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40K Fight Club Mission Book

This is the second edition of the 40k Fight Club approved mission books. Each mission has been developed and playtested by members of the Fight Club. The book currently contains 12 regular missions and 6 city fight missions developed by the 40kFightClub. all missions should be considered standard missions (i.e. Reserves, Deep strike special rules, only scoring units may control objectives, etc) unless otherwise indicated. If you would like to submit ideas for future mission or help in the playtesting please stop by the Mission Development subforum at 40kfightclub.com. Each mission is based on 3 objectives that earn you between 4 and 10 Battle Points. Whoever has the most battle points wins the game. In order to maintain the game balance the basic rulebook missions add to army design we encourage players to randomly determine the mission they will play after creating their army lists. To do this for this book each player should roll a D6 with one being nominated as the high die. Normal Missions 11-13: Endzone 14-16: Speakers of the Truth 21-23: Death From Above 24-26. Adversaries 31-33. Burnt Toast 34-36. Recover and Reclaim 41-43: Hidden Treasures 44-46: Control the Field 51-53: Cleanse III 54-56. Alone and Unafraid 61-63. Return to the Eye 64-66. Surprise! Cities of Death Missions 1:Storm the Castle 2:The Prepared Mind 3:Methods of War 4:Hearts and Minds 5:One at a Time 6:First In

Enjoy and please do leave comments (good or bad) so we can develop better missions in the future. Also a couple thanks are due. First wed like to thank everyone who helped create these mission. Wed also like to TheProphet and Hornblower for starting the 40kFightClub.com and helping it grow to the point it has. We would also like to thank the developers of the secondary objectives for the Canadian Hall of Heroes and past RTT creators which we liberally borrowed from when creating these missions. Also credit should be given to the creators of the background images but they were found using google and were uncredited. If you created or know who created any of these images please let me know so we can credit them. And of course Games Workshop for creating 40k in the first place. Enjoy.

Endzone
Mission Notes
Vital points on the battlefield must be secured in order for ships in orbit to provide tactical information to ground forces. It is the job of a ground recon force to take and secure these points. Pre-Deployment: Once the players have decided what table side they have, the players alternate placing three objective markers in their own deployment zone. These markers cannot be within 6 of a table edge or within 12 of another marker. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Secure the Zone To win the primary objective, at the end of the game, one player must control more of the objectives in the enemies deployment zone than the enemy has controlled in theirs. If both players have the same amount, the objective is considered a draw.

Primary Objective (10 BP)

Thinning the Herd You will receive a single point for each enemy squad (including vehicle squadron) that you bring BELOW half strength. Whoever has more points wins the objective. If both players score the same amount of points then it is a draw.

Secondary Objective (6 BP)

None

Mission Special Rules Setup

Cut off the Head To win this objective you must kill the opposing HQ worth the most Victory Points. If both players achieve this goal the objective is a draw.

Tertiary Objective (4 BP)

The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12 away from the tables middle line (this is his deployment zone). His opponent then deploys in the opposite half. Deploy any infiltrators and make any scout moves.
Mission originally created by: Deacon

Speakers of Truth
Mission Notes
You have ordered to nominate three of your best troops to become Speakers of the Truth. You must escort them across the battlefield so they can educate the local populace. Of course, the more enemies killed on the way the easier their jobs will be. Pre-Deployment: Before rolling to choose deployment zones, each player chooses 3 INFANTRY models from their armies. If you have no infantry models choose three non-vehicle models. Regardless of original model type or rules the messengers may only move as infantry. The models gain an extra wound, cannot be instant killed, and independent character status and the ability to voluntarily move off the opposing players table edge. They also lose the ability to initiate an assault, deep strike, scout or infiltrate even if they may always . Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Spread the Word To win this objective you must get more Speakers off the opposing player board edge than your opponent. Each Messenger must leave a different third of the opposing board edge. If each player gets the same number of Speakers off the game is a draw.

Primary Objective (10 BP)

Kill Points To win this objective you must earn more kill points than the opponent. If you both earned the same the result is a draw.

Secondary Objective (6 BP)

No Infiltrate or Outflank!

Mission Special Rules Setup

Moral Victory Select the most point expensive troop in your army and tell your opponent. If you destroy the most expensive troop in your opponents army and your most expensive unit is alive you win. All other results are a draw.

