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2016 Escalation League Summer Missions


Xavier319

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2015 Escalation League Mission #1: At The Edges

 

The Kirosa Sector has been quiet for ten years since the Warp Lane War. The Imperium of Man Has rebuilt in the sector, and reestablished their base of power. A new, more attentive Sector Governor has been installed in the place of the old one, and the PDF forces are on constant lookout for Xenos and Chaos alike. Your small force is guarding a supply dump, either an isolated cache to reinforce Imperial units, or a staging ground for a piratical raid into the recently reclaimed sector. You must defend your cache, or take the one your forces have found, from the hands of the enemy.

 

ITC 2016 Scenario 1

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones.  See special rules for deployment.

4. Step 5. Place one objective in the exact middle of the table.

5. Step 6. Roll for Warlord traits per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

8. Reference the ITC Scenario Guidelines for additional scenario information.

Dawn of War Mission: Modified Emperor’s Will: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

 

Maelstrom Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

1. Hold Central Objective

2. Hold or Contest Central Objective

3. Have a scoring unit at least partially within 12” of the enemy deployment edge. (center point is deployment edge of defending player)

4. Destroy an Enemy Unit

5. Destroy an Enemy Unit

6. Destroy an Enemy Unit

Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________

Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________

Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________

Bonus Points: 1 Mission Point each: Big Game Hunter, First Strike, Slay the Warlord.

 

Special Rules:

  • One player is the defender, and one player is the attacker (this is determined by the table side roll, winner may choose). The defender sets all of their units up within 12” of the center of the table. In the center is an objective that is at least the size of a 40mm base. This is the supply cache. It grants the controlling player rerolls on 1’s to hit for one unit controlling it each shooting phase. The player that controls it at the end of the game achieves the modified emperor’s will.
  • Defending units flee toward the closest table edge if they flee for any reason.
  • Defending units gain Counter-Attack within 6” of the supply cache.
  • Attacking units may choose if the game has night fighting on the first turn.
  • Attacking units gain preferred enemy when shooting (and only shooting) at the unit controlling the supply cache.
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2015 Escalation League Mission #2: The Bombs Bursting In Air

 

Small conflicts have cropped up all across the Kirosa Sector once again, though they go largely unnoticed by the sector government, trusting the local PDF and officials to quell them and smooth things over. The weapons caches fought over previously are being put to use, as inexperienced or simply uncaring gun crews begin to bombard various battlefields of their rivals and their own troops. Small skirmishes are turned into nervous affairs with troops looking up nervously, trying to see the next shell whistling down While they attempt to secure important documents, key hostages, or simply steal something from a rival.

 

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.

a. The Relic is placed as normal.

b. Each player places 1 Maelstrom Objective in their own deployment zone, these are numbered 1 and 2.

5. Step 6. Roll for Warlord traits per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

6. Step 7. Roll for Night Fighting.

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

8. Reference the ITC Scenario Guidelines for additional scenario information.

 

Dawn of War Mission: The Relic: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

Maelstrom Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

 

1. Hold Maelstrom Objective 1

2. Hold Maelstrom Objective 2

3. Have a scoring unit at least partially within 12”; of the enemy deployment edge.

4. Destroy an Enemy Unit

5. Destroy an Enemy Unit

6. Have at least 3 of your and none of your opponent's scoring units in your deployment zone.

3 Point Maelstrom Objective 1: If Maelstrom Objectives 1 and 2 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

3 Point Maelstrom Objective 2: If Maelstrom Objectives 4 and 5 are generated, they may be exchanged for: Destroy 3 Enemy Units and earn 3 Maelstrom Points.

 

Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________

Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________

Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________

Bonus Points: 1 Mission Point each: First Strike, Table Quarters, Slay the Warlord.

 

Special Rules:

  • At the start of each game turn, roll 1d3+1, this is the number of small blast templates that are fired from the indiscriminate mortars off-board. Assign each table quarter a number, and randomize a quarter for each blast, and randomize which unit in that table quarter is targeted with the blast weapon (figure it out, it’s not hard). Then place the blast over that unit, covering as many models in the target unit as possible, even if it is in close combat. The blast is akin to a mortar shot, being Strength 4 AP 6 and causes pinning with a small blast. You MAY go to ground from this attack, and count as pinned during your following turn with that unit.
  • The battlefield at this point is a pock-marked landscape of craters and ditches, giving all infantry the benefits of 6+ cover even when in the open (though it is not difficult ground).
  • The Relic grants whatever model that is holding it immunity to the artillery blasts. Because. Deal with it. Game balance Mr. Frodo.
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2016 Summer Escalation League Mission #3

The Governor of the Kairosa Sector has finally taken notice of the armed conflicts cropping up here and there across his territory. He has dispatched word to his PDF forces to put down any conflict that they see, and arrest or execute any perpetrators. They are not terribly effective at controlling or taking out the trained warriors of the various factions, but they are extremely annoying and get in the way like champs, causing all kinds of logistical delays. The PDF are running around simply trying to stop all of the fighting, while the factions are fighting one another to gain ground for the real battles they know are coming.

