Scheme and Strategy Tactica

# **General Strategy & Scheme Tactica**

While the majority of this wiki deals with how to use individual models within certain crews or with certain masters this page focuses in more general terms on what you should consider when playing each strategy and scheme. Each faction and even each master will bring a different set of tools along with them to help achieve your particular strategy and scheme set but ultimately you must consider how you are going to accomplish your goals and deny your opponent theirs as that is what scores you (or denies them) VP and wins you the game.

The way strategies and schemes are generated means there is going to be a great variety of combinations and permutations in what is available and what choices you have to make when selecting your crew. It generally makes sense to select schemes from the generated scheme pool that complement the strategy or build on the strengths of your master or crew.

# Strategies

There are five standard strategies available and while you can forsake pursuing them in favor of getting VP from schemes they generate a maximum possible 4 VP of the 10 available so ignoring them can (and often will be) at your peril. The other unique thing when comparing strategies to schemes is you know that your opponent is pursuing the exact same major objective as you so you should look at what can you do to stop them getting VP as well (for example taking a smaller crew of extremely durable and killy models when playing reckoning helps you achieve VP from the strategy while denying your opponent).

This strategy represents what happens when you just have to be the center of the field to control. In Turf War, player set a 30mm marker in the center of the table. At the end of each non-first turn, they achieve 1 VP if they have 2 or more non-Peon models within 6” of that marker.

Most models will be able to get into this range by the second turn, so getting there first is not necessarily the goal unless you need to set up your troops perfectly. This scheme requires several resilient models to achieve since, while you only need two or more, insurance models always help. Summoners also have an advantage with this tactic. Alternatively, you can focus on protecting 2-3 models, though be very careful with this track. On the other side, you will want deadly models for denial. Push effects aid either intention. 6” around a 30mm marker is around a 13” diameter bubble, which is in-fighting in Malifaux, so very close quarters. What also can affect this strategy is that both players can achieve VP at the same time so if you just can't prevent your opponent from scoring in a particular turn, make sure you can too!

Players hoping to achieve should look toward cheaper models with Armor/Hard to Wound/Hard to Kill and other good defensive abilities or the summoning of non-Peons. Denial is found through models that can kill other models reliably, such as ignoring Armor/Hard to Wound/Hard to Kill, or through movement affect, such as lure. Ranged models are tough to use due to their randomization into what will almost certainly be a melee, but if you can attack before engagement, they can help weather the opponent down before reaching the center.

Good models to look at for this strategy are: (Arc) Molemen, Metal Gamin, Captain, (Out) Sue, (Res) Rotten Belles, Necro Punks, Flesh Construct, Ashigaru

The real kill strategy. It seems simple: kill without being killed, but there are ways to give you an advantage in the bloody brawl. First of course is Crew selection. Models that can pack a punch, without being to squishy, are perfect for this strategy (Peacekeeper, Rail Golem, etc). Few strong models are better for this strategy than loads of cheap models. Always plan which models you want to kill and how, there’s nothing more frustrating than the second model surviving with just one wd and therefore losing you the game. No overkill, if you don’t have to, don’t kill more than two models per turn. Bringing them down to 1 wd to kill them next turn and get the VP is more effective in the end. The goal with this strategy is to kill or sacrifice two or more enemy models each turn after the first while preventing the same happening to you.

Ideally you are looking for a combination of hardhitting and resilient models. It does you no good to just attempt to whittle down the other crew piecemeal but rather look at being able to take down two models a turn in the most efficient way possible. Often this Strategy favors a small number of big models, so the opponent won't have many models to kill and score VP on.

A good idea is to have a 'team' dedicated to achieving the strategy plus have an extra model that is able to 'float' and pick off targets that you haven't finished off because of bad flips. I like models that are reliable and have a high minimum damage such as Howard Langston. Also look strongly at models that ignore or bypass a lot of the defensive abilities such as Viktoria of Blood with the Mark of Shez'uul upgrade card or McMourning and Sebastian whith their manipulation of Poison. While its good to look at models that help your kill count only look at removing more models off the board if it is going to help you i subsequent turns, focus on removing two models first then with your remaing activations look at tying up your schemes and/or softening up new targets for next turn, you score less VP killing 3 models in turn 2 and then only 1 in turn 3 as opposed to 2 in each turn even though the net result at the end of turn 3 is the same.