Tertiary Objective (4 BP)

The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12 away from the tables middle line (this is his deployment zone). His opponent then deploys in the opposite half. Deploy any infiltrators and make any scout moves.
Mission originally created by: Steinerp

Death From Above


Mission Notes
Ground forces push to secure ground while brutal dogfights take place above them. They must move quickly in order to dodge the falling debris. Pre-Deployment: Before both players have rolled off to select a quarter, place an objective marker in the center of the table, 12 to the left of the center marker, and 12 to the right of the center marker Agree with your opponent on which marker is 1, which is 2, and which is 3. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length No Quarter Gained The objective of this mission is to control more quarters of the battle field that your opponent. Divide the table into quarters. Who ever controls more quarters at the end of the game wins. If both players control the same amount of quarters, the objective is considered a draw.

Primary Objective (10 BP)

Nightfight Death From Above - At the start of each

Mission Special Rules

Headhunting For this objective you must destroy your opponent in hand to hand combat to claim trophies of honor. You will gain one point for each enemy unit you destroy in hand to hand combat. Fleeing units do not count (unless you caught them and massacred them). Whoever has more points wins the objective. If both players score the same amount of points then it is a draw.

Secondary Objective (6 BP)

players movement phase, roll a D3. Place the large blast template centered on the corresponding marker. Resolve as a barrage fired by an out of sight unit (2d6 scatter, pinning, etc.) with a Strength of 8 and AP value of 1. When hitting vehicles add 2D6 instead of a single D6 for Armor penetration.

Death From Above To achieve this objective, a player must control more markers than their opponent. If both players control the same amount of markers at the end of the game, the objective is considered a draw. For tournament, league or campaign games, if neither player controls or contests an objective, then both players receive -2 BPs toward the final BP totals.

Tertiary Objective (4 BP)

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side the table, more than 12 away from the center of the table (this is his deployment zone). His opponent then deploys in the diagonally opposite quarter. Deploy any infiltrators and make any scout moves.

Setup

Mission originally created by: Deacon

Adversaries
Mission Notes
After years of thwarting each others plans, two commanders finally find themselves face to face on the same battlefield. The time has come, each has their chance to prove once and for all who is superior and who is dead! Pre-Deployment: Each Player must nominate an HQ to be their commander. The commander must make a full move towards the enemy commander. If the commanders unit is able to shoot the enemy commander (or his unit or the transport he is in) they may choose to not move in order to fire a heavy weapon. If possible the commanders must attempt to assault each other. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Kill Points To win this objective you must earn more kill points than the opponent. If you both earned the same the result is a draw.

Primary Objective (10 BP)

Arch-Rival To win this objective you must kill the opposing commander. If both players commanders are dead the objective is a draw.

Secondary Objective (6 BP)

None

Mission Special Rules

Hes Mine To win this objective your commander must kill the opposing general. If the opposing general is killed as a result of being run down or the No Retreat rule during a combat containing your commander this objective is considered achieved. If the opposing general dies as a result of the Trapped rule by a unit with your commander the objective is also successfully achieved. If both commanders kill the opposing general the objective is a draw.

Tertiary Objective (4 BP)

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side the table, more than 12 away from the center of the table (this is his deployment zone). His opponent then deploys in the diagonally opposite quarter. Deploy any infiltrators and make any scout moves.

Setup

Mission originally created by: Steinerp

Burnt Toast
Mission Notes
The sun is slowly rising and both sides are attempting to cleanse the area of opposing troops. Roving forces must be on the lookout to seek and destroy enemy forces, and try to wipe out the enemy before breakfast. If everything goes well each side hopes to be back in camp before the toast burns. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Kill Points To win this objective you must earn more kill points than the opponent. If you both earned the same the result is a draw.

Primary Objective (10 BP)

Sharpshooting Keep track of ever time your shooting would normally force an opponent to make a moral check for 25% casualties. You will receive one point for each time (even if the enemy unit automatically passes the test). NOTE: You do not gain additional points for wiping out an enemy unit; you have to leave survivors to tell the tale. Whoever has more points wins the objective. If both players score the same amount of points then it is a draw.

