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Frank Magaw Jr.

(order #2678809)
Urban War: Missions Vol I
25 Scenarios for Urban War: Strike Team Actions

Credits Contents
Writing & Layout: Scenario Special Rules 02
Ian Fergus Capturing Models 02
Hidden Deployment 02
Sentries 02
Editing:
John Grant
John Robertson Multiplayer Games 03

Scenario Design: Standard Missions 05


Frank Cord Lohmann Vendetta 05
Ian Fergus
Robert Allen Capture Missions 06
Sébastien Romaire-Denizet Three Sisters 06
Domination 07

Looting Missions 08
Pillage 08
Salvage 09
Capture the Flag 10
Search & Rescue 11

Headhunting Missions 12
Assassination 12
Kidnapping 13
Atrocity 14

Breakout Missions 15
Flank March 15
Breakthrough 16
Escape 17
Regroup 18
Killing Jar 19

Scout Missions 20
Recon 20
Forward Observation 21
Bug Hunt 22

Last Stand Missions 23


Blaze of Glory 23
Drop Zone 24
The Last Fortress 25
Relief Force 26

Demolition Missions 27
Sabotage 27
Havoc 28
Juggernaut 29

Counter Sheets 31

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Frank Magaw Jr. (order #2678809)
Scenario
Sentries
Any objectives or headquarters under the control of a
faction will likely be patrolled by a number of sentries,
Special Rules on the lookout for any enemy attacks. A small number
of patrolling guards allow the remaining forces time for
rest.
Although a few scenarios can get by without any Note that these are optional sentry rules, and do not
additional special rules, sometimes the game mechanics apply to any of the missions in this pack that feature
are insufficient to represent the events depicted by the sentries.
mission. Most of the scenarios in this book have their If sentries are to be used in this manner, then the
own associated special rules. A few extra ones are defending player will be given a number of additional
provided here either for adding a little twist to existing units on patrol. They may choose up to 100pts of
scenarios, or to use as inspiration for creating new additional models, but these must be CAL 0, and must
mission types. all be from the list of compulsory models for the strike-
team (for example, a Viridian player may take up to 5
Capturing Models
CAL 0 Colonial Marines as sentries). These extra
Some missions will require that a target model be models are deployed under the same restrictions as
captured alive instead of killed. In order to capture a the rest of the team.
model an attacking model must take it out of action with However, once the game begins things work a little
one of the following weapons: Force Baton, Hand differently. Until the defending forces are alerted to
Grenade (Ironglass Earsplitter only) or Improvised the enemy, only these sentries may be activated. All
Weapons (any model may use this method regardless of other models in the defending force remain idle, and
armament). If the target is taken out of action by any of are not issued any orders.
these weapons they are knocked unconscious and are The sentries operate under Overwatch orders, but are
treated as a Loot counter. For multiple wound models used slightly differently to the normal sequence. The
only the manner by which the final wound is inflicted sentries can be activated as if they were under Lock-
counts towards this. Fire orders in order to move. Roll a d10 as close to
the model as possible, and half the value shown
Hidden Deployment (rounding up). The model will be moved that distance
Strike-teams often deploy to the field before the in inches, in the direction the narrow end of the upper
enemy can arrive, and ensure that they get into the face is pointing, in the same way as scattering a
optimal positions for a surprise attack. template. The model will remain on Overwatch, but
If a team is entitled to carry out a Hidden Deployment cannot be moved again until next turn. It is
they may pay 10pts to do so, and are issued with three recommended that you place two counters beside
markers. Each of these markers should be 40mm sentries – the Overwatch counter, and a Lock-Fire
across, about the size of a medium base. Additional counter.
markers can be purchased for 5pts each. Each Sentries may attempt to carry out any Overwatch
marker should be numbered underneath. actions as normal. Should they successfully carry out
During deployment the player may opt to keep any a Disruption Shot or be attacked in any way, or come
number of his force in reserve. Each model held back within Short Range and LOS of an attacking model,
in this way must be secretly assigned to one of the they have become alerted to the enemy and there is a
markers. Multiple models may be assigned to a single chance they will be able to alert the rest of the
marker, and any number of markers may even have defending force. Before the marker phase of any turn
no model assigned to them – acting as decoys. in which there is at least one alerted sentry, take a
Markers are deployed as if they were regular models Command Check with a single alerted sentry, with a
in the strike-team, with the exception that they may be +1 bonus for each other alerted sentry. If passed the
deployed up to 6” outwith the boundaries of the rest of the defending force as been alerted, and all
player's deployment zone. They must be deployed defending models will be issued orders and activated
such that no enemy units deployed so far have clear in the normal way from then on.
LOS to a marker. If subsequent enemy deployment If the check is failed, the remaining defenders are still
leads to it being in clear LOS of the enemy, the marker unaware. Any alerted sentries are issued orders and
is instantly revealed. activated in the normal way, but unalerted sentries still
During the game, each marker is issued an order as if operate under the special rules above. The attacker
it were a model in the owner's strike-team. The can attempt to kill any alerted sentries in order to
owning player may opt to reveal a marker in place of a prevent themselves from being spotted. If a sentry is
normal activation. If an enemy comes within 6 inches killed, leave a counter on that spot representing its
and LOS of a marker, it is revealed. body. Any sentry passing within Short Range and LOS
When a marker is revealed it is removed and any of this marker is alerted automatically.
models assigned to it are placed on the table. The The entire defending force is alerted automatically if
largest model is placed on the point of the marker (in any of their non-sentry models are killed, or an
the case of multiple models being the largest, the attacking model comes within LOS and Short Range
owning player selects which one goes here), then any of any of the non-sentry models.
additional models are placed no more than 1” from the Attacking models with Stealth and Camouflage have
central one if possible, otherwise they are placed as an advantage when it comes to infiltrating past
closely to it as possible. All of these models are given sentries. The automatic spotting distance for such
the order assigned to the marker, although if it was a models is halved from Short Range to 6”.
Snap Fire order and the reveal took place during the
Lock Fire phase, the models are issued Overwatch
orders instead.
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Frank Magaw Jr. (order #2678809)
Multiplayer
Table Sizes
The standard table for a game between two players is 4'
by 4', which provides plenty of space for deployment,
Games manoeuvring and hiding. In games with more players, it
may be required to increase the table size.
Although most conflicts take place between two strike- The standard 4' by 4' board can cope with 3 or 4 300pt
teams, the all out war on Iskandria sometimes results in strike teams if necessary, although this may cause some
three or more sides clashing over one piece of land. crowding. If a 300pt game features 5 or 6 players, it is
The scenarios in this pack have been designed highly recommended to move up to a 6' by 4' table, and
specifically with two players in mind. However, with a few even a 3 or 4 player game may benefit from this.
simple alterations, they can cope with more players.
Of course, the easiest way to do this is simply have Deployment Maps
multiple players on each of the two sides, but sometimes Many of the scenarios will require the alteration of the
this isn't desirable. Indeed, the alliances and deployment zones to accommodate additional players.
backstabbing between rival players can make larger On the next page are four deployment maps for use in
games much more exciting! games of three or more players. In the “Multiplayer
Therefore, many of the scenarios therefore feature an Variant” section of each scenario, it will specify the use of
additional “Multiplayer Variant” section. This section one of these maps, or alterations to the standard map.
offers additional rules to play the scenario with more than
two strike teams taking part.
In addition to that, it is likely that a different set of
deployment zones will be required for the extra players. A
few different deployment maps are provided here. Simply
replace the map in the scenario you wish to play with one
of these instead.

Attacker/Defender Scenarios
Scenarios that specify an attacking and defending player
require a bit more thought to run with extra players than
the “free for all” missions.
One way to run them is to have the multiple attacking and
defending players operate as two equally matched teams.
This is the simplest solution and it will allow the scenario
to operate in much the same way as if only two players
were taking part. All players should agree beforehand
whether to roll for initiative for each individual player or for
entire teams.
Another method is to have multiple attackers operate
independently, and compete against each other and the
defending player to fulfil the objectives. In some
scenarios this will not be a practical approach, but
missions such as Havoc will become much more frantic
as a result! If this method is used, the defender should
be given an additional points allowance. For the first
additional 300pt strike team, the defender should be
given an extra 150pts to spend. For every additional
strike team after that, give the defender another 100pts
allowance.

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Frank Magaw Jr. (order #2678809)
Table Quarters Map Table Edges Map
The Table Quarters map features in missions such as The Table Edges map is a variant of the standard map
Havoc. The board is divided into four sections and each used for scenarios such as Scuffle.
player must deploy their force within a certain distance Each player is assigned a deployment edge, and must set
(usually 6”) of the board edges in that section. When up their forces within a certain distance of that edge as
three or more players are taking part, there should be a dictated by the scenario (commonly 6” or 8”). When three
gap of 12” between each deployment zone, meaning that or more players are taking part, no models should be
each zone comes 6” short of the table quarter boundaries deployed within 12” of another player's table edge.
where two players' quarters meet.

Split Edge Map Very Large Games


The Split Edge map is commonly used in scenarios in Ambitious groups may want to play a free-for-all game
which a number of attackers compete against each other with even more than 4 players. Only a few scenarios are
and the defender to fulfil the mission objective. suited to this size of game, and a large surface will be
The defender deploys as normal, but the attacker required to prevent the area from becoming cramped.
deployment zone is divided equally according to the This final deployment map, a combination of all of the
number of attackers, with a 6” gap between each others shown here, is designed for just such a game.
attacker's deployment zone. Deployment zones should be a minimum of 6” apart from
their neighbours.

