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Mission 1: Line in the Sand

For years the conflict on Larnach IV has grinded on with neither side able to gain an advantage. Your spies have uncovered details of a planned enemy offensive against your position. If your forces can withstand the enemy onslaught then a well-planned counterstrike could exploit the ensuing weakness in your opponents position and end the battle for Larnach IV. The battle line has been drawn and it is your duty to ensure that any enemy forces that cross the battle line do not live to solidify their gains.

Deployment
Split the table into halves as shown to the right. Each player then rolls a d6. Whichever player wins the die roll chooses whether to go first or second. The player that will take the first turn then deploys their forces anywhere within their table half that is more than 12 away from the centerline of the table. Once the first player has completed their deployment the second player then deploys their forces anywhere in their table half that is more than 12 away from the centerline of the table. Scout, Infiltrate, Outflank, and Deep Strike work as described in the Warhammer 40,000 Rulebook.

Reserves
Each player may place any number of other units in reserve.

First Turn
The player that set up first takes the First Turn. The player that goes second may attempt to Seize the Initiative (see page 92 of the Warhammer 40,000 Rulebook).

Game Length
This mission uses Random Game Length as described on pg. 90 of the Warhammer 40,000 Rulebook.

Victory Conditions
This mission uses Kill Points to determine the winner as described on pg.91 of the Warhammer 40,000 Rulebook. Each enemy unit that is destroyed at the end of the game is worth 1 Kill Point. Each player totals up their Kill Points, compares their total to their opponents, and then consults the table below.
Massacre Major Victory Minor Victory Draw 9 or more Kill Points than opponent. 5 - 8 more Kill Points than opponent 1 - 4 more Kill Points than opponent The same Kill Point total

Special Rules
Hold at All Costs Before deployment, each player chooses one non-Vehicle, non-Independent Character unit, that unit has the Stubborn universal special rule (see page 76 of the Warhammer 40,000 Rulebook ) for the duration of the game.

Bonus Points
+2 +1 +1 +1 The game ended before time was called for the round. One or more of your Scoring Units are alive at the end of the game. None of your opponents units are in your Deployment Zone at the end of the game. You rolled Insane Heroism! on a Morale check.

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Mission 2: Dagger in the Dark


The extreme axial tilt of Larnach IV means that a single night can last for days. Throughout the war for Larnach IV soldiers have dug in and fortified their positions against the coming night. Your force has been selected by Strategic Command to make a daring night raid on a vitally important enemy outpost. Your mission is to secure the position and hold it until reinforcements arrive. The success of this mission may be the beginning of the end of the war for Larnach IV.

Deployment
Split the table into four quarters as shown to the right. Each player then rolls a d6. Whichever player wins the die roll chooses whether to go first or second. The player that will take the first turn then chooses a table quarter and deploys their forces anywhere within that table quarter that is more than 12 from the center of the table. Then, the second player deploys their forces anywhere in the opposite table quarter that is more than 12 away from the center of the table. Scout, Infiltrate, Outflank, and Deep Strike work as described in the Warhammer 40,000 Rulebook.

Reserves
Each player may place any number of units in reserve.

First Turn
The player that set up first takes the First Turn. The player that goes second must attempt to Seize the Initiative (see page 92 of the Warhammer 40,000 Rulebook).

Game Length
This mission uses Random Game Length as described on pg. 90 of the Warhammer 40,000 Rulebook.

Victory Conditions
This mission uses five Objectives which are placed as follows: Place 1 Objective in each Table Quarter and 1 Objective in the center of the table. Once all Objectives have been placed, roll scatter for each Objective and move it the full distance in the indicated direction. The Objectives may not be placed in impassible terrain. At the end of the game determine which player controls each Objective and then consult the table below:
Massacre Major Victory Minor Victory Draw Control 5 more Objectives than opponent Control 3 or 4 more Objectives than opponent Control 1 or 2 more Objectives than opponent Control the same number of objectives as opponent

Special Rules
Dusk Raid At the end of each Game Turn one of the players rolls a d6, on a roll of 5+ the Night Fighting rule (see page 95 of the Warhammer 40,000 Rulebook) will be in effect until the end of the game.

Bonus Points
+2 +1 +1 +1 The game ended before time was called for the round. One or more of your Scoring Units is in your opponents Deployment Zone at the end of the game. One or more of your HQ choices are alive at the end of the game. You started the game with no units in Reserve.

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Mission 3: A Hundred Swords at Dawn


The long night of Larnach IV has given your forces time to reinforce your position. The darkness has provided your opponent the opportunity to muster forces unseen. Your scouts report that the enemy army is fast approaching your position. The opponents forces will arrive with the dawn. The battle that will determine the fate of Larnach IV is about to begin.

Deployment
Split the table into halves as shown to the right. Each player then rolls a d6. Whichever player wins the die roll chooses whether to go first or second. The player that will take the first turn then deploys their forces anywhere within the table half of their choice. Once the first player has completed their deployment the second player then deploys their forces anywhere in the other table half that is more than 18 away from the nearest enemy unit. Scout, Infiltrate, Outflank, and Deep Strike work as described in the Warhammer 40,000 Rulebook.

Reserves
Each player may place any number of units in reserve.

First Turn
The player that set up first takes the First Turn. The player that goes second may attempt to Seize the Initiative (see page 92 of the Warhammer 40,000 Rulebook).

Game Length
This mission uses Random Game Length as described on pg. 90 of the Warhammer 40,000 Rulebook.

Victory Conditions
This mission uses Victory Points to determine the winner (see page 108 of the Warhammer 40,000 Rulebook). Each player totals up their Victory Points and then consults the table below.
Massacre Major Victory Minor Victory Draw 1,250 or more Victory Points than opponent. 750 - 1249 more Victory Points than opponent 250 749 more Victory Points than opponent The margin of victory is less than 249 Victory Points

Special Rules
Dawn Attack The Night Fighting rules (see page 95 of the Warhammer 40,000 Rulebook) are in effect. At the end of each Game Turn one of the players rolls a d6, on a roll of 5+ the Night Fighting rule will no longer be used.

Bonus Points
+2 +1 +1 +1 The game ended before time was called for the round. One of your HQ choices destroys an enemy HQ choice during the Assault phase. You started the game with at least one unit in Reserve. You destroyed 2 or more of your opponents Dedicated Transports.

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