﻿GOLLOPS STAR / TEST BOARD AND SCENARIOS
This original board is a combat test, not the Mission1 map.
Coordinates use letters A-L and rows1-10. Each character is one square.

     A B C D E F G H I J K L
  1  # # # # # # # # # # # #
  2  # . . . . # . . . . . #
  3  # . . . . # . . S . . #
  4  # . . . . D . . . . . #
  5  # . . . . # . . H . . #
  6  # . . . . # . . . . . #
  7  # . . . . D . . F . . #
  8  # . . . . # . . . . . #
  9  # . . . . # . . . . . #
 10  # # # # # # # # # # # #

# solid wall: blocks movement and sight.
. floor: enterable.
D door: initially closed; open/close whole single-square door for1 AP.
S/H/F: enterable test positions granting soft/hard/full cover respectively
from ALL directions while standing on that square. These are deliberately
simple test symbols. They are not solid terrain. No adjacent-square cover
benefit in this test; do not infer cover from neighbouring letters.
Door squares are enterable only while open. Figures occupy one square;
other conscious figures block movement and sight. Diagonal movement prohibited.
Trace sight centre-to-centre on your drawn grid. Wall-corner contact blocks.
All starting soldiers face east; aliens have no facing limits.

SCENARIO A / CLEAR THE TEST CHAMBER
Use Recruit skills only; XP0. Deploy Reyes C3, Chen D4, Voss C6,
Okafor B8, Park D8. Workers: contact1 J3, contact2 I6.
Warrior: contact3 J8. All aliens are active, not dormant, even while hidden.
Use the cards' full HP, armour and weapons; Park carries two medkits.
Play normal rounds; no pressure increases, spawns or mission events.
Victory: kill all three aliens by end of round6 with at least one conscious
soldier. Otherwise lose. The clear-chamber objective awards every soldier1 XP.
Kill XP is awarded normally. This encounter has no log objective.
Record difficulty rather than assuming these numbers are balanced.
For enemy decisions use full turn rules section10; contact order1,2,3.

SCENARIO B / CONTROLLED FIRING TEST
This is a measurement exercise; enemies do not activate or move.
Open both doors. Remove all other figures so they do not block sight.
Place one soldier at H4 facing east and one worker at J4 (exposed), I3
(soft), I5 (hard), or I7 (full). Test each target position separately.
Use only one target at a time, at full HP before every attack.
For each weapon/cover combination resolve10 full attacks; record shots,
hits, deflections, damage and target kills. Continue recording all shots
for hit-rate measurement, but never count overkill as HP actually removed.
Keep both potential damage and actual HP removed in separate columns.
Test normal equipped soldiers: Reyes/pistol, Chen/shotgun, Voss/MG,
Okafor/sniper and Park/pistol. Voss uses free brace. First test others
without brace, then repeat with brace and include its1 AP setup cost.
For shotgun point blank, place Chen at J3 with a worker at I3, then
J5 with a worker at I5, and J7 with a worker at I7. In each case they
share an edge; face west. This keeps the target's cover unchanged.
Also test exposed adjacency: Chen K4, worker J4, Chen facing west.
The shotgun exception in the equipment sheet permits these attacks.
Reset position/HP between trials; no XP or rank changes in this exercise.
Ten attacks give rough observations, not a reliable estimate of rare
Blind Luck rates. Compare results with exact probabilities when reviewing.

SCENARIO C / UNLOCK TIMING
Repeat Scenario A but start everyone at3 XP, with Recruit skills only.
This is an explicit test-only XP override, not normal mission progression.
When a soldier reaches4 XP, place a pending marker. Their Trooper skill
becomes available at next round start, without AP refresh beyond the usual.
Test Veteran and Specialist skills in separate runs starting at10 or18 XP
with appropriate skills already active. Do not mix those results with
Recruit balance results.

EXPECTED RULE CHECKS
Voss free brace plus two MG attacks uses4 AP and fires6 shots.
Voss move1 + free brace + overwatch setup1 + reserve2 uses4 AP.
Chen adjacent shotgun attack costs2 AP, not2 per accuracy die.
Reyes Quick Step is one additional free square, not+1 AP.
A worker next to a soldier can spend4 AP on four melee attacks;
record whether that is too lethal. Each attack needs its own hit/damage rolls.
Rank unlocks never change an attack already being resolved.
No measuring ranges; only shotgun orthogonal adjacency matters.