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.

a. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30” from their own deployment table edge and number 3 in their opponent's deployment zone.

b. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.

5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

8. Reference the ITC Scenario Guidelines for additional scenario information.

 

Primary Mission: The Scouring: 4 Mission Points if achieved, 2pts if tied, 0pts if lost.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

 

3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 1, 2 or 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 4, 5 or 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points.

 

Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________

Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________

Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________

 

Bonus Points: 1 Mission Point each: Big Game Hunter, Linebreaker, Slay the Warlord

 

Special Rules:

Simply Annoying: All units must begin the game in reserve. Each player begins rolling for reserved on turn 1. The PDF forces are keeping the soldiers from being where they need to be in a timely manner. Players do NOT lose the game on turn one for not having any units on the table at the end of the game turn. Units may come in via deep strike or outflank if they have that special rule. Fliers may NOT roll for reserves on turn 1.

Slightly Dangerous: Any unit that comes in from reserves (or their transport, if they arrived in one) is shot at by 10 BS 3 Str 3 AP – shooting attacks before they are moved onto or placed onto the table. This is incoming lasgun fire by the PDF forces.

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Escalation League Summer 2016 #4

The violence is escalating across the sector, and something ominous has happened. On the edges of the system a cloud of asteroids that appeared, rocketing toward the system. Every faction has stopped, staring up at the sky, and then turning their eyes to their astropaths and auger arrays. The cloud of asteroids is acting… strangely: accelerating and slowing down seemingly at random, some exploding in open space, and even running into one another. A feeling of tense anticipation and anxiety as fallen over the sector, tough war waits for no man, xeno or celestial event. War continues.

1. Step 1. Adjust and define terrain with your opponent.

2. Step 2. Roll for Psychic Powers/Gifts/etc.

3. Step 3. Roll for deployment zones. VANGAURD STRIKE DEPLOYMENT

4. Step 5. Place Objectives using normal objective placement rules as modified below.\

a. Each player places Maelstrom Objective number 1 in their own deployment zone, and their Maelstrom Objective number 2 in their opponent's deployment zone.

b. These objectives are also the Big Guns Never Tire Objectives.

5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).

7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.

8. Reference the ITC Scenario Guidelines for additional scenario information.

 

Primary Mission: Big Guns Never Tire: 4 Mission Points if achieved, 2pts it tied, 0 pts if lost.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts it tied, 0 pts if lost.

1. Hold Objective 1 in the enemy deployment zone.

2. Hold Objective 2 in the enemy deployment zone.

3. Hold Objective 1 in your deployment zone.

4. Hold Objective 2 in your deployment zone.

5. Destroy an enemy unit.

6. Destroy an enemy unit.

3 Point Maelstrom Objective 1: If any 2 of Maelstrom Objectives 1, 2, 3 or 4 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.

3 Point Maelstrom Objective 2: If Maelstrom Objectives 5 and 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points.

 

Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________

Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________

Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________

Bonus Points: 1 Mission Point each: Ground Control, Linebreaker, Slay the Warlord.

 

Special Rules:

Meteor Showers: The approaching flood of asteroids have sent out their own heralds, small clouds of rocks raining down as falling stars. By the time they hit the ground they are too small to actually injure anyone, but that is not so in the reaches of the atmosphere. All players receive -1 to reserve rolls. The constant bombardment of small meteorites also can cause some damage, causing a single glancing hit to vehicles deep striking on a 4+, and causing 1d3 wounds to infantry that deep strike on a 4+.

Anticipation and Anxiety: The feeling of deep anxiety and fear that clouds the minds of the soldiers, knowing that any day huge asteroids could fall from the sky, dampens a brave man’s spirits. All models suffer -1 Leadership when taking morale, fear and pinning tests. This becomes -2 if the unit is at 25% of its starting strength or under.

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Summer 2016 Escalation League Mission #5
As conflict escalates in the Kairosa Sector, the planetary defense forces pull back, leaving many of their outlying space observation facilities unmanned, and maintained only by automated sevitors. These servitors have valuable information stored in their memories and visual-audio cortexes. Any faction tha could capture them would learn much. Your forces arrive and see another foce there... it seems your rivals have had the same idea. Be careful, damaged servitors have little information to give, and this information could give your generals key intel about the nature of the incoming asteriods!
1. Step 1. Adjust and define terrain with your opponent.
2. Step 2. Roll for Psychic Powers/Gifts/etc.
3. Step 3. Roll for deployment zones. DAWN OF WAR DEPLOYMENT
4. Step 5. Place Objectives using normal objective placement rules as modified below.
a. Each player places their Maelstrom Objective number 1 in their own deployment zone, and their number 2 Maelstrom Objective more than 18"; away from their own back deployment edge, and Maelstrom Objective number 3 in the center of the table.
b. These objectives are also the Crusade Objectives.
5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).
6. Step 7. Do not roll for night fighting (see special rules).
7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.
8. Reference the ITC Scenario Guidelines for additional scenario information.