Removing the enemy crew off the table is only half the game, you have to also try and prevent them from doing that to you as well. In that vein looking at a smaller 'elite' crew can be beneficial in providing a strong element of denial where you might lose one model a turn but it will be hard to lose two. Defensive abilities such as Hard to Kill and Armor can throw off the required damage output required in order to finish off your models so potentially waste your opponents activations from failing to captialise on what should have been the coup de grace only to find it failing by 1 point of damage or Hard to Kill preventing it from dying. Of course having access to any healing in your crew is also highly desirable.

Decide for two markers right in the beginning and try to get these while you hold at least 2 additional ones. Markers can be held by models with a high melee range or just resilient models that sit on the marker you want to keep from your opponent. With standard and close deployment there’ll be 2 groups of two markers each 3,5” apart. A single model with a melee range of 3 can hold two markers without a problem. If you have the chance to be out of LoS to everything but the markers, you have found the perfect position, but this is highly situational at best. You can of course use pressure and threat to keep your opponent from getting markers without losing his objective runner.

In a vacuum, 2 or more markers is rather easy to achieve for most crews, so the trick to this strategy is denial, insurance, and defending earlier claims. For denial, simply being engaged with enemies makes it difficult to claim. This takes the form of large melee ranges, such as models with Relic Hammer, or abilities such as Chatty. Insurance markers can be claimed with faster than usual models. For insurance, non-peon models with Wk 6+, (0) push effects, or *From the Shadows* aren't uncommon throughout the factions, so it would be wise to hire a couple of them to scout out and grab some at the outer lines. For defense, try to have a couple of guarders, tough models that will engage the opposing models so they can't claim the marker back. As always, be wary of movement effects as well.

At the end of each turn after the first, players check each table square quadrant (regardless of deployment type). Ignore models that straddle quadrants, models within 6" of the table center, and peons. If you have the most of such models in that quadrant, y   ou control the quadrant. If you control 2 or more quadrants, gain a VP. This allows each player to gain a strategy point in the same turn, so think of denial as well.

Straight from deployment, it is possible to have models in 2-3 of the quadrants from the start, so be mindful of how your opponent has set up if you are able to get second placement. Models with the ability *From the Shadows* and movement effects are also very helpful. It's often better to go off on the flanks of the board, since models in the center don't score.

There are a few different tactics to take with this one, and it's often difficult to capitalize on all of them. Cheap models are good for sheer numbers. Fast models are good for contesting corners of your choice. Durable models are good for maintaining any ground you've gained. As always, if you can kill your opponents' models, they have fewer numbers to contest. Choose whether you wish to focus on numbers, speed, or durability when choosing your crew. Non-peon summoners have a strong edge for this strategy.

For achieving, there are too many different archetypes to list. For denying, try to beat the opponent's numbers through blast or pulse damage, beat the speed models (with fast models yourself, or your master), and beat the durable models with attacks that ignore Armor/Hard to Wound/Hard to Kill. Make note of which your opponents' strengths and seek to counter them.

The only Strategy, that cannot reward both parties with Victory points in the same turn. Therefore it takes more energy to accomplish as you have to place claim markers and discard the opponent ones at the same time to get this done. On the other hand every point you get out of this strategy is one step on your way to victory.

Stake a Claim doesn't come up often, since there are only two jokers in the deck. However, it's good to know the tactics for those special times when it does. Any non-peon model may (2) Interact to discard all Claim Markers within 6" of itself and then place a claim marker in base contact with itself. This one is interesting, since neither player actually owns claim markers. At the end of every turn after the first, player's gain a VP if there are more Claim markers on the opponent's half of the board than their own.

The easiest way to get this Strategy done is by utilizing models that either have extra movement abilities, push your own models or allow them actions (like obey etc.). Perfect models for this would be models with Leap (Silurids, Necropunks) or Nimble. If you don’t have access to those, cheap Minions with a high wk will do the Trick as using their AP is less expensive resource wise.

