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Special Missions: Designed to be played with dedicated lists after deciding on mission and
role(attacker or defender). Roll off to decide who is the attacker or defender.
Mission 1: Strongpoint attack!
Attacker uses 1500pts.
defender uses 1000 points.
Defender goes first.
Deployment: defender deploys up to 24 inches from the center of defender's board edge and up 24" out.(top aligned box 24inches by 24 inches) Attacker deploys within 6 inches of opposite long board edge and 6 inches from either short board edge.
Victory conditions:
Victory is decided on how long it takes the attacker to
wipe out the defender.
Turn 1 = Crushing victory for the attacker
Turn 2 = Solid victory
Turn 3 = Minor Victory
Turn 4 = Minor Loss
Turn 5 = Major Loss
Turn 6+ = Crushing victory for the defender!
Campaign Notes: If the defender lasts til 5th turn, he uses the same points as the attacker for the rest of the campaign!
Mission 2: Death by Moonlight
Attacker uses 2200pts
Defender uses 1850pts
Special Rule: nightfight whole game
Deployment: defender deploys within 6" of the lengthwise center-line of the board.
Attacker goes first and moves on first turn from 1 long board edge.
Special Rules:
Teleport jammers: prevent deep strike into enemy territory(into deployment zone and beyond).
They may deepstrike into the area just outside enemy territory, however. Scattering into enemy deployment zone will cause a deepstrike mishap.
Sensor arrays: Infiltrators start on the board within 6 inches of the attackers board edge.
They may perform a scout move instead of infiltrating normally.
Victory conditions: Attacker's mission is to get as many scoring units past the enemy's deployment zone as possible.
0 = Crushing victory for the defender
1 = Solid victory for the defender
2 = Minor Victory for the defender
3 = Tie game(No Campaign Bonus for either side!)
4 = Minor Loss for the defender(Minor Win for the attacker)
5 = Major Loss for the defender(Major Win for the attacker)
6+ = Crushing victory for the attacker!
Note: attacker has more points, but many of these will need to be troops to secure victory.
They will also need to run/ride for most of the game to get so far into the backfield.
Campaign Notes: Winner gets(STR 9 AP 3 10"Ordnance) to be used at anytime during the final battle
Mission 3: Two Camps:
Equal points: 1500 points per side
Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.
Deployment: each player deploys in a 12" inch circle centered 18 inches from their selected short board edge.
Units that do not fit go in reserve.
Non deep-striking reserves roll on this chart turn 1 and come on as follows:
1 or 2 - failed reserve roll(reroll turn 4+)
3- owning players board edge
4- board edge to the left of the owning players board edge
5- board edge to the right of the owning players board edge
6- board edge opposite of the owning players board edge
Victory conditions: (Old school victory points) i.e whatever points you paid for a unit is scored by the enemy upon complete destruction/broken at end of the game.
Half points for wounded characters/monstrous creatures, immobilized vehicles and units at less than 50% starting strength.
Campaign Note: Winner gets a free extra Warlord trait rolled on the Strategic Traits during the Final Battle.
Mission 4: Strategic Option 2000 points per side
Deployment:Table quarters( like 5th ed) but 18" Radius no mans land
Players roll off for deployment zones and deploys/goes first. Seize the initiative rule is in play.
Victory Conditions: d3+2 Strategic Objectives
each objective that has a scoring unit within 3 "inches is worth 1 point first turn;
2 points second turn, and so on. Points are cumulative throughout the game.
First objective is placed in the middle and is a Relic(and can be moved using the same rules).
Campaign Note: The victor of this mission may give 1 unit the infiltrate USR in The Last Stand
Mission 5: Cut the Head off the Snake!
2500 points for both sides which must bring a special character as their Warlord
Deployment: defender deploys within 18 inches of the center of the board. The attacker moves on during the first turn from the board edge of his choice (Short or Long). Reserves from both sides come on from a random board edge.