Secondary Objective (6 BP)

Dawn (Nightfight Turn 1)

Mission Special Rules

Flush out the Snipers To win this objective you must control more terrain features than the enemy. To control or contest a feature you must be inside the terrain unless it is impassible in which case you must be within 3 inches of the feature. If both players control the same number the objective is a draw.

Tertiary Objective (4 BP)

The table is divided lengthways into two halves. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his deployment zone). His opponent then does the same in the opposite half, but must position his three units more than 18 from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves. All units not placed in reserve come in turn 1. Mission originally created by: Steinerp

Setup

Recover and Reclaim


A forward advance team has tried to locate a long range listening tower and recover a wounded spy. The enemy forces are moving in intercept them. In order to lay claim to the vital information provided by the tower, the enemy must be stopped from getting to it. Pre-Deployment: After the players have rolled off to chose sides, the player that chose side places an extra troop model or objective marker anywhere in the enemy deployment zone. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Listening Tower The first time a unit ends its move in a piece of terrain, that piece may be searched. Roll a D6. If you roll a 5 or 6 then the tower is located in that terrain. Each piece of terrain can only be searched once. The tower will automatically be found in the last piece of nonimpassible terrain. The entire terrain piece becomes the objective. To control or contest the objective you must be inside of the terrain instead of within 3 inches. To win the objective you must control the objective.

Primary Objective (10 BP)

Dawn (Nightfight Turn 1)

Mission Special Rules

Man Down In order to claim this objective, you must control your model or marker at the end of the game with a scoring unit. If both player control their marker the objective is a draw.

Secondary Objective (6 BP)

Grind em to a Halt Whichever player has destroyed or immobilized the most enemy vehicles and has killed the most monstrous creatures combined wins this objective. If an army has no vehicles or monstrous creatures they can achieve a draw by destroying all opposing vehicle and creatures otherwise the opposing player wins this objective automatically.

Tertiary Objective (4 BP)

The table is divided lengthways into two halves. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his deployment zone). His opponent then does the same in the opposite half, but must position his three units more than 18 from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves.All units not placed in reserve come in turn 1. Mission originally created by: Deacon

Setup

Hidden Treasure
Recon has reported that the wreckage of an experimental alien fighter has fallen in the area. It is your job to investigate the crash site and recover any alien technology available while holding off the enemy force. Pre-Deployment: Prior to choosing sides, alternate placing objective markers secretly numbered 1-6. No markers may be placed within 12 of a board edge or 9 of another objective. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Booty To win, at the end of the game, one player must control more of the real objectives than the enemy controls. Markers that have not been inspected cannot be controlled. If both players have the same amount, the game is considered a draw.

Primary Objective (10 BP)

A non-vehicle unit or walker in contact with an objective may inspect a single objective marker instead of shooting and assaulting. Objectives 1 and 2 are real, 3 and 4 are removed, 5 and 6 are booby traps (unit takes D6 wounds, AP-, then objective is removed). A unit controlling an actual objective cannot enter a vehicle or assault but may otherwise move normally. The objective may be dropped at any time and is automatically dropped if the unit falls back. If the unit with the objective falls back as a result of close combat the opposing unit may gain the objective.

Special Objectives -

Mission Special Rules

Breakthrough the line You will score one point for each squad or tank (excluding transports) (vehicle squadrons gain a single point) that has at least one model is within 6 of your opponents table edge. Whoever has more points wins the objective. If both players score the same amount of points then it is a draw.

Secondary Objective (6 BP)

Reclaim To win this objective, more of the inspected objectives must end in your deployment zone than the opponent has in their regardless of who controls them.

Tertiary Objective (4 BP)

Setup
The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12 away from the tables middle line (this is his deployment zone). His opponent then deploys in the opposite half. Deploy any infiltrators and make any scout moves.

Mission originally created by: Steinerp

Control the Field


Mission Notes
Despite fierce fighting elsewhere, combat in this zone has been light. However your antiaircraft guns have managed to down an enemy flyer overnight. Your orders are to secure the wreckage so Intel can safely search it for vital information Pre-Deployment: Place a single objective in the center of the board. After deployment: Secretly choose one MODEL (any model) in your army to carry the message. You must record the carrier and they must be easily identified (I.e. Space Marine with the bolter in the air and 2 purity seals on his leg in the second tactical squad) Who goes First: The player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Control the Field To win this objective you must control the objective marker. If neither player controls the objective this objective is considered a draw.