Obviously, this means that you will have to go to your opponent's side to place the markers. *Nimble, Fast,* and (0) push effects (such as Leap) are especially potent in this one, since they allow the placement of a model with 2 AP remaining to grab superiority. Strangely, most other push effects are designed to push toward the originating model (such as lure), and can be counter to the goal of this strategy unless you can get the pushing model on the other side of the table. Exceptions are the Captain's Lure, and other pushes that can go in any direction. As always, Chatty abilities shut down the interact action, and are something to keep in mind during crew selection.

If you can get claim markers at least 6" away from the center line, then any attempt to remove them will still place a single marker, making it impossible to get rid of all of them. The counter is to do the same to your opponent's half of the table. Markers near the middle are easier to get rid of by a model standing just over the center line.

Don’t forget: Claim Markers are NOT scheme markers! They may therefore not be discarded by abilities that discard scheme markers or dropped with abilities like Finish the Job.

# Gaining Grounds Strategies

Wyrd's Gaining Grounds document provides a completely new set of 5 Strategies. While they are specifically intended for use at tournaments, they are popular in one-off g
mes of Malifaux as well.

## Extraction (R)

As with several of the Gaining Grounds Strategies, this is a variation of one of the standard core Strategies with one seemingly-simple twist. In the case of Extraction, it's exactly like Turf War...except that after points are scored each turn (starting turn 2), the player with the most non-Peon models within 6" of the marker can place it within 3" of its current location (but not into base contact with terrain or a model). This means that, if you're winning, you can move the objective towards where you have the most strength...or towards where you want your models to be next turn. In practice, the marker's movement doesn't make a huge difference in most games, so your crew selection process should be very close to what you'd do for Turf War, above.

## Guard the Stash (C)

Guard the Stash places two 50mm Stash markers (Ht5, blocking, impassable, hard cover) on the Centerline, 5" from the center of the board in each direction. At the end of each turn after the first, a crew scores 1 VP if it has at least one non-Peon model within 2" of each marker. This wants a somewhat similar crew to Turf War or Extraction, but the presence of the Stash markers themselves means that models with Incorporeal or Flying have advantages in terms of maneuverability. Also, since players need at least one model in each of two places rather than at least two models in one place as in Turf War, there are two areas that need to be reinforced; a single model in either location can be killed or displaced to ruin an opponent's scoring opportunity.

## Headhunter (T)

One of the more unique strategies, Headhunter combines the "killiness" of Reckoning with the "interactiness" of Squatter's Rights or Turf War. Whenever a model kills or sacrifices a non-Peon enemy model, it places a Head marker within 3" of the deceased, not in base contact with a model. A model in base contact with a Head marker may spend a (1) Interact action to pick it up, and picking up one or more Head markers on a turn (except Turn 1) earns your Crew 1 VP. You can pick up friendly or enemy Heads and they score the same, so ranged attacks may just be giving your enemy points if they have another model near the target. From an offensive standpoint, models with Don't Mind Me are extremely useful for picking up a Head in the middle of a packed scrum; Lures are also great for bringing opponents to your crew for easy killing and Head retrieval. (Performers are thus quite useful for any Crew in this Strategy.) Pushes, Places, and Obeys are also great ways to ensure you get the Heads you need to score. From a defensive standpoint, Chatty models can keep enemies from picking up Heads.

**Models To Consider: (Arc)** Performer; **(Grem)** Fingers; **(Guild)** Guild Austringer, Master Queeg, Nino Ortega; **(Never)** Beckoner, Doppleganger, Mr. Tannen, Scion of Black Blood; **(Out)** Big Jake, Hodgepodge Emissary (Pretty Floral Bonnet FTW!), Rat Catcher; **(Res)**Mortimer, Philip and the Nanny **(10T)** Mr. Tannen, Sensei Yu

## Interference (M)

This Strategy is exactly like Reconnoiter, except that models which are engaged *do not count* when determining who controls quarters. This makes a surprisingly large difference, and puts a premium on models with large engagement ranges (particularly when combined with large bases). Such models, especially when pushed via end-of-turn movement shenanigans, can engage multiple enemy models and sharply swing the balance of control.

