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Infiltration 40k

Mission Objectives

Infiltrator Rolls secretly for the mission.

1-2. Assassination (Slay the Enemy HQ)

3-4. Intel Extraction (Retrieve the Objective and bring it to the Landing Zone)

5-6. Demolitions (Place Explosives on Specific Objective)

Army Points

Infiltrators must use half the ammount of points defenders must use. (Usually 500 vs 1000)

Deployment

Defenders will place a good ammount of buildings/fortifications/forests in a 4x4 box, and they
will deploy first.

First turn

Infiltrators go first.

Victory Conditions

Assassination- If infiltators manage to kill the enemy HQ before he escapes (+2 bonus
victory points if you kill the HQ in one turn), then Infiltrators win . If defenders manage
to escort the HQ to the table edge after the alarm is raised then defenders win.

Intel Extraction- If infiltrators manage to take target objective and bring it to any table
edge outside the 4x4 square, then infiltrators win. If defenders manage to protect the
objective for d3 turns after the alarm is raised then defenders win (as they radioed in
support)

Demolitions- Infiltrators will place d3 objectives secretly in the enemy base (walls,
tanks, buildings make perfect targets), and attempt to bring the payload to each
objective and wait d3 turns. Defenders win by slaying all the payload carriers (they'll
stand out as they carry a giant duffel bag full of suspicious goodies), or attempting to
defuse the bomb (how long it takes to diffuse is 6d-iniative-1 if carrying proper bomb
defusal equipment)

Mission Special Rules


Nightfighting Always

Infiltrators and defenders may NOT have a HQ with more than 3 wounds. Infiltrators may not
take vehicles, unless its a transport for quick escape. (note you can only move the transport until
after the alarm has been sound, seems silly to have a loud engine roaring for a stealth mission)

No vehicles with AV higher than 12.

Defenders must place all troops inside buildings, and HQ's in the direct center of the 4x4 square.

Defenders must have in addition to usual 1 hq, 2 troop. Must include an additional 3-6 patrols.
This consists of a unit with no armor save higher than 3+, and a maximum model count of 5
men. Every turn they move scatterdice plus 6 inches around the base. (If they were to move off,
just move them in another direction). If the defenders wish to manualy move the patrol squad,
then he must roll leadership (no bonuses unless near a HQ.) Patrol squads may take dedicated
transports (boyz and a trukk for example) and can move 12" instead of 6" plus scatter.

Number of turns

5+d3

Mission special upgrades

Infiltrate- Same as regular rules, but must deploy 12" away from the border of the base.

A infiltrator squad may upgrade their weapons to have silencers for +50 points, this allows you to
prevent enemy patrols from taking leadership tests when being shot at or any nearby squad that
is or 12"+d6 inches away to raise the alarm) (No missile or explosive weapons)

A infiltrator squad may take extra payloads per guy for +35 points. Limit 8.

Payload- STR 10 AP 2 Large Blast, Assault 1.

Infiltrators may purchase radio jammers to delay a set alarm for a turn for +75 points.

If the infiltrator army lacks troops with infiltration, then for an additional 25% of the total point
cost for a regular troop squad, may give them infiltrate.

Infiltrators may buy night vision goggles/augments for +10 points per guy.

Defenders may place boobytraps in a suspicious objective, and if a enemy were to approach 3"
of it, place a str 8 ap 4 small blast template over it and sound the alarm. For 75 points each. Max
3.

Defenders may equip any squad for an additional +25 points with flashlights (Use flame
templates and if any infiltrators are in plain view of the flashlight then sound a alarm)
Defenders may give radios to patrol squads for +50 points, this allows them to radio HQ, sound
the alarm, prevent one infiltration squad from recieving benefits of night fighting.

Alarms

The defender always has 1 alarm tower to place anywhere on the base, he may purchase an
additional 2 for 75 points. And when the alarm is set, then all troops leave their buildings and
prepare for battle, and infiltrators must work quickly to sieze the mission. However if a infiltrator
manages to get within 3" of a tower, he may sacrifice his shooting pase to disable the tower and
gain +1 victory point, disabled towers cannot raise the alarm. Treat an alarm tower as a vehicle
with armor 10 and 2 Hull points if infiltrators wish to shoot at it.

Defender HQ's may not move until the alarm is raised, but may still attempt to spot enemy
infiltrators. You may place a HQ inside a building, but you must announce where he/she is.

Defender Vehicles may NOT move until the alarm is raised. Unless its a dedicated transport for a
patrol squad.

Defenders get +1 Victory point for each alarm raised.

Spotting

Patrol squads that are within 6"+iniative of an enemy squad must roll leadership to make sure
they are not seeing things. -3 penalty to leadership if infiltrators are behind cover. If they pass a
leadership check they may call out 12" to any nearby patrol squads until word has reached the
alarm tower. Note that patrol squads can only see a front arch, and all members inside a squad
must face one direction. If they are equipped with flashlights, then use the flame template as
their vision. If they are equipped with radios then select one tower to set off the alarm if it
raised.

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