Primary Objective (10 BP)

Bodyguard To win this objective you must destroy the opposing players chosen model while keeping yours alive. If both nominated models are alive or both are dead this objective is a draw.

Secondary Objective (6 BP)

Dawn (Nightfight turn 1)

Mission Special Rules

Annihilation To win this objective you must earn more kill points than your opponent. If you both earn the same amount this objective is a draw.

Tertiary Objective (4 BP)

Setup
The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12 away from the tables middle line (this is his deployment zone). His opponent then deploys in the opposite half. Deploy any infiltrators and make any scout moves.
Mission originally created by: Paul Steiner

Cleanse III
Mission Notes
The first practice mission every solider trains in is securing a piece of ground. Sometime this even happens during actual battles. This is one of those cases. Pre-Deployment: After deployment zones have been determined but before deployment each player must secretly write down a table quarter other than the one they deploy in for the secondary objective. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length No Quarter Gained The objective of this mission is to control more quarters of the battle field that your opponent. Divide the table into quarters. Who ever controls more quarters at the end of the game wins. If both players control the same amount of quarters, the objective is considered a draw.

Primary Objective (10 BP)

Purify To win this you must control the table quarter you nominated prior to deployment. If both players control their nominated table quarter, the objective is considered a draw.

Secondary Objective (6 BP)

Dusk (Nightfight turns 6 and 7)


Cut the engines To win this objective you must destroy or immobilize all enemy vehicles. If the opposing player has no vehicles in their list you automatically achieve this objective. Both players may achieve this objective.

Mission Special Rules

Tertiary Objective (4 BP)

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side the table, more than 12 away from the center of the table (this is his deployment zone). His opponent then deploys in the diagonally opposite quarter. Deploy any infiltrators and make any scout moves.

Setup

Mission originally created by: Steinerp

Alone and Unafraid


Cut off, alone, and fighting for survival pockets of soldiers fight for their lives, while their brothers risk theirs to save them. Its not likely that High Command cares of the heroism but to those that live the bravery of their brethren will ring for a lifetime. Predeployment: After determining deployment zones, each player chooses two spare infantry models to be the wounded soldiers. These models will become the wounded soldiers. Players alternate placing the wounded soldiers who must be placed outside of either deployment zone, 6 from any table edge and 12 from another wounded soldier. Each player than places a single objective marker in their deployment zone. Cutoff!: Only non-Monstrous creature, Infantry units without a dedicated transport may be deployed. Wounded Soldiers: At the end of each players turn, all four wounded soldiers move. Each wounded soldier moves D6 in a random direction determined by a scatter die. If the wounded soldier moves off any table edge it is considered lost. Wounded soldiers can not be targeted, charged or harmed . Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side the table, more than 12 away from the center of the table (this is his deployment zone). His opponent then deploys in the diagonally opposite quarter. Deploy any infiltrators and make any scout moves.

Mission Notes

Recon The player that has more scoring units in his opponents deployment zone at the end of the game wins. If both players have an equal number the objective is a draw.

Primary Objective (10 BP)

Wounded Solider Who ever controls more of the wounded soldiers (both yours and your enemies) wins the objective. If you both control the same about then it is a draw.

Secondary Objective (6 BP)

Capture and Control The player who controls more objectives at the end of the game wins this objective. If both players control the same number of objectives the mission is a draw.

Tertiary Objective (4 BP)

Cutoff!

Mission Special Rules

Setup

Mission originally created by: The Librarian

Return to the Eye


The Eye of Terror is the realm of the damned. Located at the Cadian gate, it is a tear in which the warp spews forth into normal space. It is an area where your friends can appear one moment, only to be replaced by foes the next. Predeployment: Before deciding deployment zones, the players must determine the position of D3+2 objectives. Players alternate placing objectives. The objectives may not be in impassable terrain, nor within 12 of a table edge or another objective. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Seize Ground The player that controls the most objective markers wins this objective. If both players control the same number this objective is a draw.

Primary Objective (10 BP)

Burn the Witch At the start of the game each player must nominate their highest point cost Psyker. If a player does not have a psyker nominate the highest point cost non vehicle, non HQ model instead, in case of a tie the owning player may choose which to nominate. To win this object the opponent must kill the model nominated. If both players achieve this objective it is a draw.