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Frank Magaw Jr. (order #2678809)
Vendetta Special Rules
An Eye For An Eye
Before deployment, both players secretly assign a
In a prolonged conflict, small strike-teams are likely to run number to each model in their force (starting from 1 and
into their counterparts over and over. As they recognize
going up) and take a note of them, telling their opponent
this they will often develop a sense of rivalry that goes
the total number of models in the force. Both players
beyond the enmity of their factions, and becomes then secretly choose two numbers between 1 and the
personal. When this happens they will often volunteer for number of enemy units, and again make a note of this.
assignments that give them the chance to confront their
The models represented by those numbers will be that
foe, and even the mission objectives can become player's targets.
secondary to revenge. When a model is placed on the table, it's number is
announced.
The Strike-teams
This scenario is for two opposing strike-teams of equal Strategic Withdrawal
value. 300pts is the recommended size. The standard strategic withdrawal rules apply. Both
teams have a 66% break point.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain Game Length
should be placed upon the battlefield in any mutually The game lasts for eight turns, or until one of the
agreeable manner. For this scenario, the terrain should following criteria have been met:
represent a medium density urban area, with the terrain ● Either strike-team makes a strategic withdrawal.
representing any suitable Iskandrian theme. ● Either strike-team is completely obliterated.
Once terrain has been set up, both players roll a d10, with
the winner choosing a board edge as their deployment
edge. The other player is assigned the opposite edge. Objectives and Victory Conditions
Starting with the winner, players deploy their models The objective for both players is to cause as many
alternately within 8” of their respective table edges. casualties to the other team as possible, and making sure
that the two target models are among them.
Deployment Map Victory points are awarded as follows:
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
● For each enemy killed, the player receives victory
points equal to half that model's points cost.
● For each target enemy killed, the player receives
victory points equal to double that model's points
cost.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
using the Table Edges or Table Quarters deployment
maps for up to 4 players.

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Frank Magaw Jr. (order #2678809)
Three Sisters Special Rules
Capturing Objectives
An objective counts as occupied by a force if there is at
Objectives critical to the war effort aren't always isolated least one unpanicked model of that force in base-to-base
objects. Teams are frequently sent to secure areas contact with that objective, and if no enemy models are in
containing a number of key items. Indeed, securing base-to-base contact with the objective.
these areas often has a larger impact on both sides than If an objective has no models of either force in base-to-
capturing a solitary objective, which makes them hotly base contact, or all models in base-to-base contact are
contested areas. panicked, it is considered unoccupied.
The Strike-teams If an objective has models of both forces in base-to-base
contact, or all models in base-to-base contact are
This scenario is for two opposing strike-teams of equal
engaged in close combat with enemy models, it is
value. 300pts is the recommended size.
considered contested.

Deployment and Terrain Strategic Withdrawal


This scenario is best played out on a 4'x4' table. Terrain The standard strategic withdrawal rules apply. Both
should be placed upon the battlefield in any mutually teams have a 66% break point.
agreeable manner. Place three objectives on the table,
each no more than 8” across. The first should go in the Game Length
centre, the other two either side as shown in the
The game has no fixed turn count. Starting from turn 6,
deployment map. Ideally, these objectives should offer
roll a d10 and add the current turn number to the score.
cover and some elevation – such as a multi-level
If the result is 12 or greater, the game ends. The game
command building or a hilltop bunker. The rest of the
will also end if one of the following criteria have been met:
table should feature medium density terrain, with an ● Either strike-team makes a strategic withdrawal.
emphasis on soft cover over hard cover. ● Either strike-team is completely obliterated.
Once terrain has been set up, both players roll a d10, with
the winner choosing a board edge as their deployment
edge. The other player is assigned the opposite edge. Objectives and Victory Conditions
Starting with the winner, players deploy their models Both sides are competing to hold as many of the
alternately within 6” of their respective table edges. objectives as possible, while preventing their opponent
from doing the same.
Deployment Map Victory points are awarded as follows:
● For each terrain objective occupied by a player at
the end of the game, the player receives 75
victory points.
● For each unoccupied objective that is adjacent to
an objective occupied by a player, the player
receives 50 victory points.
● For each contested objective that is adjacent to
an objective occupied by a player, the player
receives 25 victory points.
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders.

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Frank Magaw Jr. (order #2678809)
Domination Special Rules
Capturing Objectives
See the Three Sisters scenario.
While some objectives must be secured completely,
others need only be held for a limited duration – a force Strategic Withdrawal
may be raiding a supply cache or downloading sensitive
The standard strategic withdrawal rules apply. Both
data from enemy computer systems. Although it is in
teams have a 66% break point.
their best interests to hold them as long as possible,
every second they hold the objective does more damage
to the enemy. Game Length
The game has no fixed turn count. Starting from turn 6,
The Strike-teams roll a d10 and add the current turn number to the score.
This scenario is for two opposing strike-teams of equal If the result is 12 or greater, the game ends. The game
value. 300pts is the recommended size. will also end if one of the following criteria have been met:
● Either strike-team makes a strategic withdrawal.
Deployment and Terrain
● Either strike-team is completely obliterated.
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually Objectives and Victory Conditions
agreeable manner. The board should feature fairly dense Both sides are competing to hold as many of the
terrain, with plenty of ruined and/or multi-level accessible objectives as possible for as long as possible, while
buildings, wrecked vehicles, piles of rubble and other preventing their opponent from doing the same.
similar features. Either player should roll a d10 and Victory points are awarded as follows:
consult the following table to see how many objectives ● For each objective held by a player at the end of a
are placed: turn, the player receives 10 victory points. These
d10 score # of Objectives points are awarded at the end of every turn, so
1-3 3 keep track of them during the game.
4-7 4 ● For each surviving model at the end of the game,
8-10 5 the player receives victory points equal to the
Players place objectives alternately (with a dice-off to model's cost.
determine who places first) no closer than 12” to any The winner is the player with the most victory points at the
table edge or 8” to any other objective. end of the game.
Once terrain has been set up, both players roll a d10, with
the winner choosing a board edge as their deployment Multiplayer Variant
edge. The other player is assigned the opposite edge. This scenario is suitable for three or more players, by
Starting with the winner, players deploy their models using the Table Edges or Table Quarters deployment
alternately within 6” of their respective table edges. maps for up to 4 players. For each player beyond the first
two, add two additional objectives.
Deployment Map

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Frank Magaw Jr. (order #2678809)
Pillage
Special Rules
Loot
Each piece of Loot is represented by a counter no larger
Supplies are always in dire need in any armed conflict. than a 30mm base (the size of the plastic order counter is
Even in the best-organised forces, logistics can break recommended). A model may pick up a loot counter
down, and even the most disciplined troops can be prone simply by moving into base contact with the counter at
to snatching and stockpiling supplies. any stage of its turn - keep the counter next to the model
that is carrying it. Models of SZ1 as well as models with
The Strike-teams the “Impetuous” special rule cannot pick up loot counters.
This scenario is for two opposing strike-teams of equal Due to the weight and bulk of the loot, a single model of
value. 300pts is the recommended size. ST 4 or below that carries a loot counter can only move
with half of its movement rate – this includes all
Deployment and Terrain movement through special movement skills like Fast or
This scenario is best played out on a 4'x4' table. Terrain Jump Trooper. Models of ST5 and above can move their
should be placed upon the battlefield in any mutually full movement while carrying loot, and also benefit fully
agreeable manner. For this scenario, the terrain should from special movement skills. Loot cannot be carried
represent a medium density urban area, with a variety of through Koralon portals.
trash heaps, rubble, supply crates, storage tanks etc. Two friendly models of ST4 or below can team up
After terrain has been placed, divide the table into four carrying loot, thus offsetting the movement penalty. Treat
quarters. Five Loot Markers are placed on the battlefield; this like you would a weapon team: If both models start a
one directly in the centre and one on the centre point of turn in base-to-base contact with each other and the loot
each table quarter. marker, treat both as if they comprise a single model as
Once the Loot Markers have been placed, both players per the weapon team rules in the special rules section.
roll a d10, with the winner choosing a table quarter as When teamed up, the only actions open to the carrying
their territory. The other player is assigned the opposite models are Move, Rush, Disruption Shot, Snap Shot and
quarter. Starting with the winner, players deploy their Aimed Shot – just like for a light support weapon. Note
models alternately within 6” of the table edges in their that as per the weapon team rules, only one model in the
respective territories. team may actually shoot its weapon – the other is doing
nothing but assisting in carrying the loot.
Deployment Map When teamed up, the carrying models may benefit from
special movement skills like Fast or Jump Trooper only if
both models have the relevant skill.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.

Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:
● All Loot Markers have been moved to the players'
deployment zones.
● Either strike-team makes a strategic withdrawal.
● Either strike-team is completely obliterated.

Objectives and Victory Conditions


The objective for both players is to secure as many Loot
Markers as possible and drop them off in their respective
deployment zones.
Victory points are awarded as follows:
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
● For each enemy killed, the player receives victory
points equal to half that model's points cost.
Multiplayer Variant ● For every Loot Marker in the player's deployment
This scenario is suitable for three or more players, by zone at the end of the game, the player receives
using the Table Quarters deployment map for up to 4 50 victory points.
players. For each player beyond the first two, add two The winner is the player with the most victory points at the
additional objectives, placed on the halfway lines between end of the game.
adjacent corner objectives. Using the full 9 objectives
should therefore result in them being set up in a square
pattern with one in the centre.