**Models To Consider: (Arc)** Cojo, The Captain, Howard Langston; **(Grem)** Lucky Emissary, McTavish; **(Guild)** Brutal Emissary, Guardian; **(Never)** Bad Juju, Hooded Rider, Lilitu, Nekima; **(Out)** Desolation Engine, Hannah, Nothing Beast; **(Res)** Dead Rider, Izamu, Jaakuna Ubume, Valedictorian; **(10T)** Izamu, Jorogumo, Ototo, Yamaziko

## Collect the Bounty (Either Joker)

Whenever a model is reduced to 0 Wounds by a non-Peon enemy, the team that killed it gains 0-4 Bounty Points depending on the victim's Station. Each turn after the first, the Crew with the most Bounty Points earns one VP; if the opponent has no models in play, that will also earn you one VP (but no more than one per turn). Bounty Points reset at the end of each Turn (including the first, so first-turn kills earn no points). The particular terms of scoring Bounty Points (which have changed in the 2016 Gaining Grounds document) have a few implications worth noting:

* Burning, Poison, and the like will not generate Bounty Points, since they don't give the opposing crew credit for the kill (absent the Firestarter or other rare situations).
* Assassination, Decapitate, Swallow You Whole, and other "instant-kill" techniques don't generate BP, since they don't reduce the target to 0 Wounds (though the attack that triggers them may do that along the way, which would count).
* Models which bury themselves instead of dying (e.g., Hungering Darkness, Bête Noire) *do* generate BP when they "die," since the reduction to 0 Wounds happens first.

In general, this Strategy rewards models which "punch above their weight class" - Minions who can take out (or outlast) Enforcers, Enforcers who can beat Henchmen, etc.

# Schemes

Schemes are different to strategies in that a pool of 5 schemes is generated after the strategy has been determined. Each player then chooses 2 of those schemes. This often means that both players are pursuing different minor objectives and can more freely choose schemes that suit their preferred style of play, favorite models, align with the strategy generated. As there is choice this is the area that can vary most form game to game and player to player, there is a total of 6 VP available from schemes (up to 3 VP from each scheme). Schemes can either be unannounced (kept secret) or announced and some even are announced mid game,each scheme specifies how this is to be handled and often whether you announce or not or at what time in the game you reveal for those applicable affects to amount of VP available from each scheme.

You will see some schemes more often than others due to how they are generated and distributed, based on this you can sometimes make an educated guess on what schemes your opponent may choose from the pool and plan accordingly even if some schemes haven't been announced, not all schemes are created equally some require more finesse or skill to complete but often catch others unaware so can give great reward. Some factions or masters tend to gravitate towards certain schemes as well and that is where the individual wiki entries help out.

Schemes ca be divided into four types:
Killing Schemes (KS)- Schemes where a certain model has to die
Marker Schemes (MS)- Models have to place scheme markers in certain areas of the board
Interact Schemes (IS)- Interacting directly with models, protecting models, and other such objectives
Passive Schemes (PS)- Schemes that require models to be in a certain location
Schemes marked with an asterisk(\*) offer a benefit if they are revealed at the beginning of the game.

## \*A Line in the Sand (always available)(MS)

Since this one is always available, it's worth keeping in mind no matter what your crew compliment. However, it can be difficult to pull off, as it requires rather fast non-peon models and the ability to defend your scheme markers. It also has the difficulty of being an all-or-nothing scheme, you either get 2 VP (for 4 markers) or 0 (<4). A reveal gives you a(n) (extra) point if you complete at least a partial amount of the scheme (2 markers). The all-or-nothing effect makes it easy to counter with a (1) interact action from the opponent. Keep in mind that the standard (1) interact action to place puts a marker at least 4" away from any other friendly marker, which means that there's limited room for insurance markers without marker manipulation.