Non deep-striking reserves roll on this chart:
1 or 2 - failed reserve roll(reroll turn 4+)
3- owning players board edge
4- board edge to the left of the owning players board edge
5- board edge to the right of the owning players board edge
6- board edge opposite of the owning players board edge
Victory Conditions: Each side must eliminate the Special Character Warlord HQ on the other side.
If both/neither is destroyed, then calculate kill points with the following modifications:
Each HQ unit is worth 3 KP
Each Elite, FA and HS unit is worth 2 KP
Each Troop unit is worth 1 KP.
Campaign Note: Special characters must be used during "Cut the Head off the Snake" mission and may only be used in subsequent mission if he/she does not die in that mission and so on(i.e. if he dies during this mission, he cannot be used during the rest of the campaign.)
Mission 6: Breakout!
3000 points for the attacker
2500 for the defender
Deployment: Defender deploys his forces within 12 inches of the width-wise center of the board. The attacker deploys half his
starting units within 12 inches of one short board edge and the other half within 12 inches of the other short board edge.
The Relic starts in the center of the board. First objective goes in the middle as usual.
Seize the initiative rule is in play.
Players roll off to determine who will deploy objectives first. use d3+3 Objectives which start 12 inches from
any board edge and other objectives and will then be scattered 2d6.
Each objective can be moved as if it were the Relic with the same rules
Victory Conditions: Each objective is worth 5 victory points at the end of the game
Killing each HQ unit is worth 3 victory points
Killing each Elite, FA and HS unit is worth 2 victory points
Killing each Troop unit is worth 1 victory point
Salvage Bonus: +1 victory point for each scoring unit within 3" of a Wrecked(not destroyed) vehicle
at the end of the game.
Campaign Note: Whoever wins this mission may replace one previously destroyed elite unit destroyed during the Last Stand with an exact duplicate on their next turn.
Mission 7: Last Stand
The defender uses 3500 and bunkers, fortifications and obstacles
The attacker uses 4000 points.
Deployment:The defender deploys anywhere on the board.
The attacker moves on to the board first turn from any board edge of his choice.
Non deep-striking reserves roll on this chart:
Roll on this chart to determine if and what side reserves come from:
1 or 2 - failed reserve roll(reroll turn 4+)
3- owning players board edge
4- board edge to the left of the owning players board edge
5- board edge to the right of the owning players board edge
6- board edge opposite of the owning players board edge
Infiltrators may re-roll the dice on deciding which board edge to come in on.
Victory Conditions: Last Man Standing...no random game end. Just go till one side has no models left!
Campaign note: This is it! Whoever loses this one buys drinks!(soda or gatorade or... whatever)
Bonus Missions:Rescue/Kidnap
Defender must move the hostage off the board by the end of the game. The attacker must capture the hostage before the end of the game.
Deployment: Hostage start in the middle of the board with the defender which sets up within 18 inches of the hostage. Hostage is considered an independent character and may join one unit of your choice. Attacker moves onto the board first turn, but may deploy from any board edge. Infiltrators may be deployed as normal . Defender goes first.
Reserves arrive from whatever board edge the owning player desires(probably the one closest to the hostage)Objective is to move the Hostage off a board edge. If the unit that the Hostage "joins" is destroyed, then the hostage flees 2d6 away from the defender's closest unit at the beginning of the defender's turn. The hostage may not be killed by any means.
Wagontrain Ambush
Attacker uses 1500 points
Defender uses 2000 points
Terrain: deploy cityfight terrain around a single road as densely as possible
Defender's Objective: Get as many occupied transports off the end of the board as possible.
0-1 Transports = Crushing victory for the attacker
2 = Solid victory for the attacker
3 = Minor Victory for the attacker
4 = Minor Loss for the defender
5 = Major Loss for the defender
6+ = Crushing victory for the defender!
Defender deploys transports within 3 inches of the next transport making a line as long as possible
from the beginning of the road to down the end.
Attacker deploys after the defender out of line of sight, but with no minimum distance. Attacker takes first turn
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