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Frank Magaw Jr. (order #2678809)
Once all markers have been placed both players roll a 10,
Salvage with the winner choosing their deployment edge. The
other player is assigned the opposite edge. Starting with
In the chaos of an urban theatre, soldiers quickly learn the winner, models are deployed alternately within 6” of
not to solely depend on the stream of supplies coming to their respective deployment edges.
them from their main base. Supply lines can get cut,
logistics may break down, or replacement parts may Special Rules
simply be unavailable. Hence, pretty much starting the Loot
moment soldiers get deployed to a particular war zone, See the Pillage scenario.
they are prone to scrounge, swindle, or downright steal
anything they can get their hands on, hiding the goods in Strategic Withdrawal
their bunks or, in case of regular inspections, somewhere The standard strategic withdrawal rules apply. Both
off base assumed to be relatively safe and easy to get at. teams have a 50% break point.
With Iskandria's rapidly shifting lines of combat and zones
of influence, it happens more often than not that soldiers Game Length
suddenly find their secret stashes in no-man’s land, or The game lasts for eight turns, or until one of the
even in enemy-held territory. following criteria have been met:
● All Loot Markers have been moved to the players'
The Strike-teams deployment zones.
This scenario is for two opposing strike-teams of equal ● Either strike-team makes a strategic withdrawal.
value. 300pts is the recommended size. ● Either strike-team is completely obliterated.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain Objectives and Victory Conditions
should be placed upon the battlefield in any mutually The objective for both players is to find and secure as
agreeable manner. For this scenario, the terrain should many Loot Markers as possible and drop them off in their
represent a medium density urban area, with a variety of respective deployment zones.
walls, ruined corners, razorwire, abandoned bunkers and Victory points are awarded as follows:
fortifications.
● For each surviving model at the end of the game,
After terrain has been placed both players roll a d10 and the player receives victory points equal to the
divide the result by 3 (rounding up). The resulting value is model's cost.
the number of Loot Markers the player gets to place,
● For each enemy killed, the player receives victory
representing the hidden stashes his force is attempting to points equal to half that model's points cost.
retrieve. In addition, each player is given two “false lead”
● For every Loot Marker in the player's deployment
markers representing stashes that have already been zone at the end of the game, the player receives
looted or destroyed, or are simply decoys. Both types of 40 victory points.
marker should appear identical from above, but be The winner is the player with the most victory points at the
labelled underneath to indicate their type. end of the game.
After setting up the terrain, both players roll a d10, with
the winner choosing to deploy their markers first or Multiplayer Variant
second. Markers are placed alternately with their labelled This scenario is suitable for three or more players, by
side down, no closer than 6” to any other marker or any using the Table Edges or Table Quarters deployment
table edge. Any markers that cannot be placed according maps for up to 4 players.
to these criteria are discarded.

Deployment Map

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Frank Magaw Jr. (order #2678809)
Capture the
Special Rules
Loot

Flag
See the Pillage scenario.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
When supplies start to dwindle, one or both sides may teams have a 66% break point.
resort to raiding enemy bases to replenish them. As a
strike team leaves its base to conduct such a raid,
Game Length
scouting parties may report the vulnerability of their base
The game lasts for eight turns, or until one of the
to the enemy, who will take the opportunity to carry out a
raid of their own. What results is a chaotic fight between following criteria have been met:
● Either player captures both flags.
both sides to protect their own base and raid the enemy's ● Either strike-team makes a strategic withdrawal.
at the same time. ● Either strike-team is completely obliterated.
The Strike-teams
This scenario is for two opposing strike-teams of equal Objectives and Victory Conditions
value. 300pts is the recommended size. The objective for both players is to secure the enemy flag
while preventing the enemy from stealing their own.
Deployment and Terrain Victory points are awarded as follows:
This scenario is best played out on a 4'x4' table. Terrain ● For each surviving model at the end of the game,
should be placed upon the battlefield in any mutually the player receives victory points equal to the
agreeable manner. For this scenario, the terrain should model's cost.
represent a medium density urban area, with a variety of ● For each enemy killed, the player receives victory
trash heaps, rubble, supply crates, storage tanks etc. points equal to half that model's points cost.
Each player also places one fortification (such as a ● For every flag in the player's fortification at the
sandbagged encampment) within 6” of a board edge. end of the game, the player receives 100 victory
These fortifications should be approximately 6” across, points.
roughly square in shape. The perimeter should consist of The winner is the player with the most victory points at the
a mixture of low walls which obscure roughly 50% of a end of the game.
human sized model, and higher walls which completely
block LOS to a human sized model, with at least two Multiplayer Variant
60mm wide gaps to allow models entry. The fortification This scenario is suitable for three or more players, by
may or may not be enclosed, but it is assumed that any using the Table Edges deployment map for up to 4
model can move within the fortification regardless of players.
height.
Both players roll a d10, with the winner choosing a table
edge to place their fortifications by – the other player
places theirs by the opposite edge. A single loot counter
is placed inside each fortification, referred to as the “flag”.
Starting with the winner, players deploy their models
alternately within 6” of their respective table edges.

Deployment Map

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Frank Magaw Jr. (order #2678809)
Search &
Deployment Map

Rescue
The city of Iskandria is densely populated, and although
the heavily fought over areas are sometimes evacuated,
sometimes a conflict arises before this can be done, or
fighting spills over into a population center. Or perhaps a
community simply didn't want to leave. Whatever the
case, these groups often become the target of evacuation
efforts to save them from the deterioration of the buildings
they shelter in. Even the Koralon will compete to secure
living human subjects, although their reasons for doing so
are probably best not to be thought about.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.

Deployment and Terrain


This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should represent a run-
down and desolate area, with damaged and ruined
buildings, trash and rubble heaps, wrecked vehicles and Game Length
machinery and other such features. The game lasts for eight turns, or until one of the
Once terrain has been set up, select ten counters to following criteria have been met:
represent civilians. If neither player is using any in their ● All remaining civilian markers have been moved
strike-team, militia models would be a good choice. In to the players' deployment zones.
either case, they should be numbered 1 to 10. There are ● Either strike-team makes a strategic withdrawal.
placed randomly on the battlefield: starting at the centre ● Either strike-team is completely obliterated.
of the board, roll 2d10 and a direction dice, and place the
civilian marker at the resulting point. Should the model Objectives and Victory Conditions
scatter on to impassable terrain, the model is instead Both sides are trying to retrieve as many civilians as
placed on the closest edge of the terrain. If a model is possible from the area before they are killed, and bring
scattered off the table or into a player deployment zone, them back to their deployment zones for safety.
the dice are re-rolled. Victory points are awarded as follows:
After markers have been placed, both players roll a d10, ● For each surviving model at the end of the game,
with the winner choosing a board quarter as their territory. the player receives victory points equal to the
The other player is assigned the opposite quarter. model's cost.
Starting with the winner, players deploy their models ● For each enemy model killed, the player receives
alternately within 6” of their respective table quarter victory points equal to half the model's cost.
edges. ● For each civilian counter in the player's
deployment zone at the end of the game, the
Special Rules player receives 50 victory points.
Loot The winner is the player with the most victory points at the
For the purposes of this mission, civilians are treated in end of the game.
the same manner as Loot counters. See the Pillage
scenario.
Multiplayer Variant
Urban Decay This scenario is suitable for three or more players, by
The area being evacuated is quite literally falling apart, using the Table Quarters deployment map for up to 4
with crumbling buildings liable to fall apart at the slightest players.
provocation. Starting from turn two roll a d10 at the start
of the turn, and if it is still on the table, remove the civilian
counter with the corresponding number.
If the civilian was being carried by a model or team, or
was in base contact with models from both sides, these
models must make a Command check. Any model that
fails takes a single S6 hit. So long as one model that was
in contact with or carrying the civilian passes it's
Command check, the civilian marker remains on the
table.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
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Frank Magaw Jr. (order #2678809)
Assassination Special Rules
Bodyguard
A new Overwatch action is available to any defending
Every military force relies on its leadership to carry out model: Shield.
battlefield operations effectively. Because of this, it is If the target is hit by a non-template ranged attack, and a
often more efficient to simply eliminate command figures model under Overwatch has a sufficiently high Move stat
on the field to defeat the enemy, instead of destroying to be able to reach a point on the shot's path from its
their force outright. Such assassination attempts require current position under a regular Move action, it may
careful planning and intelligence if the attacker wants to attempt the Shield action. In order to successfully carry
make a quick clean kill, or else they'll have a considerable out this action, the Overwatch model must pass a
escort force to deal with. Command Check subject to the same modifiers as a
Disruption Shot. If successful they have reacted in time.
The Strike-teams They are moved the minimum distance possible to reach
This scenario is for two opposing strike-teams of equal the shot's path, and the hit is transferred to them. If the
value. 300pts is the recommended size. Command Check is failed, they have not reacted in time,
The leader of the defending team is the attacker's target. do not move but count as having been activated, and the
The defender may assign up to 75pts of his Strike-team hit is resolved on the target as normal.
as the target's bodyguard. Only one model may attempt a Shield action during any
single activation. For example, if the firer takes a follow-
Deployment and Terrain on action and hits again, no model may attempt to Shield
This scenario is best played out on a 4'x4' table. Terrain this second hit.
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should Strategic Withdrawal
represent a medium density urban area. There should The standard strategic withdrawal rules apply to the
not be any long, unobstructed lines of sight from any table attacking force, which has a 50% break point. The
edge to the centre of the table, so as to prevent first-turn defending team will not check for strategic withdrawal
sniping of the target. while their leader is alive, regardless of casualties.
Once terrain have been placed, the defender chooses
which table edge he will deploy his reinforcements at. Game Length
The attacker is assigned the opposite edge for The game lasts for eight turns, or until one of the
deployment. following criteria have been met:
The first models to be placed are the target and the ● The leader of the defending team is killed.
bodyguards. The defender places them within 6” of the ● The attacking team makes a strategic withdrawal.
centre of the table. ● Either strike-team is completely obliterated.
After they have been placed, starting with the attacker,
both players deploy models alternately within 6” of their
respective deployment edges. Objectives and Victory Conditions
The objective for the attacker is to kill the leader of the
defending team. The defender must prevent this from
Deployment Map
happening, and drive off the attacking force.
Victory points are awarded as follows:
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
● If the leader of the defending team is killed, the
attacker receives 150 victory points.
● If the leader of the defending team survives the
game, the defender receives 75 victory points.
● If the leader of the defending team is within 6” of
the centre of the table at the end of the game, the
defender receives an additional 75 victory points.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. Alternatively,
the attackers may compete against each other to
eliminate the target. For every additional attacker beyond
the first competing in this way, the defender may assign
an additional 25pts worth of bodyguards.