To that end, scheme manipulation is generally the way to increase the odds of achieving the scheme. Anything with *Finish the Job* or similar effects can place scheme markers a little closer than 4" apart. Models that interact with scheme markers (Molemen) or move after interacting (Crooligans) are very useful. Models that can interact while engaged (Performer) are useful as well. Be mindful of models with *Chatty* (Mortimer, Phillip and the Nurse), the ability to discard scheme markers (Cojo), or a larger Ml range, such as models with Relic Hammer (Taelor, Johan, the Captain) or the Waldgeists. Also note that flank or corner deployment gives a center line of the diagonal of the board instead of the orthogonal, so there's more room for placement.

Works well with: Protect Territory, Plant Explosives

## Distract (available on doubles)(IS)

All non-peon models may (1) interact when within 1" of an enemy non-peon model to give them the distracted condition. A distracted model may (2) interact to remove the condition, and no other action may remove it. The scheming player earns a VP for each turn where there are 2+ distracted enemy models. The (1) interact is one of the few times a model may interact while engaged. The (2) removal action cannot be taken while engaged.

This one is often compared to Cursed Object (though this one will appear more often due to the potential for doubles on the face value or the suit). It differs in that the scheming player needs 2 distracted models, but the condition does not go away when you score. Thus, the same models can provide the distracted points every turn if they continue to be so. A distract "troop" would probably consist of 2 cheap distracters and a damage soak model, and maybe a healer of some kind. The two run into a cluster of 2-3 models (preferably ones that are more support than damage) and simply stay there distracting them the rest of the game. Now, that's not always how it happens, which is why it's often good to have insurance distraction as well. The first turn of the reveal, it's also good to target models that have already activated if possible. Keep an eye out for models that ignore conditions, such as Ashes and Dust.

To deny the points, you want push effects from other models to get the distracted model out of melee and maintain 2 AP for the removal. Do not look toward simple condition removal, as only the (2) action can remove it. Or you can slaughter either the engaging enemy so the affected models can (2) remove (or likewise, you can kill your friendly distracted model to deny the scheme).

## Bodyguard (R)(PS)

The scheming player notes a henchman or enforcer non-leader model in his or her crew that it wants to survive to the end of the game. The scheme can be revealed at any time, and starting Turn 4, each turn if the model is in play at least 8" from your deployment zone, gain a VP. You gain an additional VP if they have half of their wounds remaining at the end of the game. That means that there is no reason to reveal the scheme until the end of Turn 4, but be wary of the focus fire for Turn 5. Obviously it is better to place it on a tougher model with Hard to Wound/Kill, Armor, or Regeneration.

Unless you seek out and kill all of the opposing Henchmen/Enforcers before Turn 4, it's tough to avoid the scheming player getting at least one. Be mindful when this one is in play, and be ready to attack Turn 5 should there be a reveal. If nothing else, get the model down below half wounds. Decapitate and other auto-kill triggers can be helpful in this circumstance as well, since at that point of the game the opponent should be running out of soulstones, and would have to drop cards if they have enough. Also remember that buried models do not count as "in play" so the Death Marshal's *Pine Box* and other burying tools can deny your opponent the points.

## Assassinate (C)(KS)

This one's a simple "kill the opponents' leader" scheme. When choosing crews, if this one is available it's good to think about the durability of your master and try to choose one that's hardier if you have access to one of the declared faction. If not, keep a bodyguard or two around them to be sure. When scheming Assassinate, it can be difficult to keep your intentions hidden, since most masters need coordinated attacks to bring them down due to SS use and Df/Wp triggers. Note which they are deficient in (if either) and attack that stat with damage if you have access to it. Also remember that there is no benefit to the reveal until the master is killed.

Surprise enforcers such as Killjoy or Bete Noir are valid tactics for this scheme, as are condition-based damaging effects, such as Poison and Burning. You don't have to kill them; they just have to be killed. Conditions that give negative resist flips or penalties to a stat are gold for this scheme.

