Missions

King of the Hill

Deployment

Each player’s deployment is within 18" from their assigned short edge.

Mission Rules

Called Away - After deployment, each player selects a single unit from the opposing army. That unit is removed from the table (or reserves) and will no longer take place in the game. The unit will not count as destroyed.

Primary

At the end of the each round, each player tallies up the total amount of OC they have on the table. The player with the higher total receives 15VP. Models within 6" of the center of the table double their OC for this purpose.

Night Fight

Deployment

Quarters with 9" bubble in the middle

Mission Rules

Caution Before Dawn - during the first round, all weapons will have a maximum range of 18" and all units have their movement, advance, and charge distances halved.

Primary

At the end of each round, each player will score 5 VP for having the most OC within a table quarter Units that straddle a line won’t count for either quarter.

Berserk Breakthrough

Deployment

Long across, 10" from each player’s edge.

Mission Rules

Heavy Minefields - Any advance rolls of a 6+ inflict D3 mortal wounds on the unit. Units that auto-advance 6 or more inches receive D6 mortal wounds when advancing.

Primary

Starting on the second round, each unit that leaves the table through the opponent’s edge will score 10 VP On the third round this is reduced to 5 VP per unit, then 4 for round 4 and 3 for round 5 units that leave the table in this way may not return in any fashion. Models may only leave the edge during the controlling player’s movement phase.

The Little Guys

Deployment

Quarters, 9" bubble

Mission Rules

Erosion - Before deployment, each player removes a single piece of terrain from the table. At the end of each player’s turn, that player removes another piece of terrain. At the end of each battle round, each player removes one of their own units from play (that unit may not return to play for any reason). Units with a token may not be removed in this way.

Primary

Each player places a token next to their cheapest unit. If tied, their opponent selects for them. At the end of each round, if one player’s marked unit is destroyed, and their opponent’s has not, the game ends and the player that still has a marked unit is the winner. If both players lose their marked units on the same round, then the game is a draw the winner will get 50vp.