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Frank Magaw Jr. (order #2678809)
Kidnapping Special Rules
Non-Combatant
The target is a single human-sized infantry model which
There are many reasons for someone to “disappear” in uses the profile of a Punk type Militia as described on
an urban warzone. Whether they be an important political page 80 of the rulebook, and carries no weaponry or
figure, scientist, someone with sensitive information or equipment nor does it have any special rules. In addition,
just an innocent bystander, the chaotic surroundings are the target is subject to the following control rules.
almost perfect for removing them without too much The target will always be activated along with the model
attention. Sometimes however, the attempt is noticed by that has currently taken control of it, and will always stay
the followers or friends of the victim. in base-to-base contact with this controlling model. If it is
uncontrolled (that is: not in base-to-base contact with any
The Strike-teams player's model, or is in base-to-base contact with both
This scenario is for two opposing strike-teams of equal attacker and defender models), roll a deviation dice and a
value, one is designated as the attacker, the other is the D10 and move the target in the directio on the deviation
defender. 300pts is the recommended size. dice by the number of inches indicated on the D10. On a
The defender may assign up to 75pts of his Strike-team roll of 9 or 10 the target is panicked and stays in place.
as the target's captors, the remainder will be his A model can take control of the target by moving into
perimeter models. base-to-base contact with it. Only non-mounted infantry
models can ever take control of the target.
Deployment and Terrain The target never rolls for command / psychology tests.
This scenario is best played out on a 4'x4' table. Terrain The target cannot be shot at or attacked in close combat
should be placed upon the battlefield in any mutually by either the attacker or defender. It can still be affected
agreeable manner. For this scenario, the terrain should by area effects like template weapons, but cannot be the
represent a medium to heavy density urban area with a primary target of said template. The target will never
number of run-down buildings, shanties and ruins. There instigate close combat by themselves
should be one building in the centre of the board large
enough to hold the target and his captors, with as few Strategic Withdrawal
straight routes from the central building to any table edge The standard strategic withdrawal rules apply to the
as possible. attacking force, which has a 60% break point. The
Once terrain have been placed, the defender places the defending team will not check for strategic withdrawal.
target (see Special Rules) and one of the captors in the Game Length
central building, and chooses one table edge as his The game lasts for eight turns, or until one of the
escape route. The attacker is assigned the other three following criteria have been met:
edge zones for deployment zones, as shown on the map ● The target is escorted off the table.
below. He cannot place a second model in any of the ● The target is killed.
zones until all have at least one model in them, and none ● The attacking team makes a strategic withdrawal.
of the zones may have no more than one more than any ● Either strike-team is completely obliterated.
other zone.
The defender then places any additional captors inside Objectives and Victory Conditions
the building, and any perimeter models within 10”, but no
The objective for both teams is to escort the target off the
closer than 6”, to the centre of the table. This perimeter
table. The defender must escort the target off the chosen
zone is divided into quarters, and follows the same
escape edge, and the attacker may escort the target off
placement order rules as the attacker's deployment
any of his deployment edges.
zones.
Victory points are awarded as follows:
Deployment Map ● For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.
● For each defending model killed, the attacker
receives victory points equal to that model's cost.
● If the target is escorted off the table, the team that
did so receives 100 victory points.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. Alternatively,
the attackers may compete against each other to capture
the target. For every additional attacker beyond the first
competing in this way, the defender may assign an
additional 25pts worth of captors. The attackers should
also be confined to a single deployment zone each.

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Frank Magaw Jr. (order #2678809)
Atrocity
Special Rules
Civilians
The civilians in this scenario are each represented by
One of the ugly realities of war is that civilians die. When single, human-sized infantry models and use the profile of
the bullets start flying, it's almost inevitable that they will a Punk type Militia as described on page 80 of the
end up in the crossfire sooner or later. No matter how rulebook, but carry no weaponry or equipment. They will
advanced targeting systems become, or how well trained always be moved after orders have been assigned but
the soldiers are, someone will end up in the wrong place before players activate their models. Wherever possible,
at the wrong time. they will Rush 8”, subject to the following constraints:
● If no model from either team is within LOS of the
The Strike-teams civilian, roll a direction dice for the direction of
This scenario is for two opposing strike-teams of equal movement. If the movement would take them off
value, one is designated as the attacker, the other is the the table, they stop in contact with the table edge.
defender. 300pts is the recommended size. ● If the civilian begins with or comes into LOS of
one or more attacking model(s), it will be moved
Deployment and Terrain directly away from the attacking model(s),
This scenario is best played out on a 4'x4' table. Terrain adjusting movement accordingly for any additional
should be placed upon the battlefield in any mutually models that come into LOS. If the civilian cannot
agreeable manner. For this scenario, the terrain should move without moving closer to an attacking
represent a medium density urban area. model, it will move towards the nearest cover. If
Once terrain has been set up, select ten counters to no cover is available, they will not move.
represent civilians. If neither player is using any in their ● If the civilian begins with or comes into LOS of
strike-team, militia models would be a good choice. In one or more defending model(s), it will be moved
either case, they should be numbered 1 to 10. There are towards the defending player's deployment zone.
placed randomly on the battlefield: starting at the centre ● If the civilian begins with or comes into LOS of
of the board, roll 2d10 and a direction dice, and place the one or more model(s) from both sides, it will be
civilian marker at the resulting point. Should the model moved towards the defending player's deployment
scatter on to impassable terrain, the model is instead zone. However, if this would take it closer to an
placed on the closest edge of the terrain. If a model is attacking model, move the civilian towards the
scattered off the table or into a player deployment zone, nearest defending model instead. If this would
the dice are re-rolled. take it closer to an attacking model, move the
After they have been placed both players roll a d10, with civilian towards the nearest cover.
the winner choosing his deployment edge. The other Once a civilian reaches the defender's deployment zone,
player is assigned the opposite edge. Starting with the it will move off the table in the next turn automatically and
winner, both players deploy models alternately within 6” of be considered as having “escaped”. A civilian will never
their respective deployment edges. willingly move into base contact with an attacking model.
Deployment Map All defending models gain a +1 bonus to Shock and
Morale checks in this scenario.
Strategic Withdrawal
The standard strategic withdrawal rules apply to the
attacking force, which has a 50% break point. The
defending team will not check for strategic withdrawal
while their leader is alive, regardless of casualties.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:
● All the civilians have either escaped or been
killed.
● The attacking team makes a strategic withdrawal.
● Either strike-team is completely obliterated.

Objectives and Victory Conditions


The objective for the attacker is to massacre as many
civilians as possible, while the defender must try to safely
escort them out of the combat zone.
Victory points are awarded as follows:
● For each civilian killed, the attacker receives 25
victory points.
● For each civilian model that escapes, the
Multiplayer Variant defender receives 25 victory points.
● For each enemy model killed, the player receives
This scenario is suitable for three or more players, by
victory points equal to half the model's points
forming teams of attackers and defenders. Alternatively,
cost.
the attackers may compete against each other to
The winner is the player with the most victory points at the
eliminate the civilians, using the Table Edges deployment
map. end of the game.

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Frank Magaw Jr. (order #2678809)
Flank March
Special Rules
Reinforcements
At the beginning of turns 2-4, the defender may bring on
additional reinforcements. On the second and third turns,
The redeployment of forces is always a difficult task in up to 100pts of the remaining models may be brought on.
times of war. Troops are often vulnerable to attack in Any further remaining models are deployed at the
these maneuvers, so great effort must be taken to hide beginning of turn 4. In all cases, these reinforcements
their movements from the enemy. In the war-torn streets are placed in the defender's original deployment zone,
of Iskandria, mechanized redeployment is all but and are free to act as normal on the turn they arrive.
impossible due to the deterioration of the streets and
roadways, so the troops must cross the city by foot. In
many cases they encounter enemy forces, making the Strategic Withdrawal
ensuing battle doubly difficult – they must drive off the The standard strategic withdrawal rules apply. Both
enemy and preserve enough forces for arriving at their teams have a 50% break point.
intended destination.
Game Length
The Strike-teams The game lasts for eight turns, or until one of the
This scenario is for two opposing strike-teams of equal following criteria have been met:
value, one is designated as the attacker, the other is the ● The attacking team has completely exited the
defender. 300pts is the recommended size. table through their escape edge.
Of the defending force, only 100pts of troops are ● Either strike-team makes a strategic withdrawal.
deployed at the beginning. The rest are reinforcements ● Either strike-team is completely obliterated.
that arrive during the game.
Objectives and Victory Conditions
Deployment and Terrain The attacker's objective is to move as many of his models
This scenario is best played out on a 4'x4' table. Terrain as possible off the edge directly opposite his deployment
should be placed upon the battlefield in any mutually zone. The defender must try to prevent this from
agreeable manner. The board should include features happening.
along the lines of broken roads with rubble and Victory points are awarded as follows:
roadblocks, walkways, canals, bridges and abandoned ● For each model on the attacking team that exits
fortifications. There should not be any direct lines of sight by the escape edge, the attacker receives victory
between the two players' deployment zones if possible. points equal to double the model's cost.
Once terrain has been placed, the attacker chooses his ● For each defending model killed, the attacker
deployment edge. Players deploy models alternately in receives victory points equal to that model's cost.
their respective deployment zones, which are shown in ● For each attacking model killed, the defender
the map below. The defender only places 100pts of his receives victory points equal to double that
force at this stage. model's cost.
● For each surviving model on the defending force
Deployment Map at the end of the game, the defender receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders.

15
Frank Magaw Jr. (order #2678809)
Breakthrough
Special Rules

Strategic Withdrawal
Elite strike -teams are often sent to strike behind enemy The standard strategic withdrawal rules apply. Both
lines in order to destroy key objectives, carry out raids or teams have a 50% break point.
any number of crucial missions. But sometimes their
escape can go awry, and they end up having to break Game Length
through an enemy force to get home safely. The game lasts for eight turns, or until one of the
The Strike-teams following criteria have been met:
This scenario is for two opposing strike-teams of equal
● The attacking team has completely exited the
value, one is designated as the attacker, the other is the table through their escape edge.
defender. 300pts is the recommended size.
● Either strike-team makes a strategic withdrawal.
● Either strike-team is completely obliterated.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain Objectives and Victory Conditions
should be placed upon the battlefield in any mutually The attacker's objective is to move as many of his models
agreeable manner. The board should have medium as possible off the edge directly opposite his deployment
density terrain, including ruined and/or multi-level zone. The defender must try to prevent this from
buildings, as well as features like lines of broken roads happening.
with rubble and roadblocks, walkways, canals, bridges Victory points are awarded as follows:
and abandoned fortifications.
● For each model on the attacking team that exits
Once terrain has been placed, both players roll a d10, by the escape edge, the attacker receives victory
with the winner choosing their deployment edge and who points equal to double the model's cost.
deploys first. The other player is assigned the opposite
● For each defending model killed, the attacker
edge. Players deploy models alternately within 8” of their receives victory points equal to that model's cost.
respective board edges.
● For each attacking model killed, the defender
receives victory points equal to double that
Deployment Map model's cost.
● For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders.