Secondary Objective (6 BP)

Unstable Region - At the start of each players movement phase, that player may choose one friendly, non-vehicle unit to remove from the table and redeploy per the deep strike rules.

Mission Special Rules

Annihilation To win this objective you must earn more kill points than your opponent. If you both earn the same amount this objective is a draw.

Tertiary Objective (4 BP)

The table is divided lengthways into two halves. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his deployment zone). His opponent then does the same in the opposite half, but must position his three units more than 18 from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make Mission originally created by: Cheiron any scout moves. All units not placed in reserve come in turn 1.

Setup

Surprise!
Mission Notes
High Command had been receiving reports of engagements for the last three days but has yet to see any enemy. Most patrols are routine with little to no contact, as a result of the inactivity the patrols have gotten lazy. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Annihilation To win this objective you must earn more kill points than your opponent. If you both earn the same amount this objective is a draw.

Primary Objective (10 BP)

Confusion - The warriors on both sides are

Mission Special Rules

Sharpshooters Keep track of ever time your shooting would normally force an opponent to make a moral check for 25% casualties. You will receive one point for each time (even if the enemy unit automatically passes the test). NOTE: You do not gain additional points for wiping out an enemy unit; you have to leave survivors to tell the tale. Whoever has more points wins the objective. If both players score the same amount of points then it is a draw.

Secondary Objective (6 BP)

stunned to see each other. All units must roll a D6 at the start of the their first turn. Those that roll a 4+ can act normally but those that fail this roll cannot move, shoot, assault or use psychic powers until their second turn (although they can fall back and will fight normally if assaulted by the enemy). Units in Reserve are not subject to this rule.

Assassination To win this objective you must wipeout more of the opposing players HQ choices than they do yours. (Note: Models that do not take up a HQ choice but are in the HQ section do not count. i.e. Priest in the Witchhunters army.) If both players eliminate the same number of HQ choices then it is a draw.

Tertiary Objective (4 BP)

The table is divided lengthways into two halves. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his deployment zone). His opponent then does the same in the opposite half, but must position his three units more than 18 from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves.All units not placed in reserve Mission originally created by: The Librarian come in turn 1.

Setup

Cityfight Mission Book


This is the third of hopefully a monthly series of books. Each book will contain 6 missions developed by the 40kFightClub. This book is focused on Cityfight missions. Future books may focus on different situations (general, attacker/defender, jungle, etc) We encourage you to use the missions and if you have any comments share them in the Mission Development forum. At the end of the month all comments will be considered and the missions revised. The missions will also be added to the 40k Domination Table list of approved missions and added to another booklet that will contain all the past completed missions. In addition to comments if you have a cool idea for a mission stop on by the development forum and post it there for next months book. In order to use these mission players will need access to the Cities of Death Expansion published by GW. A few rules changes to update Cities of Death have been made to update it to 5th Edition. These changes can be found on the next page. In order to maintain the game balance the original missions add to army design we encourage players to randomly determine the mission they will play after creating their army lists. To do this for this book roll a D6. 1: Storm the Castle 2: The Prepared Mind 3: Methods of War 4. Hearts and Minds 5. One at a Time 6. First In Enjoy and please do leave comments (good or bad) so we can develop better missions in the future. Also a couple thanks are due. First wed like to thank everyone who helped create these mission. Wed also like to TheProphet and Hornblower for starting the 40kFightClub and helping it grow to the point it has. We would also like to thank the developers of the secondary objectives for the Canadian Hall of Heroes and past RTT creators which we liberally borrowed from when creating these missions. Also credit should be given to the creators of the background images but they were found using google and were uncredited. If you created or know who created any of these images please let me know so we can credit them. And of course Games Workshop for creating 40k in the first place.

