(Part of my Modular Objectives series. Prototype Pattern Groups includes the latest version of these rules.)

Negotiations have broken down. Subdue the opposing force before they cause irreparable damage.
Quell models situations when the PCs attempt to outright subdue an opposing force through a combination of violence and coercion. It may be used in place of a standard combat, or “deathmatch.”
Objective
The PCs score 1 point for each instance of structure damage suffered by hostile NPCs (including destruction). Grunts only provide 1 point for every 4 Grunts destroyed. Conversely, the PCs lose 2 points each time a PC mech receives structure damage. As usual, the total points of Structure in the opposing force scales with the sitrep’s duration.
Victory Conditions
- Total Victory: Gain points greater than or equal to half the total Structure in the entire opposing force (both initial deployment and Reinforcements), or destroy the entire opposing force. Any remaining NPCs Retreat, their morale broken.
- Partial Victory: Retreat while having at least 1 point per PC.
- Defeat: Retreat while having less than 1 point per PC.
Modifications
Vanquish
Remove the scoring rules. One of the hostile NPCs has the Ultra template. The PCs achieve Victory once they defeat this NPC.
This is always a Short objective; it may be combined with another objective to lower a special defense of the Ultra NPC (e.g., the Ultra is protected by a shield powered by batteries that can be disabled via Blitz). Alternatively, defeating this opponent may lead to a secondary objective (such as Transport for capturing the target, or Fortify to drive off rescuers).
Purge
Remove the scoring rules. Mark a number of NPCs in the initial deployment with total structure equal to the PC count. Change the victory conditions to the following:
- Total Victory: Destroy all marked NPCs.
- Partial Victory: Retreat after destroying at least one of the marked NPCs.
- Defeat: Retreat without destroying any of the marked NPCs.