16
Frank Magaw Jr. (order #2678809)
Escape Special Rules
Escape Vehicle
The attacker's team is aiming to hijack the enemy vehicle
It is any soldier's nightmare to be trapped behind enemy in order to escape. Any attacking model in base contact
lines, completely cut off from support. Life expectancy in with the vehicle at the beginning of a turn (after the
that situation is short, so desperate measures are often counter phase) that is not shocked or engaged in close
taken to escape. A strike-team caught behind enemy combat may enter the vehicle. They are then removed
lines may feel it necessary to steal an enemy vehicle in from the table and presumed to be aboard the vehicle for
order to make their getaway. Such an action is risky, as victory point purposes.
they will have to overcome enemy defenses in the area in If the attacker has models in the vehicle, he may declare
order to do so. at the beginning of any turn that he is making his escape.
The game will end at the end of that turn. At the end of
The Strike-teams turn 8, the vehicle will be considered to have escaped if
This scenario is for two opposing strike-teams of equal any attacking models are aboard.
value, one is designated as the attacker, the other is the If the vehicle contains attacking models, the defender
defender. 300pts is the recommended size. may attack it. The vehicle is treated as a model with T7,
W4. Any model attempting to attack the vehicle must
Deployment and Terrain pass a Command Check to do so.
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
Strategic Withdrawal
agreeable manner. The board should have medium
density terrain, including ruined and/or multi-level The standard strategic withdrawal rules apply. Both
buildings, as well as features like lines of broken roads teams have a 50% break point.
with rubble and roadblocks, walkways, canals, bridges
and abandoned fortifications. The defender then chooses Game Length
a board edge to be his deployment area, and places a The game lasts for eight turns, or until one of the
suitable escape vehicle within 6” of the centre of this edge following criteria have been met:
such as an APC, or a VTOL on a landing pad. The area ● The attacker makes his escape.
12” around it should represent a basic encampment. ● The vehicle is destroyed.
Once terrain has been placed, both players roll a d10, ● Either strike-team makes a strategic withdrawal.
who deploys first. Players deploy models alternately ● Either strike-team is completely obliterated.
within 8” of their respective board edges – the defender's
is the edge chosen earlier, the attacker's is the edge Objectives and Victory Conditions
directly opposite. The attacker's objective is to board the vehicle with as
many models as possible and escape with it. The
Deployment Map defender must prevent this from happening, even by
destroying the escape vehicle of necessary.
Victory points are awarded as follows:
● If the vehicle makes its escape, then for each
model on the attacking team that is aboard, the
attacker receives victory points equal to double
the model's cost.
● For each defending model killed, the attacker
receives victory points equal to half that model's
cost.
● For each attacking model killed, the defender
receives victory points equal to double that
model's cost.
● For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.
If no attacking models have boarded the vehicle after
eight turns, the defender wins automatically – there is no
need to count victory points for either side.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. For each
additional attacking player beyond the first, add one more
escape vehicle to the defender's deployment zone.

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Frank Magaw Jr. (order #2678809)
Regroup
Special Rules

Strategic Withdrawal
It is often said that no battle plan survives contact with the This scenario is essentially a large-scale strategic
enemy, and on the streets of Iskandria this often proves withdrawal acted out. Neither force has a break point,
true. Forces can become scattered and isolated among since they have already broken.
the narrow streets and ruined buildings as a firefight goes
on. Eventually, both sides will attempt to regroup, either
to withdraw from the field or instead renew their attack. Game Length
The game lasts for eight turns, or until one of the
The Strike-teams following criteria have been met:
This scenario is for two opposing strike-teams of equal ● Either player moves their last remaining model of
value. 300pts is the recommended size. their board edge.
● Either strike-team is completely obliterated.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain Objectives and Victory Conditions
should be placed upon the battlefield in any mutually The objective for both players is to retreat as many
agreeable manner. Terrain should be very densely models off their board edge as possible.
packed, ideally with multi-level buildings and walkways Victory points are awarded as follows:
forming a maze-like layout. There should be plenty of ● For each model that exits by its own board edge,
ruined buildings, barricades, fortifications and other the player receives victory points equal to double
obstacles to obscure line of sight and break up any the model's cost.
lengthy lanes of open ground. ● For each enemy model killed, the player receives
Once terrain has been set up both players roll a d10, with victory points equal to that model's cost.
the winner choosing who will choose exit edges and place The winner is the player with the most victory points at the
first. end of the game.
For deployment, each player starts from a point 16” from
the other player's exit edge and 24” from either side edge. Multiplayer Variant
He then rolls 2d10 and a direction dice, placing the
This scenario is suitable for three or more players, by
model the distance shown on the 2d10 on the direction
forming into teams. Alternatively, use the side edges for
shown from the starting point. Should the model scatter
deployment and escape for up to 2 more players.
on to impassable terrain, the model is instead placed on
the closest edge of the terrain. If a model is scattered off
the table, the dice are re-rolled. Any models in contact
with an enemy are assumed to be engaged in close
combat at the beginning of the game.
Models with the Drop Trooper or Hydra Surface Vent
rules cannot use their special deployment rules, and are
deployed using this method. For weapon teams, the
gunner and one loader are deployed together in base
contact, and any additional loaders are deployed
separately.

Deployment Map

18
Frank Magaw Jr. (order #2678809)
Killing Jar Special Rules

Mechanized redeployment is all but impossible in the Strategic Withdrawal


ruined streets of Iskandria, and so the troops must march The standard strategic withdrawal rules apply to the
across the city to reach their new assignment. defending team, which has a 50% break point. The
Unfortunately for them, ambushing these forces is easy in attacking team will not test for strategic withdrawal.
the dense urban terrain. A relief force can quickly find
itself surrounded by a heavily dug in force, pouring Game Length
firepower on them from all directions. In these situations The game lasts for eight turns, or until one of the
only two options are available: fight or flight. following criteria have been met:
● The attacking team has completely exited the
The Strike-teams table through their escape edge.
This scenario is for two opposing strike-teams of equal ● Either strike-team makes a strategic withdrawal.
value, one is designated as the attacker, the other is the ● Either strike-team is completely obliterated.
defender. 300pts is the recommended size.
Of the defending force, at least 150pts must be spend on Objectives and Victory Conditions
light or heavy support weapons (in lieu of support
The attacker's objective is to move as many of his models
weaponry, Syntha forces use Loadout II Teratosynths,
as possible off the edge directly opposite his deployment
Macrosynths or Prometheus Macrosynths, and Koralon
zone. The defender must try to prevent this from
forces use Larvan Leaders, Loadout II Broodmasters and
happening.
Stingers). If you don't have 150pts of support weapons
Victory points are awarded as follows:
available, use unambiguous proxy models. ● For each model on the attacking team that exits
by the escape edge, the attacker receives victory
Deployment and Terrain points equal to double the model's cost.
This scenario is best played out on a 4'x4' table. Place ● For each defending model killed, the attacker
two elevated areas approximately 12” wide along the left receives victory points equal to half that model's
and right edges of the table – these can be cliffs, cost.
buildings or any similar unclimbable feature. These areas ● For each attacking model killed, the defender
should be about 6” high, and completely inaccessible receives victory points equal to double that
from ground level. Remaining terrain should be placed model's cost.
upon the battlefield in any mutually agreeable manner, but ● If the defender is forced to withdraw, all attacking
the ground should only feature fairly light cover. models still on the table are assumed to have
Once terrain has been placed, both players roll a d10, escaped for the purposes of awarding victory
with the winner choosing whether to deploy first or points.
second. Both players deploy models alternately in their The winner is the player with the most victory points at the
respective deployment zones as shown below. The end of the game.
defender must place his support weapons in his Artillery
Deployment Zones, and his non-support troops in the
Center Deployment Zone. Each support zone must have Multiplayer Variant
at least one support weapon deployed in it. This scenario is suitable for three or more players, by
forming teams of attackers and defenders.
Deployment Map

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Frank Magaw Jr. (order #2678809)
Recon Special Rules
Scouting
Any of the attacker's models can scout an objective. To
Despite the high-tech alternatives, there are still times do so, the model must have LOS to the objective and be
when gathering intelligence on the enemy requires the within Short range (12”) of it, and spend one action under
direct approach. The risk of these highly trained scouts Snap-fire or Lock-fire to scout it. A model cannot scout
coming under attack is offset by the value of their first- when panicked or engaged in close combat The model
hand observations. cannot carry out any other actions while scouting, but can
carry out subsequent follow-on actions if it is normally
The Strike-teams able to do so. Only one objective can be scouted per
This scenario is for two opposing strike-teams of equal action.
value, one attacker and one defender. 300pts is the When a model spends an action scouting an objective, it
recommended size. takes an unmodified Command check. If passed, that
Of the defender's troops, 100pts may be assigned as objective is considered “discovered” for the purposes of
sentries. The remaining forces are reinforcements. the scenario victory conditions. If the check is failed, the
objective remains “undiscovered” for the time being. If an
Deployment and Terrain attacking model enters an objective, it is considered to be
This scenario is best played out on a 4'x4' table. Terrain “discovered” automatically, without the need for a
should be placed upon the battlefield in any mutually scouting action or Command check.
agreeable manner. The board should feature light to “Discovered” objectives should be marked with a counter
medium terrain, enough for the attackers to cover their to prevent confusion.
approach but not to reach the objectives completely
unseen. Suitable terrain would be ruined buildings, Sentries
wrecked vehicles, piles of rubble and other similar At least one sentry must be in or within 6” of each
features. objective at all times if possible. Each objective should
Place three pieces of enclosed scenery between 12” and be represented by a terrain piece with waist-high walls
18” of the defending player's chosen board edge. These making up at least three quarters of the circumference
are the objectives, and should be small buildings, and at least 3” across.
sandbagged emplacements or any other suitable
strongpoint. Objectives should be at least 6” apart from Strategic Withdrawal
each other. The standard strategic withdrawal rules apply. Both
The defender first places his sentries on or within 6” of teams have a 50% break point. The defender's sentries
the objectives. Players then alternate deployment of the do not count towards the break point, and only the
remaining models, the defender's within 6” of his board reinforcements are removed if they make a strategic
edge, the attacker's within 6” of the opposite edge. withdrawal.
Game Length
Deployment Map The game lasts for six turns, or until one of the following
criteria have been met:
● Either team makes a strategic withdrawal.
● Either strike-team is completely obliterated.