## \*Protect Territory (T)(MS)

Protect Territory is another scheme marker-based objective. At game end, you receive a VP for each scheme marker at least 6" from your deployment zone guarded by as many or more of your non-peon models than your opponent within 2". You need at least one guard. The wording takes a bit to get used to, but basically you need to guard your scheme markers and keep your opponents away. A reveal at the beginning of the game benefits you if you don't think you'll get all three that you need. It gives +1 VP if you have at least 2.

Most models are able to place the scheme markers easily enough in the 1st/2nd turn. The tricky part is keeping your opponent's models away at the end of the game. Models that push back or lure are excellent for this. Insurance markers are gained through fast models and models with scheme-marker placing abilities.

For denial, try to gain dominance at the end of the game around the scheme markers, or simply remove them with abilities. Chatty probably won't be as effective as many schemes, since the markers are easy to place early in the game. If you can lure their scheme marker guards away, no points will be gained.

## \*Breakthrough (M)(MS)

This one gives a point for each scheme marker within 6" of your opponent's Deployment Zone. Like Protect Territory, if you reveal at the beginning of the game, 2 markers gains you the full 3 points. To achieve this scheme, the easiest way is with models that have *From the Shadows* or very fast models that can skirt by the enemy lines late-game. Models that can push themselves out of combat are useful, as is unburying and summoning behind the enemy formation.

## Cursed Object (1)(IS)

A model can take a (1) Interact action to give an enemy model within 1" a Cursed Object. At the end of each turn, you may remove a Cursed Object from an opposing model to gain a VP. A model with a Cursed Object has the ability to take a (1) interact to attempt to remove it with a Wk->12 Duel. Similar to Distract, this one requires you acting on an opposing model, and them acting on their activation. It's worth keeping in mind that the scheming player can take the interact action while engaged, but the other player cannot. Most models have Wk of 4-6, so they'd have to flip or cheat a 6-8 to remove the condition, which is not difficult, but it may force them to cheat. Stay engaged with the target model to prevent them from having the ability to remove it at all and ensure the point.
Works well with:

## \*Outflank (2)(PS)

Outflank is accomplished by having an unengaged within 3" of where the Centerline meets the board edge or corner at the end of the game. A second VP is gained by having a second model near the other side of the board. The final VP is possible if you reveal the Scheme before the game begins and have a model at either end of the Centerline.
Works well with:

## \*Plant Evidence (3)(MS)

Score one VP for each piece of terrain with one of your Scheme Markers in base contact with it, as long as the Marker is on your opponent's half of the board. Revealing this Scheme nets another VP if you score at least two VP from the Markers.
Works well with:

## \*Entourage (4)(PS)

Get a Master or Henchman of your choice into the opponent's half of the board for one VP, or into their Deployment Zone for two VP. Revealing this Scheme gives a bonus VP if you score any VP from it.
Works well with:

## Vendetta (5)(KS)

Pick one of your models that isn't your leader or a Peon, and costs at least 1 Soul Stone, and an enemy model of equal or greater cost. If your chosen model's first attack is against the noted enemy, you score one VP, and if the enemy is not in play at the end of the game, you score a second VP. If your chosen model dealt the killing blow, score a third VP.
Works well with:

## Plant Explosives (6)(MS)

Score 1 VP for each enemy within 3" of your scheme markers, then remove any of your Scheme Markers within 3" of an enemy.
Works well with:

## Make them Suffer (7)(KS)

Kill the enemy Minions or Peons to get a VP each turn, but make sure your Master or Henchmen did the deed or it won't count! If there aren't any Minions or Peons left in your opponent's Crew, you get a VP at the end of the turn as well.
Works well with:

## \*Deliver a Message (8)(IS)

You gain your VP for this scheme by performing a (2) Interact action with the enemy leader. This scheme is tricky as most models only have 2 AP to play with so your first priority is look at how you can get the enemy leader to you without the model you want to perform the interact spending any AP (Rotten Belles with lure other models such as Oiran, Beckoners, Performers are all great inclusions). The other types of models that you want to look at are those that have extra AP to work with such as your master who has 3AP or models that have Fast (Tara can hand out a lot of this in game), reckless (Bayou Gremlins), Bishop with swift and models with Nimble such as Yamiziko and Howard Langston, there is also Leap that is on models such the Silurid, Necropunk and Sabertooth Cerebus to name a few where they get to move up to their charge distance ignoring obstructions and still have 2AP to spare. Although this scheme can be difficult to achieve, with correct planning when you build your crew any faction or master has the tools available to them to complete this scheme
Works well with: Frame for Murder, Vendetta

