise mat represents the boundaries of the playable space.
Scheme sections are the tile pieces that make up the terrain and safe areas that programs will occupy. Schemes come in three different sizes: Large 9×9, medium 7×7, small 5×5. These Schema represent the habitable zones that Nodes and pylons project in order to keep the quantum noise at bay.
Nodes and Pylons are the devices that project the habitable zones. Nodes are the large of the two, occupying 4 squares while pylons occupy 1 square. Nodes and pylons also act as the entryways into the Aetherium.
Whenever an operation says as normal follow these rules.
1. Lay out quantum noise mat so that is it within easy reach of all players.
2. Consult the Schema section of the operation that has been selected. Here you will find a list of which Schemas are to be used in this particular Operation. The Operation will describe both the number and size of the schema to be used in that game.
3. Perform a diagnostics roll. starting with the palyer that won the roll, players alternate taking turns placing a schema on the board. Players are free to choose any of the Schema; there is no order in which they must be placed. the first Schema may be placed anywhere on the quantum noise mat, as long as the entire Schema is on the mat. Every Schema after the first must be placed adjacent to a Schema that has already been placed on the board. When a schema is places it must be completely on the quantum noise mat and must share a minimum of three squares with at least 1 other Schema to which it is adjacent. Schemas cannot overlap each other. Continue alternating until all Schemas for the Operation have been placed. If it is impossible to place a Schema on the Server legally, then it is not used at all.
If a specific layout is given use that instead.
Setting up Nodes and Pylons
Unless otherwise stated in the operation description, Nodes and Pylons are set up as follows:
After setting up the board and Schemas, players must now setup nodes and pylons. there will be a total of 1 node for each large schema places on the server and 4 pylons (2 per player). Continuing in the order of placing Schemas (ie: from the diagnostics roll), players alternate taking turns placing Nodes, and Pylons on the Server. First place any available Nodes. Each node must be completely on one of the large Schemas. Nodes must be more than 7 squares apart from any other Node.
After Nodees are places, players will continue the alternating sequence and now place the Pylons. Each Pylon may be places on any square and on any sized Schema. All nodes and Pylons must be more than 7 squares away from every other Node and Pylon on the server. Neither Nodes nor Pylons may be placed in quantum noise. If it is impossible to place a pylon, then the player placing it must add 1 additional small Schema to the board. This Schema must be placed as normal and must be places to that the pylon can be setup as normal. Each pylon placed by a player will act as the player’s starting Pylons. Player should mark these starting pylon with a faction control token.
Load Programs
After setting up the server, players must now deploy their programs.
The player that won the diagnostics roll sets up all programs first. Models may be placed on any unoccupied square as long as it si within 3 squares from 1 of that player’s starting Pylons. A player is free to load programs at either or both Pylons. the only restriction is the models from a linked or segmented program must deploy at the same pylon. All models from the same or linked program must also deploy adjacent to at least one other model in that program.
Endgame
Every Operation has an endgame. Endgame is the trigger that, once reached, causes the game to immediately terminate. Once the endgame trigger had been fulfilled, players should check the objectives section of the Operation and see which objectives they have completed. If one player has all programs deleted, the endgame is triggered immediately.
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- Tutorial Operation (Main Rule Book Page 56)
- Avatar Assassination (Main Rule Book Page 58)
- Server Control (Main Rule Book Page 58)
- System Purge (Main Rule Book Page 59)
- Digital Download (Main Rule Book Page 60)
- Critical Node (Main Rule Book Page 61)
- Service Denial (Main Rule Book Page 62)