Primary Mission: Crusade: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.
Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

1. Hold Either Objective 1
2. Hold Either Objective 2
3. Hold Objective 3
4. Destroy an enemy unit.
5. Destroy an enemy unit.
6. Destroy an enemy unit.
3 Point Maelstrom Objective 1: If Maelstrom Objectives 1 and 2 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.
3 Point Maelstrom Objective 2: If Maelstrom Objectives 3 and 4 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points.
Bonus Points: 1 Mission Point each: First Blood, Linebreaker, Slay the Warlord.

Special Rules:
Everything is normal, nothing is different: The servitors that both sides are trying to capture are still performing their maintenance duties and cannot be interrupted least they self-damage while trying to resist capture. The best idea is to let them finish then capture them. At the start of each player turn, each objective moves 1d6" in a random direction (roll a scatter die, use the arrow on the 'hit' result).
Up at the crack of dawn: The servitors come out of their armored maintenance bunkers at dawn to perform their duies, and as this is the only time to capture them, each army must be up early as well. As a resut, the first turn of the game is always night fighting, and you roll a die at the start of each game turn, on a 4+ the night fighting continues. Once night fighting expires, you no longer roll for it.

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  • 3 weeks later...

Escalation League Mission #6 1250 pts

As the conflicts in the Kairosa system ramp up, the Sector Governor is starting to get nervous. The Imperium has just finished rebuilding the infrastructure from the last conflict, and now more is cropping up. The news of the incoming asteroid shower is making everyone nervous, causing riots, and playing hell with communications. He must give a stirring inspirational speech (written by a commissar) about duty, fighting for one’s home, and all that. The men are moved. The problem is, the enemy’s commanders have done the same, generally including more threats and promises of plunder. Either way, common soldiers on either side see this as their opportunity to step up and earn glory and recognition.

  1. Step 1. Adjust and define terrain with your opponent.
  2. Step 2. Roll for Psychic Powers/Gifts/etc.
  3. Step 3. Roll for deployment zones. VANGAURD STRIKE DEPLOYMENT
  4. Step 5. Place Objectives using normal objective placement rules as modified below.
    1. Each player places Maelstrom Objective number 1 in their own deployment zone, and their Maelstrom Objective number 2 in their opponent's deployment zone.
    2. These objectives are also the Big Guns Never Tire Objectives.
  5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).
  6. Step 7. Roll for Night Fighting.
  7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.
  8. Reference the ITC Scenario Guidelines for additional scenario information.

Primary Mission: Big Guns Never Tire: 4 Mission Points if achieved, 2pts it tied, 0 pts if lost.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts it tied, 0 pts if lost.

  1. Hold Objective 1 in the enemy deployment zone.
  2. Hold Objective 2 in the enemy deployment zone.
  3. Hold Objective 1 in your deployment zone.
  4. Hold Objective 2 in your deployment zone.
  5. Destroy an enemy unit.
  6. Destroy an enemy unit.
  • 3 Point Maelstrom Objective 1: If any 2 of Maelstrom Objectives 1, 2, 3 or 4 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.
  • 3 Point Maelstrom Objective 2: If Maelstrom Objectives 5 and 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________

Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________

Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________


Bonus Points: 1 Mission Point each: Ground Control, Linebreaker, Slay the Warlord.

Special Rules:

Diamond in the Rough: Desperate times create unlikely heroes. Choose one character that is a part of a unit, this character gains +1 Wound, +1 Attack, +1 Leadership, and +1 to WS and BS, and passes Look Out Sir! on a 2+.

The Men Love Him!: The character chosen for the above special rule is beloved of the men and a symbol of their professionalism as soldiers. If he were to die, their morale would take a serious hit. If the character chosen above is removed as a casualty, every unit in your army must take a morale test. If they fail they flee as if from shooting. Any unit that passes gains hatred (everything) for the remainder of the game. Fearless units are unaffected by this rule.

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Summer Escalation League Mission #7 Summer 2016

Evens are coming to a head, and the tension is palpable in the air. They meteor showers started two days ago, and then the asteroids fell. They are calling them Roks, they are self-propelled asteroids studded with ordnance and filled to the brim with orks. Once they crash to the ground, they turn into fortified staging points for an invasion. Canons fire. Orks scream. Shootas rattle. The PDF is hard-pressed to hold back the green tide, and it becomes more desperate every day. Roaring trukks and buggies intercept supply columns, harass reserves, and kill stragglers. Even though the in-fighting between factions is continuing, they are constantly being pressed in on all sides by the ever-increasing number of orkz. Soon it will be a full-scale WAAAGH!!!

