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Mission Background Objectives Special Rules

Some worlds have been host to such an Before deployment, players have to set Excavation: At the end of each round,
infinite amount of battles, that they are up a total of D3+3 objective markers. starting with the player that finished
littered with valuable equipment under activating first, players alternate in
The players roll-off to see who goes
the surface. Those that seek these relics excavating one of the objectives they
first, and then alternate in placing one
often find themselves facing-off, just seized which has a friendly unit within 3”
objective marker each outside of the
adding more valuables to the pile. of it. Place one excavation token on the
deployment zones, and at least 9” away
objective, and roll a D3+X, where X is the
The Battlefield from other objectives.
number of excavation tokens on the
For this mission you’ll need a 6’x4’ table At the end of each round, if a unit is objective. On a result of 4+, the objective
with at least 10-15 pieces of terrain on it. within 3” of a marker whilst enemies is fully excavated, and the marker is
aren’t, then the objective is seized and removed from the table. Then roll one
The Armies remains seized even after leaving. die, and apply the effect to one random
friendly unit within 3” of that objective:
For this mission you’ll need two armies Shaken units can’t seize markers, and if
of equal point cost. units from both sides are contesting a Result Event
marker then it becomes neutral again. 1-2 Hidden Bomb – The unit takes
Deployment D6 hits with AP(2).
At the end of the game players get 1 VP 3-4 Teleporter – The unit may be
The players roll-off, and the winner
for each objective they fully excavated, placed anywhere on the table,
picks zone A or B to be their deployment
plus 1 VP if they fully excavated more over 9” away from enemy units.
zone, with their opponent taking the 5-6 Ammo Cache – The unit may
objective markers than their opponent.
opposite. Then the players alternate in immediately shoot.
placing one unit each within their Players also get 1 VP if at least one of
deployment zone, starting with the their non-shaken units is in the enemy Special Equipment
player that won the deployment roll-off. deployment zone, as well as 1 VP if they
destroyed at least three enemy units. Mining Drill: Before the game begins,
First Turn each army may provide one unit with a
The game ends after 5 rounds, and the mining drill. If a unit with a mining drill
The player that has won the deployment player that scored most VPs wins. is within 3” of an objective marker at the
roll-off gets the first turn.
end of the round, you may add one
excavation token on it.

Wave Locator: Before the game begins,


each army may provide one unit with a
wave locator. Once per game, if a unit
with a locator is within 3” of an objective
marker when it is fully excavated, you
may re-roll on the excavation table.

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Mission Background Objectives Special Rules
Many strange artifacts can be found on Before deployment, players have to set Portal Net: Units that activate within 3”
derelict worlds, such as wide portal up a total of 6 objective markers. of an objective marker may teleport.
networks once used for transporting Remove the unit from the table and
The players roll-off to see who goes
goods and materials. In these combat placed it within 3” of any other objective
first, and then alternate in placing one
zones, fortune favors those bold enough marker of your choice.
objective marker each outside of the
to enter these damaged portals.
deployment zones, and at least 9” away Weathered Tech: Whenever a unit
The Battlefield from other objectives. teleports, roll one die and follow the
instructions of the event:
For this mission you’ll need a 6’x4’ table At the end of each round, if a unit is
with at least 10-15 pieces of terrain on it. within 3” of a marker whilst enemies Result Event
aren’t, then the objective is seized and 1 Collapse - Units may no longer
The Armies remains seized even after leaving. teleport from the objective that
the unit teleported from, and
For this mission you’ll need two armies Shaken units can’t seize markers, and if the objective stops scoring VPs.
of equal point cost. units from both sides are contesting a 2-3 Portal Shock - The unit must
marker then it becomes neutral again. take a dangerous terrain test.
Deployment 4-5 Miscalculation - The unit is
At the end of each round players get 1 VP placed within 3” of a random
The players roll-off, and the winner
for each objective marker they seized, objective marker.
picks zone A or B to be their deployment 6 Safe Passage - No effect.
plus 1 VP if they seized more objective
zone, with their opponent taking the
markers than their opponent.
opposite. Then the players alternate in Special Equipment
placing one unit each within their Players also get 1 VP if at least one of
deployment zone, starting with the their non-shaken units is in the enemy Portal Stabilizers: Before the game
player that won the deployment roll-off. deployment zone, as well as 1 VP if they begins, each army may provide D3+1
destroyed at least one enemy unit. units with portal stabilizers. Units with
First Turn stabilizers may re-roll on the weathered
Starting from the end of round 4, players tech table once per game.
The player that has won the deployment must roll one die at the end of each
roll-off gets the first turn. round, and on a 4+ the game continues.

The game ends once a 1-3 is rolled, and


the player that scored most VPs wins.

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Mission Background Objectives Special Rules
An ancient artifact has been activated, Before deployment, place one objective Unknowable Power: At the beginning of
bending and distorting space around maker at the centre of the table. each round, roll one die, and apply the
itself. This alien landscape has become effect until the end of the round. If a
At the end of each round, if a unit is
the focus of rival commanders convinced player has seized the objective, that
within 3” of a marker whilst enemies
that the power of the artifact can be player rolls two dice and picks which
aren’t, then the objective is seized, but
harnessed for their own schemes. result is applied:
doesn’t remain seized after leaving.
The Battlefield Result Event
Shaken units can’t seize markers, and if
1 High Gravity - All units must
For this mission you’ll need a 6’x4’ table units from both sides are contesting a take a dangerous terrain
with at least 10-15 pieces of terrain on it. marker then it becomes neutral again. test and count as having the
Slow special rule.
At the end of each round players get 1 VP
The Armies 2 Low Gravity - All units count
if they have units in at least two different as having the Fast and
For this mission you’ll need two armies table quarters, plus 1 VP if they have Strider special rules.
of equal point cost. units in more different table quarters 3 Reality Flicker - The players
than their opponent. roll-off and alternate in
Deployment moving one of their units by
Players also get 1 VP if at least one of up to 6” each, starting with
The players roll-off, and the winner
their non-shaken units is in the enemy the player that won.
picks zone A or B to be his deployment 4 Time Reversal - All units
deployment zone, as well as 1 VP if they
zone, with his opponent taking the may heal 1 wound or restore
destroyed at least one enemy unit.
opposite. Then the players alternate in 1 model (with only 1 health
placing one unit each within their The game ends after 4 rounds, and the left if it had Tough).
deployment zone, starting with the player that scored most VPs wins. 5 Visions of Death - All units
must take a morale test.
player that won the deployment roll-off.
6 Artifact Overload - All units
First Turn within 6” of the objective
maker take D3+3 automatic
The player that has won the deployment hits with AP(2).
roll-off gets the first turn.

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