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  1. 40k 8th Edition Escalation League Week 2 Mission *************************************************************************** On a tip from @Sugarlessllama, I bought the new Open War card deck from the Portland Game Store tonight. I'm a big fan of easy ways to make things different and these are pretty good for that. I did some random draws and cherry picked what I thought would go well for the League. Thus: MISSION 2 Heretic vs. Traitor: Burn and Pillage Two factions war over belief. The lust for war will rage until nothing is left. This battle is a crusade of faith and there are no prisoners. Armies: All armies shall be 750 points or 38 PL, Battleforged, must qualify for a Patrol Detachment (if you can fit more, go for it! Battalions are legit, too). Battlefield: Setup terrain on a 4x4. Make sure there is a variety of terrain as the Advanced Rules contain entries for craters, ruins, battlefield debris and other cool things (all of which should be in the terrain room or tubs)! Deployment: Divide the table in half down the middle (even diagonal if you want). Roll off and winner chooses Deployment Zone A or B. Place 6 objectives. Winner of deployment places first. Place objectives anywhere in YOUR deployment zone no less than 6" from any other objective and any table edge. Alternate deploying units with winner of deployment placing first. Deploy units so that they are wholly within your deployment zone and more than 9" away from any enemy models. Objective: A player can burn and pillage any enemy objective markers that they control at the end of their turn, one objective per game turn. Remove the objective marker after doing so. The first player to burn and pillage all three enemy objective markers wins the battle. Game Length: 5 turns. Whoever burned and pillage the most objective markers rolls a die at end of turn 5. On a 4+, the game is over. On a 1, 2, or 3, the game goes on to turn 6. Special Rules: Acid Rain: Subtract 1 from all hit rolls made for shooting attacks and subtract 1 from all Advance and charge rolls. Roll a die at the start of each battle round after the first. On a 4+, the rain stops (if it was raining in the last round), or starts again (if it was not raining in the last round). ***I will have copies of the mission printed out and available at the club.***
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