Objectives and Victory Conditions


The objective for the attacker is to scout out the enemy
objectives to gather as much data as possible. The
defender must try to drive back the attacker, and prevent
their objectives from being discovered.
Victory points are awarded as follows:
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
● For each position discovered, the attacker
receives 100 victory points.
● For each position that remains undiscovered, the
defender receives 100 victory points.
The winner is the player with the most victory points at the
end of the game.
Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. Alternatively,
the attackers may compete against each other to scout
the objectives, using the Split Edge deployment map. For
every additional attacker beyond the first competing in
this way, the defender may assign an additional 50pts
worth of sentries.

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Frank Magaw Jr. (order #2678809)
Forward Special Rules
Hidden Setup

Observation
Both players are assigned a number of counters (such as
empty bases) equal to the models in their strike team.
These should be numbered, and a record kept of which
The movement of small groups of infantry is still difficult counter represents which model – each player should
to detect with current technology, and any of these small keep his list hidden from the other, and if possible, keep
teams could wreak havoc if allowed to infiltrate. Because his models and force selection hidden as well.
of this, large forces employ skirmish lines of their own Both players are also given five dummy counters,
infantry to sweep the surrounding area in order to detect identical in appearance to the hidden setup counters.
these enemy teams. These are deployed at the same time as the other
counters.
The Strike-teams The counters (i.e. the concealed models) are not
This scenario is for two opposing strike-teams of equal assigned orders. Instead, they may simply move up to 6”
value. 300pts is the recommended size. when activated.
In this scenario, both teams may only consist of models If a counter comes into LOS of an enemy, it is removed
that are normally mounted on small (30mm) bases. Only and, if not a dummy, replaced with the model it
the base size that originally came with the miniature represented. If the counter hadn't been activated, the
counts for this – miniatures that have been based on to model may subsequently be issued orders relevant to the
larger bases instead of their 30mm ones are fine. current phase (e.g. a model revealed during the Lock-fire
phase must be given Lock-fire orders but during the Snap
Fire phase may be given Snap or Lock Fire orders). If a
Deployment and Terrain counter is revealed during its own activation, the model
This scenario is best played out on a 4'x4' table. Terrain replacing it counts as having been activated, and if above
should be placed upon the battlefield in any mutually CAL 0, cannot roll for any available follow-on actions in
agreeable manner. The board should feature dende, that turn.
heavy terrain, with plenty of obstructions to LOS and a A player can voluntarily reveal an unactivated counter –
variety of approaches to almost any point on the this does not count as an activation, so the model may be
battlefield. There should be no ideal defensive positions. issued orders.
After terrain has been placed both players roll a d10, with Dummy counters cannot reveal enemy counters.
the winner choosing their deployment edge and whether Announce that the counter is a dummy before the enemy
to deploy first or second. The other player is assigned the counter that came into LOS is removed. Note that
opposite edge. Players place their hidden setup counters dummies that “spot” each other are both removed.
alternately within 8” of their respective board edges.
Fog of War
Deployment Map Fog of War limits all LOS to a maximum of 18” range.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for six turns, or until one of the following
criteria have been met:
● Either team is completely withdrawn, either
voluntarily or by strategic withdrawal.
● Either strike-team is completely revealed.
Models on either team can voluntarily withdraw by moving
of their deployment edge once five or more enemy
models have been revealed.
Objectives and Victory Conditions
Both teams are trying to reveal at least five enemy
models, while concealing as many of their own forces as
possible. Dummy counters do not count towards this
total.
Victory points are awarded as follows:
● For each enemy model revealed, the player gains
victory points equal to that model's cost.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
using the Table Edges deployment map for up to 4
players.

21
Frank Magaw Jr. (order #2678809)
Bug Hunt
Deployment Map

With the hotly contested air space making air


reconnaissance too risky, and spy satellites all but
impossible to maintain for similar reasons up in space,
Iskandria's factions must increasingly rely on good old
fashioned listening posts to keep an eye on the enemy.
Each force has its own means of gathering data from
autonomous devices (or creatures in the case of the
Koralon), and regular patrols are carried out to find and
destroy such devices belonging to the enemy.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.

Deployment and Terrain


This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature medium to
dense terrain, with plenty of ruined and/or multi-level
buildings, wrecked vehicles, piles of rubble and other
similar features.
Once terrain has been placed, take nine counters
representing the listening devices, such as empty bases Strategic Withdrawal
or cardboard counters. Mark five counters with an "o", for The standard strategic withdrawal rules apply. Both
objective – these are the actual listening devices. Mark teams have a 50% break point.
down the remaining four with an "x", for blank – these are
false leads. Game Length
Divide the table into nine sections as shown below, The game lasts until one of the following criteria have
shuffle the counters and place one face-down (so the been met:
marks are hidden) roughly into the centre of each of the ● All five listening devices are destroyed.
nine sections. Counters should be placed higher than ● Either team makes a strategic withdrawal.
ground level whenever possible, and must be placed ● Either strike-team is completely obliterated.
where they can actually be reached by models, so not on
impassable terrain for example. Objectives and Victory Conditions
Once terrain and counters have been placed, the The objective for the attacker is to find and destroy as
defending player is allowed to inspect four counters – put many listening devices as possible. The defender must
the counters back on the table face-down after looking at prevent this from happening by driving back the attacker.
them. Then, the defender may nominate the table edge Victory points are awarded as follows:
from where he will set up. The attacker will set up from ● For each surviving model at the end of the game,
the opposite table edge. the player receives victory points equal to the
Players roll a d10 with the winner picking whether to model's cost.
deploy first or second. Players deploy their models ● For each enemy model killed, the player receives
alternately within 6” of their respective table edges. victory points equal to half that model's cost.
Once all units have been placed, the defending player is ● For each listening device destroyed, the attacker
allowed to inspect the remaining five counters that he receives 50 victory points.
hasn’t inspected yet, and should now know exactly where ● For each listening device still intact at the end of
his listening devices are. the game, the defender receives 50 victory points.
The winner is the player with the most victory points at the
Special Rules end of the game.
Listening Devices:
An attacking model that starts its activation in base to Multiplayer Variant
base contact with one of the counters, and that is neither This scenario is suitable for three or more players, by
panicked nor engaged in hand to hand combat, may forming teams of attackers and defenders. Alternatively,
forego its activation in order to inspect that counter. Turn a number of attackers may compete against each other to
the counter over. If the counter shows an “o”, one of the scout the objectives, using the Table Edges deployment
listening devices has been found and is automatically map.
destroyed. If the counter shows an “x”, no listening
device is found at this location – simply remove the
counter.
Inspection of counters is declared in the overwatch
phase. A model forgoing its activation to inspect a counter
thus cannot gain additional actions, and also does not get
to benefit from overwatch orders.

22
Frank Magaw Jr. (order #2678809)
Blaze of Glory
Special Rules

Strategic Withdrawal
The standard strategic withdrawal rules apply to the
While warfare is a grim affair at the best of times, in some attacking team, which has a 50% break point. The
circumstances a force can become so desperate that defender does not check for strategic withdrawal,
even simple survival is a slim hope. Rearguards, last regardless of casualties.
stands, diversions... in all these cases and many others, a
force resigns to the knowledge that they are likely to be
wiped out by a vastly superior force, and prepare to sell Game Length
their lives dearly. The game lasts until one of the following criteria have
been met:
The Strike-teams ● The attacking team makes a strategic withdrawal.
This scenario is for two opposing strike-teams, one ● Either strike-team is completely obliterated.
attacker and one defender. The defending force consists
of 170pts of troops, and the attacking force has 300pts. Objectives and Victory Conditions
The objective for the defender is to inflict as many
casualties on the enemy with his limited strength, while
Deployment and Terrain
the attacker attempts to obliterate the defender's inferior
This scenario is best played out on a 4'x4' table. Terrain force.
should be placed upon the battlefield in any mutually Victory points are awarded as follows:
agreeable manner. The board should feature medium ● For each attacking model killed, the defender
density terrain, with no ideal defensive positions. Suitable receives victory points equal to the model's cost.
terrain would be ruined buildings, wrecked vehicles, piles ● If the scenario lasts less than 6 turns, the attacker
of rubble, collapsed walkways, craters and other similar receives victory points for each defending model
features. killed equal to double that model's cost.
The attacking player sets up first, placing his entire force ● If the scenario lasts longer than 6 turns, the
within 6” of his chosen board edge. The defender then attacker receives victory points for each
places his force within 6” of the opposite edge. defending model killed equal to half that model's
cost.
Deployment Map The winner is the player with the most victory points at the
end of the game.
If the attacking force makes a strategic withdrawal, the
defender wins automatically, regardless of the victory
points earned by both sides.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders.