## Take Prisoner (9)(PS)

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Works well with:

## Spring the Trap (10)(MS)

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Works well with:

## Murder Protege (11)(KS)

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Works well with:

## Frame for Murder (12)(KS)

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Works well with:

## Power Ritual (13)(MS)

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Works well with:

# GAINING GROUNDS 2017 Schemes

A number of the the Gaining Ground Schemes are similar to the rulebook Schemes, but with a few key differences. One common change that all the GG Schemes share is that none of them can be revealed for a bonus, all of the Schemes are kept secret until the Scheme specifies.

## Claim Jump (Always)(MS)

Though a similar Scheme to Line In The Sand in scoring off of Scheme Markers near the Centerline, Claim Jump has some significant differences. First, the Scheme scores at the end of each turn after the first, instead of scoring at the end of the game. Second, the Scheme Markers have some further restrictions on where they can be in order to score, you need at least two Scheme Markers within 2" of the Centerline, but they can't be within 2" of an enemy model or within 4" of another friendly Scheme Marker. Finally, if you scored a VP from this Scheme at the end of the turn, ALL of your Scheme Markers within 2" of the Centerline are removed. Be wary of taking this Scheme if you plan on dropping other Markers that you want to keep from turn to turn, since they might just vanish at the end of the turn.

## Eliminate The Leadership (Doubles)(KS)

Very similar to Assassinate, your goal is to kill the enemy Leader. However the scoring is broken into a couple chunks, instead of an all or nothing like the rulebook Scheme. Points are earned by reducing the enemy Leader below half their Wounds, killing or sacrificing the Leader (or reducing them to 0 Wounds), and having the enemy Leader out of play at the end of the game. How quickly you kill the Leader doesn't matter, and you at least get a consolation point if you can't quite remove that last wound for whatever reason.

## Accusation! (M)(IS)

Once again, a similar Scheme to one in the rulebook, namely Distract, but with some key differences. You cannot target a model that has already activated this turn to give the Accused Condition, and the Condition is removed with its own Tactical Action, (1) Hold It!, which is not an Interact Action, and won't benefit from Don't Mind Me or other Abilities or Actions that allow Interacts while engaged. Removing Accused is only a (1) at least, instead of the (2) Interact of Distract. Finally, instead of needing two Distracted enemies to score, you only need one Accused enemy, but the Condition must be ended to get the point, so you have to keep Accusing models each turn.

## Dig Their Graves (C)(IS)(MS)

A new Scheme that doesn't have a parallel in the rulebook set, this one is a hybrid of a killing and marker scheme. Once per turn you score a point for killing an enemy model that is within 4" of one of your Scheme Markers, then a Scheme Marker within 4" of the slain model is removed. Abilities, Actions, or Conditions that allow you to place Scheme markers while engaged will help, but aren't a must have since there's a good bit of distance allowed between the Marker and the killed enemy. If your opponent is going for this one, remember that an enemy model needs to do the killing blow, so sacrificing or killing a vulnerable model before your opponent can might not be a bad idea.

## Leave Your Mark (T)(MS)

At the end of the turn, remove one of your Scheme Markers on the opponent's half of the board that isn't within 6" of the Centerline or 4" of an enemy non-Peon model to score a point.

## Frame For Murder (R)(KS)

Effectively unchanged from the rulebook version, though you'll probably see it more often since it's available on a Ram instead of a 12.

## Covert Breakthrough (1)(MS)

Barely changed from the rulebook Scheme, the only difference is that there's no bonus point for revealing the Scheme at the beginning of the game, since none of the 2017 Schemes allow revealing.

## Undercover Entourage (2)(PS)

Mostly unchanged from Entourage, the only difference is how to get the third point. Instead of revealing the Scheme at the start of the game, you score the last point possible by having the chosen model on the opponent's half of the table with at least half of the model's Wounds left.