  1. Step 1. Adjust and define terrain with your opponent.
  2. Step 2. Roll for Psychic Powers/Gifts/etc.
  3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT
  4. Step 5. Place Objectives using normal objective placement rules as modified below.
    1. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone.
    2. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.
  5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).
  6. Step 7. Roll for Night Fighting.
  7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.
  8. Reference the ITC Scenario Guidelines for additional scenario information.

Primary Mission: The Scouring: 4 Mission Points if achieved, 2pts if tied, 0pts if lost.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

  1. Hold Either Objective 1
  2. Hold Either Objective 2
  3. Hold Either Objective 3
  4. Destroy an enemy unit.
  5. Destroy an enemy unit.
  6. Destroy an enemy unit.
  • 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 1, 2 or 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.
  • 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 4, 5 or 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points


Bonus Points: 1 Mission Point each: Big Game Hunter, Linebreaker, Slay the Warlord

Special Rules:

Harried on all sides: The Orkz are all around, harassing, interfering and complicating everything in sight. All units must begin play in reserve, and players begin rolling for reserves on turn 1. A player cannot lose the game due to lack of units on turn 1.

Da gunz!: The thunder of the ork artillery pieces fills the air and the shells fall indiscriminately as the roks lay down their devastation in all directions, just as eager to hit rival ork war bands as the defenders. At the start of every game turn, each player has one unit targeted randomly (use dice) with a large blast template that is Str 6 AP – Ordnance. It scatter normally. If this rule is forgotten, make up all the templates at the same time, when you remember, even in the middle of a turn. Units in close combat CAN be the target. This happens after reserves come onto the board.

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  • 2 weeks later...

Sumer Escalation League Mission #9

The wait is over. The speculation is done. The approaching asteroid shower is actually a swarm of Ork roks streaking toward Kirosa Prime. It is too many to be a warband, this is a full-scale WAAAGH!!! Enemies glare at each other over trench networks, nervously chewing on their own thoughts. The Orkz are coming, and no one can ignore Orkz in sufficient numbers. Will they band together to fight this scourge, or be consumed one by one. The various factions jockey for position and prepare for the arrival of the Orkz.

  1. Step 1. Adjust and define terrain with your opponent.
  2. Step 2. Roll for Psychic Powers/Gifts/etc.
  3. Step 3. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT
  4. Step 5. Place Objectives using normal objective placement rules as modified below.
    1. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone.
    2. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.
  5. Step 6. Roll for Warlord trait per usual in the BRB Pg. 124. Do not use the Tactical Traits table. If your opponent has a LoW and you do not, you can roll on the Escalation Warlord table (pg.34 of the Escalation Supplement).
  6. Step 7. Roll for Night Fighting.
  7. Step 8. Roll for first turn. The player that wins the roll can choose to go first or second. The player going first then deploys first and goes first unless the other player seizes the initiative.
  8. Reference the ITC Scenario Guidelines for additional scenario information.

Primary Mission: The Scouring: 4 Mission Points if achieved, 2pts if tied, 0pts if lost.

Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 2pts if tied, 0 pts if lost.

  1. Hold Either Objective 1
  2. Hold Either Objective 2
  3. Hold Either Objective 3
  4. Destroy an enemy unit.
  5. Destroy an enemy unit.
  6. Destroy an enemy unit.
  • 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 1, 2 or 3 are generated, they may be exchanged for: Hold 3 Objectives and earn 3 Maelstrom Points.
  • 3 Point Maelstrom Objective: If any 2 of Maelstrom Objectives 4, 5 or 6 are generated, they may be exchanged for: Destroy 3 enemy units and earn 3 Maelstrom Points.

Turn 1 Maelstrom Objectives:_____________ Turn 4 Maelstrom Objectives: _____________

Turn 2 Maelstrom Objectives: _____________ Turn 5 Maelstrom Objectives: _____________

Turn 3 Maelstrom Objectives: _____________ Turn 6 Maelstrom Objectives: _____________


Bonus Points: 1 Mission Point each: Big Game Hunter, Linebreaker, Slay the Warlord

Special Rules:

 

Desperation: Driven near to madness by the hopeless-seeming situation the system is faced with, line troops and generals alike take risks that they never would under normal circumstances. All infantry gain the stubborn special rule.

Zero Hour: Time is short, and the Orks could arrive at any moment. Whatever plans you have could be cut short. Start rolling at the end of turn four to determine if the game continues. The following die rolls are used depending on the turn. 4: 2+ 5: 3+ 6: 4+  If the die roll is not made, the game ends.

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