23
Frank Magaw Jr. (order #2678809)
Drop Zone
Special Rules
Aerial Insertion
The attacking team declares any point on the table as the
The initial assault on a fortified position is always the target for his incoming forces, and rolls a direction dice
bloodiest. In cases where ground would be too costly to and 1d10 for scatter from this point – on a result of “1”,
fight across, troops are simply airlifted past it and dropped “2”, “9” or “10”, and additional d10 is rolled and the two
behind the enemy lines to secure landing zones for the results are added. The models may be placed anywhere
main forces. Such actions are desperate fights against within 4” of the resulting point, or as close to it as possible
overwhelming forces, with no lines of retreat for the if they do not all fit in that area. If there are any elevated
attacker. The only way to survive is to secure the area for pieces of passable terrain in this area, troops are placed
landing reinforcements. on the highest level. If the scattered point is off the table,
the attacker deploys as many models as possible in any
The Strike-teams
on-table deployment area, and the remaining models are
This scenario is for two opposing strike-teams, one placed within 4” of the closest edge to this point at the
attacker and one defender. The attacking force consists beginning of turn 2. Models with special deployment rules
of 170pts of troops, and the defending force has 300pts. may use them as normal.
Any models placed in contact with an enemy during
Deployment and Terrain deployment are assumed to be engaged in close combat
This scenario is best played out on a 4'x4' table. Terrain at the beginning of the game.
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature light to Caught With Their Pants Down
medium terrain, with a number of open spaces suitable The defending force is initially spread out and completely
for landing craft to arrive. Suitable features include unprepared for an attack. On the first turn, the defender
concrete yards, broken ground, piles of rubble, small may only issue orders to and activate two models in his
buildings, shacks and light fortifications. force – the remaining models forgo their turn. On turn
The defending player sets up his entire force first. For two, those two defending models and a further two may
each model, roll a direction dice, moving the model 3d10” be issued orders and be activated. On turn three,
in this direction from the centre point of the board. another four models are able to activate (for a total of
Should the model scatter on to impassable terrain, the eight). From turn four, the entire defending force may be
model is instead placed on the closest edge of the terrain. issued orders and activated as normal. Should an active
If a model is scattered off the table, the dice are re-rolled. model become a casualty during the first three turns, an
Models with Drop Trooper or other special deployment inactive model cannot be activated in its place.
rules (such as Koralon Hydra) may use their special
Strategic Withdrawal
deployment as normal, but are still subject to the “Caught
With Their Pants Down” special rule. The standard strategic withdrawal rules apply to the
defending team, which has a 50% break point. The
The attacker deploys using the Aerial Insertion special
attacker does not check for strategic withdrawal,
rule detailed opposite.
regardless of casualties.
Deployment Map Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:
● The defending team makes a strategic
withdrawal.
● Either strike-team is completely obliterated.

Objectives and Victory Conditions


The objective for the attacker is to drive off the defender's
force as quickly as possible. The defender must try to
rally their forces and destroy the attackers. There are no
victory points in this scenario.
If the defending force is obliterated or makes a strategic
withdrawal, the attacker is the winner.
If the defending force survives for eight turns or
obliterates the attacking force completely, the defender is
the winner.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. Alternatively,
a number of attackers may compete against each other to
secure a dropzone. In this case, each attacker's insertion
point must be at least 8” away from every other attacking
point.

24
Frank Magaw Jr. (order #2678809)
The Last
Special Rules
Fortifications
The fortifications confer a 6+ cover save to any models
Fortress using them as cover.

Reinforced Foundation
For as long as organized warfare has existed, Hydra Surface Vents may not be placed within 8” of any
fortifications and strongpoints have been the backbone of fortification.
any defensive strategy. Iskandria is no exception, and
many fortifications can be found protecting key access Once more into the Breach
routes into sectors of the city. Any force attempting to At the start of each turn, the attacker may place any of his
invade a sector must first overcome these defenses casualties from the last turn within 8” of his table edge as
reinforcements. They may be given orders and activated
The Strike-teams as normal.
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
Strategic Withdrawal
recommended size.
In any turn during which the attacker suffers 100pts or
more of casualties, he has to make a withdrawal check.
Deployment and Terrain The defending player does not have to check for strategic
This scenario is best played out on a 4'x4' table. The withdrawal.
defender first places one large fortification (capable of
holding at least 10 small-based models) at the centre of
his board edge, and two small fortifications (capable of Game Length
holding no more than 6 small-based models) between 10” The game lasts until one of the following criteria have
and 18” from his chosen board edge but no closer than 8” been met:
to another fortification. These fortifications can be ● The attacking team makes a strategic withdrawal.
represented by bunkers, fortified buildings, sandbagged ● The defending team is completely obliterated.
positions, or any similar defensive structures. Remaining
terrain should be placed upon the battlefield in any
mutually agreeable manner. Areas within 12” of Objectives and Victory Conditions
fortifications should feature fairly light cover such as The objective for the attacker is to kill the defending force
razorwire and craters, and areas outwith this should as quickly as possible to allow the main attack group to
feature medium density terrain, such as dragon's teeth come through unchallenged. The defender must hold the
tank traps, wrecked vehicles, piles of rubble and other line for as long as possible, perhaps even driving off the
similar features. attacker completely.
The defending player sets up his entire force first, placing Victory points are awarded as follows:
them inside the fortifications (observing the rules for the ● For each defending model killed, the defender
capacity of each fortification). The attacker then places receives victory points equal to double the
his force within 8” of his deployment edge. model's cost.
● For each attacking model killed, the defender
receives victory points equal to the model's cost.
Deployment Map ● If the attacker is forced to withdraw, the defender
receives 150 victory points.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders.

25
Frank Magaw Jr. (order #2678809)
Relief Force
Special Rules
Fortifications
The fortifications confer a 6+ cover save to any models
As a siege draws on, things become more and more using them as cover.
desperate on both sides. The defenders know that they
can only survive for so long unable to obtain supplies. Reinforced Foundation
The attacker is in a race against time to break the Hydra Surface Vents may not be placed within 8” of any
defenders before reinforcements can come to relieve fortification.
them.
Reinforcements
The Strike-teams The defender's reinforcements are placed along his
This scenario is for two opposing strike-teams of equal board edge at the beginning of turn 6. They may be
value, one attacker and one defender. The attacking issued orders and activated during that turn.
force consists of 300pts of troops, and the defending
force has 450pts. Strategic Withdrawal
Of the defending team, between 100 and 150pts must be The standard strategic withdrawal rules apply to the
assigned as a garrison. The rest will be made available attacking team, which has a 66% break point. The
as reinforcements. defender does not have to test for strategic withdrawal.

Deployment and Terrain Game Length


This scenario is best played out on a 4'x4' table. The The game lasts until one of the following criteria have
defender places one large fortification (capable of holding been met:
at least 10 small-based models) at the centre of his board ● The attacking team makes a strategic withdrawal.
edge This fortification can be represented by a bunker, ● The defender's garrison is completely obliterated.
fortified building, sandbagged position, or any similar ● The defending team is completely obliterated.
defensive structure. Remaining terrain should be placed
upon the battlefield in any mutually agreeable manner. Objectives and Victory Conditions
The area within 12” of the fortification should feature fairly The objective for the attacker is to wipe out the garrison
light cover such as razorwire and craters, and areas before the rest of the defending force arrives. The
outwith this should feature medium density terrain, such defender must prevent this by driving off the attacker.
as dragon's teeth tank traps, wrecked vehicles, piles of Victory points are awarded as follows:
rubble and other similar features. ● For each defending model killed that was part of
The defending player sets up his garrison force first, the garrison, the defender receives victory points
placing them inside the fortification (observing the rules equal to double the model's cost.
for the capacity of each fortification). The attacker then ● For each defending model killed that was part of
places his force within 12” of his deployment edge. the reinforcements, the attacker receives victory
points equal to half the model's cost.
Deployment Map ● For each attacking model killed, the defender
receives victory points equal to the model's cost.
● If the attacker is forced to withdraw, the defender
receives 150 victory points.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders.

26
Frank Magaw Jr. (order #2678809)
Sabotage Special Rules
Reinforcements
The defender may place his reinforcements within 6” of
There are always installations that are important during his reinforcement edge at the beginning of turn three, and
any conflict – command or listening posts, defense turrets is free to give them orders and activate them as normal.
fuel depots, ammo dumps, or other supply stores. In
some cases, it is prudent to capture them. In others, their Demo Charges
destruction is the best course of action, and a specialist Demo Charges are cumbersome and dangerous, so it is
team is sent in with explosive charges to carry out this left to the “grunts” to carry them. Only Gladiator
mission. Secutors, Junker Auxilia or Legionnaires, Syntha
Androsynths, Triad Retainers, VASA Suppressors or
The Strike-teams Viridian Colonial Marines carry demo charges, and
This scenario is for two opposing strike-teams of equal obviously only those on the attacking team.
value, one attacker and one defender. 300pts is the A model that is in base contact with the objective at the
recommended size. end of a turn, and is not panicked, shocked or engaged in
Of the defender's troops, 100pts may be assigned as close combat, may place a charge on the objective.
sentries. The remaining forces are reinforcements. The charge will explode at the end of the turn after which
it was placed. It will completely destroy the installation,
Deployment and Terrain and shower the surrounding area with debris. All models
This scenario is best played out on a 4'x4' table. Terrain within 8” of the objective will take a S6 hit.
should be placed upon the battlefield in any mutually
agreeable manner. The centre of the board should Reinforced Foundation
feature a building representing the target installation, with Hydra Surface Vents may not be placed within 8” of the
some light fortifications (such as low walls, fences and objective.
barricades) around it. The area 12” around the
installation should be fairly sparsely covered, and the rest The attacker has Initiative on the first turn.
of medium density urban terrain.
The defender first places his sentries adjacent to the
Strategic Withdrawal
objective. The attacker chooses one board edge to be
his deployment edge and places his troops within 6” of The standard strategic withdrawal rules apply. Both
teams have a 50% break point. The defender's sentries
that edge. The defender is assigned the opposite edge
do not count towards the break point.
as his reinforcement edge.