## Show of Force (3)(PS)

An interesting Scheme that has a big influence on Crew composition. To score, you count the number of face-up Upgrades that cost at least 1 Soul Stone you have attached to models within 6" of the Center of the board. Upgrades that are attached to a Master or started the game attached to a Master do not count to this total. If you have at least one qualifying Upgrade and at least as many qualifying Upgrades as your opponent at the end of the turn, you get a point.

## Hunting Party (4)(KS)

It's Make Them Suffer, with the twist that your Master's kills don't count, but your Enforcers' kills do.

## Hidden Trap (5)(MS)

Almost identical to Plant Explosives, this Scheme instead scores at the end of the game, instead of at the end of a turn you choose.

## Recover Evidence (6)(MS)

Another new Scheme that isn't a version of one in the rulebook. At the beginning of any turn, you can reveal it to put one Evidence Marker in base contact with each of five enemy models chosen by your opponent. Your models can then take a (1) Interact Action to remove an Evidence Marker in base contact. Timing this one is an interesting choice. Reveal this Scheme early and the Markers will likely be grouped together, but rather far away. Wait and the markers might be closer, but they'll probably be more spread out. Keep in mind that you can score multiple points in a turn with this Scheme, and you only need three out of the five Markers to get full points.

## Set Up (7)(MS)

A simplified version of Spring The Trap, Set Up scores 1 VP for each Scheme Marker within 4" of an enemy Master, Henchman, or Enforcer model that you chose at the beginning of the game. The number of models either Crew has left in play have no bearing on this Scheme, unlike Spring The Trap.

## Search the Ruins (8)(MS)

Score 2 VP at the end of the game if you have at least three Scheme Markers within 6" of the Center of the board. You get a bonus point if at least two of those Scheme Markers are on the opponent's half of the table. Be careful, because Scheme Markers within 2" of each other don't count for scoring. Also watch out if you took Claim Jump, since that Scheme removes Markers near the Centerline and might make a marker you needed vanish.

## Mark for Death (9)(IS)(KS)

Another killing Scheme with an Interact twist. Non-peon models can take a (1) Interact Action with non-peon enemies they are engaged with to give the enemy the Marked Condition. You then score 1 VP every time a Marked model dies or leaves play. There's no limit on how many VP you can score in a turn, other than the maximum 3 VP per Scheme, and your models don't need to be the killer in order to score. Obeying an enemy model to kill a Marked enemy is valid, and Burying is also a way to score. Bring a Death Marshal, Mark an enemy and Pine Box them for a point, then let them back out and repeat.

## Tail 'Em (10)(IS)

All of your Minions can take a (1) Interact Action targeting an enemy Master or Henchman within 6" and LoS to give the enemy model the Spotted Condition. Spotted models lose Spotted if they end their activation out of LoS of all enemies. Removing the Spotted Condition from one enemy model at the end of the turn will score you a point. If your opponent is going for this one, burying the Spotted model does remove it from LoS, so if you can do so it might just help deny the points.

## Inspection (11)(PS)

Similar to Outflank, you want models near the edges or corners of the table, depending on the Deployment Zones. The differences are that you need the model within 4" instead of 3", you must have one on each end of the Centerline in order to score at the end of the turn instead of the end of the game, and engaged models still count towards scoring.

## A Quick Murder (12)(KS)

Pretty much Murder Protegé, but instead of revealing the Scheme for a bonus point, you get an extra point if the targeted enemy dies on or before Turn 3. If this is in the pool, be wary of selecting expensive models that might sacrifice themselves, as the points are awarded if the target dies in any way.

## Last Stand (13)(PS)

Another Scheme that will adjust your Crew selection if you take it. You get a point for having at least three Henchman and/or Enforcer models completely outside of your Deployment Zone, and you need to have fewer models in play than your opponent. Keep in mind that you need to reveal this Scheme the turn before you can begin scoring, so reveal it early or make sure that your Henchmen and Enforcers will last through the next to turn to start scoring.