Deployment Map Game Length


The game lasts for six turns, or until one of the following
criteria have been met:
● The objective is destroyed.
● Either strike-team makes a strategic withdrawal.
● Either strike-team is completely obliterated.

Objectives and Victory Conditions


The objective for the attacker is to destroy the enemy
installation, while the defender must prevent this from
happening by driving off the attacker.
Victory points are awarded as follows:
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
● If the objective is destroyed, the attacker receives
100 victory points.
● If the objective is not destroyed by the end of the
game, the defender receives 100 victory points.
The winner is the player with the most victory points at the
end of the game.

Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. Alternatively,
the attackers may compete against each other to destroy
the objective, using the Table Edges deployment map.
For every additional attacker beyond the first competing in
this way, the defender may assign an additional 50pts
worth of sentries.

27
Frank Magaw Jr. (order #2678809)
Havoc Special Rules
Reinforcements
Not every covert operation to destroy enemy assets is a The defender may place his reinforcements within 6” of
surgical strike against a single target. In many cases, the his reinforcement quarter edges at the beginning of turn
strike team is tasked with causing as much widespread three, and is free to give them orders and activate them
destruction as possible which can be used to demoralize as normal.
or distract the enemy. Because Iskandria's airspace is
too heavily contested to conduct air strikes, this job falls Demo Charges
to the troops on the ground. Demo Charges are cumbersome and dangerous, so it is
left to the “grunts” to carry them. Only Gladiator
The Strike-teams Secutors, Junker Auxilia or Legionnaires, Syntha
This scenario is for two opposing strike-teams of equal Androsynths, Triad Retainers, VASA Suppressors or
value, one attacker and one defender. 300pts is the Viridian Colonial Marines carry demo charges, and
recommended size. obviously only those on the attacking team.
Of the defender's troops, as many as four groups of two A model that is in base contact with the objective at the
models (not necessarily of the same type) may be end of a turn, and is not panicked, shocked or engaged in
assigned as sentries - the total value of the sentries may close combat, may place a charge on the objective.
not exceed 150pts. The remaining forces are The charge will explode at the end of the turn after which
reinforcements. it was placed. It will completely destroy the objective, and
shower the surrounding area with debris. All models
Deployment and Terrain within 12” of the objective will take a S2 hit (although the
This scenario is best played out on a 4'x4' table. Terrain targets explode spectacularly, they will rarelycause severe
should be placed upon the battlefield in any mutually damage to the surrounding area).
agreeable manner. Place five terrain objectives fairly
evenly along the diagonal of the table, each with a base Reinforced Foundation
no greater than 4” across. Ideally, these should be Hydra Surface Vents may not be placed within 8” of the
features that are prone to exploding in a spectacular objective.
manner, such as fuel or gas tanks, or ammo dumps, etc.
The rest of the board should feature light to medium The attacker has Initiative on the first turn.
terrain, with an emphasis of soft cover over heavy cover.
The defender places each pair of sentries within 4” of any Strategic Withdrawal
objective. The sentries must be placed in their respective The standard strategic withdrawal rules apply. Both
pairs, with each of the pair within 2” of the other, and no teams have a 50% break point. The defender's sentries
two pairs within 12” of each other. Deployment alternates do not count towards the break point.
between sentry pairs and attacking models, with the
attacker deploying his remaining forces when all sentries Game Length
are placed. The attacker may place his troops within 6” of The game lasts for six turns, or until one of the following
the edges of his chosen table quarter, as shown below. criteria have been met:
● All the objectives are destroyed.
Deployment Map
● Either strike-team makes a strategic withdrawal.
● Either strike-team is completely obliterated.

Objectives and Victory Conditions


The objective for the attacker is to destroy as many
enemy objectives as possible, while the defender must
prevent this from happening by driving off the attacker.
Victory points are awarded as follows:
● For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
● For every objective that is destroyed, the attacker
receives 25 victory points.
● For every objective that has not been destroyed
by the end of the game, the defender receives 25
victory points.
The winner is the player with the most victory points at the
end of the game.
Multiplayer Variant
This scenario is suitable for three or more players, by
forming teams of attackers and defenders. Alternatively,
the attackers may compete against each other to scout
the objectives using the Table Quarters deployment map.
In this case, the objectives should be placed in a square
arrangement. For every additional attacker beyond the
first competing in this way, the defender may assign an
additional 50pts worth of sentries, and is given an
allowance of one extra model per sentry group.

28
Frank Magaw Jr. (order #2678809)
Special Rules
Juggernaut TROL
The TROL moves up to 6” per turn, and must move
Military vehicles are rarely seen in combat in Iskandria, directly towards the TROL exit table edge if possible. The
and rarest of all are the TROLs – Tracked Robotic TROL can ignore rough terrain and obstacles of up to 1”
Ordnance Launchers. These massive, heavily armoured high. If the TROL cannot move directly towards the exit
and mostly autonomous behemoths were originally built table edge, it will take the shortest possible unobstructed
for heavy bombardment and siege warfare, but have route that will allow it to move directly towards the exit
become largely obsolete both as a result of technological table edge in the following turns. The TROL can make
advancement, and the nature of the current conflict. At one turn of up to 90° during its movement. The TROL
the start of the Koralon invasion less than two dozen cannot remain stationary, it must move a minimum of 1”
TROLs were present on the planet, most of them during its turn.
abandoned and forgotten. With the forces on Iskandria The TROL always moves at the end of the turn after all
largely cut off from support they are now making use of other models have been activated.
any hardware they can find on the planet, and even the The TROL is not affected in its movement by other
TROLs are being awakened and pressed into service models. Friend or foe are simply run over if they stand in
once more. the way. All models that are in base-to-base contact with
the TROL at the start of its movement, or that come into
The Strike-teams base-to-base contact during the TROLs movement, must
This scenario is for two opposing strike-teams of equal make a CD check to get out of the way of the behemoth.
value, one attacker and one defender. 300pts is the Models that fail the CD check suffer a ST8 hit. Models
recommended size. that make the CD check, or that survive the impact, are
In addition to his strike-team the defender is given a moved to the nearest side of the behemoth.
TROL, a huge robotic siege tank. This massive vehicle The TROL's main weapons are huge siege cannons and
should be 8-10” long, and 6-8” wide, and can be missile racks, devastating in siege combat – however,
represented by anything from a shoebox to a properly using these against individual infantry models is like trying
modelled “miniature”. to hit a fly with a sledgehammer. Therefore, the TROL's
main guns will not be used in this scenario.
The TROL is heavily armoured and more or less
Deployment and Terrain impervious to hand-held infantry weapons. All attacks
This scenario is best played out on a 4'x4' table. Terrain against the TROL save for trackburster charges are
should be placed upon the battlefield in any mutually considered ineffective.
agreeable manner. The board should feature light to
medium terrain featuring the likes of roadblocks, tank Trackburster Charges
traps, sandbagged emplacements, craters, ruins and The TROL has two sets of tracks – one the left side, and
rubble. The TROL should be given at least two, clear, one on the right. Each track needs to be taken out in
distinct routes by which to cross the table. The TROL is order to stop the TROL in its tracks. To place a
placed within 8” of a deployment edge chosen by the trackburster charge, a model must move into base-to-
defender. base contact with the TROL and make a CD check. If the
Players roll a d10 with the winner picking whether to check is passed, the charge has been placed and will
deploy first or second. Players deploy their models explode at the end of the turn after the TROL has
alternately within 8” of their respective table edges – the completed its movement. If the check is failed, the model
defender places within the TROL deployment zone, and failed to affix the charge properly. A model can only try to
the attacker in the zone directly opposite. place a trackburster charge once per turn, although it can
use subsequent activations to move away from the TROL
after trying to place a charge.
If one of the TROLs tracks is destroyed, half all
movement for the TROL in subsequent turns. If both
tracks are destroyed, the TROL is immobilised.

Initiative
The attacker always gets the initiative in the first turn

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Deployment Map Objectives and Victory Conditions
The objective for the attacker is to immobilise the enemy
TROL and drive away the defending team. The defender
must escape with the TROL and protect it from the
attackers.
Victory points are awarded as follows:
● For each track of the TROL destroyed, the
attacker receives 50 victory points.
● If the TROL leaves the table by the escape edge,
the defender receives 100 victory points.
● If the defender is forced to withdraw before the
TROL is immobilised, the attacker receives 25
victory points.
● If the defender is forced to withdraw after the
TROL is immobilised, the attacker receives 25
victory points.
● If the attacker is forced to withdraw before the
TROL is immobilised, the defender receives 50
victory points.
● If the attacker is forced to withdraw after the
TROL is immobilised, the defender receives 25
victory points.
● For each enemy model killed, the player receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point. Multiplayer Variant
This scenario is suitable for three or more players, by
Game Length forming teams of attackers and defenders. Alternatively,
The game lasts for eight turns, or until one of the a number of attackers may compete against each other to
following criteria have been met: destroy the TROL, using the Split Edge deployment map.
● The TROL is immobilised. For every additional attacker beyond the first competing in
● Either strike-team makes a strategic withdrawal. this way, the TROL has one extra set of tracks (or any
● Either strike-team is completely obliterated. other suitable mechanism the players agree on) to
destroy.

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Counter Sheets
The scenarios in this supplement often require the use of counters and markers to represent key objects in the
mission. While a set of fully modelled objective markers provides the best gaming experience, this is not always
possible. A variety of printable counters have therefore been provided here.

Small Objectives (20mm)


These can be glued into the top of a 30mm base for small objectives.

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Small Objectives (30mm)
These can be used in place of 30mm (small) based objectives, or glued into the top of a 40mm base for medium
objectives.

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Medium Objectives (40mm)
These can be used in place of 40mm (medium) based objectives, or glued into the top of a 50mm base for large
objectives.

Flags

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Small Counters
These counters are the same size as the plastic counters from the the Order Counter packs, and are suitable for
representing loot counters, demo charges and so on.

Large Objectives (50mm)


These can be used in place of 50mm (large) based objectives.

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