Cities of Death Rules and Erratas Line of Sight: Use the rules found in the 40k rulebook instead of the rules found in Cities of Death Controlling a City Ruin: The missions often refer to controlling a city ruin, a city ruin is controlled if one or more Scoring Units have a model within the city ruin, and no enemy units have a model within the ruin. Skimmers may not contest a ruin. Dangerous City Ruins: Vehicles roll an additional Dangerous Terrain dice when passing through a dangerous city ruin. If either die is a 1, then the vehicle is immobilized. If both are a 1 then the vehicle is wrecked as if it took a roll of 5 on the vehicle damage chart. This wreck may not be saved, but if the vehicle is entitled to a reroll, it may do so, but must reroll both dice and accept the second result. Destroying City Ruins: All rules on p37 apply plus the following. The rubble and dust cloud from a destroyed city ruin will last till the end of the game. It is area terrain that blocks LOS completely up to the original height of the tallest part of the ruin. You may see into or out of 6 of the dust cloud but you can never see through it. Mission Special Rules: Note Deep Strike and Infiltrate are NOT standard in Cityfight games. If you wish to Deep Strike a unit you must take the correct stratagem. If a unit gains the ability to Outflank as a result of the Infiltration ability you must take the appropriate stratagem to either Outflank or Infiltrate. Scouts may always outflank. Cityfighting Stratagems: If a missions use cityfighting stratagems. These stratagems can be found in the Cities of Death Expansion starting on page 33. The number of Strategems listed in the specials is the number of stratagems each side receives. The following are some clarifications for 5th Edition to the stratagems Command Center Stratagem: Ignore reference to target priority. Preliminary Bombardment Stratagem: Roll a d6 for each enemy unit (including embarked units) and each section of razor wire, barricades, or tank traps on the tabletop. On a roll of 6 the unit or obstacle is hit. A squad takes d6 wounds from the shelling. (Take Armour Saves as Normal, units within city ruins may take cover saves, and troops may go to ground) and must roll a Leadership test or be pinned in their first turnsee the barrage section of the rules for details. Place a suitable piece of scenery under the squad if you have one available. A vehicle or squadron hit by a preliminary bombardment takes D6 glancing hits. Units that start the game in reserve cannot be hit by a preliminary bombardment. A section of razor wire, tank traps, or barricades is automatically destroyed by being hit, remove it from play. If a unit is struck whilst sheltering in a city ruin, roll d6. On a result of 4+ the ruin becomes a dangerous city ruin. Tanks Traps Stratagem: Tank Traps provide 4+ cover save instead of a 5+ Sewer Rats Stratagem: Any units left in reserve by a player must choose whether they will use the sewers at the beginning of the game. Any units that choose the sewers may not choose later to deploy by any other means.

Storm the Castle


Cities are brutal places and although not quick and easy the only way to secure an area is to do it building by building. Pre-Deployment: After board edges are chosen each player divides their deployment zone into three equal sections. Players alternate designating their key buildings stratagems. Only one stratagem may be placed per section. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Strike the Heart Each player earns 2 points for each opposing key building they control. Each player earns 1 point for each opposing key building they contest. The player with the most points wins this objective. If both players control the same number it is a draw.

Primary Objective (10 BP)

Advance The player that has the most units in the opposing players deployment at the end of the game wins this objective. If both players have an equal number this objective is a draw.

Secondary Objective (6 BP)

Cities of Death 3 Key Building Stratagems 1 Additional Stratagem

Mission Special Rules


No Quarter Gained The player that controls the most table quarters at the end of the game wins this objective. If both players control the same number of objectives the objective is a draw.

Tertiary Objective (4 BP)

Setup
The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12 away from the tables middle line (this is his deployment zone). His opponent then deploys in the opposite half. Deploy any infiltrators and make any scout moves.

Mission originally created by: Steinerp

The Prepared Mind


Mission Notes
Both armies have come to take strategic ground, but Intelligence indicates that the opposition may value certain ground over others. Fortune favors the prepared mind. After deployment: Each table quarter will be worth between 1 and 4 points (in that order when compared to the chart below). After deployment agree on the lettering of the table quarters, have one player roll a d6, and consult the table below to determine the point values for each appropriate table quarter. 1: A=4, B=3, C=1, D=2 2: A=2, B=1, C=3, D=4 3: A=1, B=3, C=4, D=2 4: A=2, B=4, C=3, D=1 5: A=3, B=2, C=1, D=4 6: A=4, B=1, C=2, D=3 Who goes First: The player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length Strategic Ground Each player earns objective points for each table quarter they control equal to points valued assigned to that quarter after deployment. The player with the most objective points wins this objective, if both player have the same number of points the objective is a draw.

Primary Objective (10 BP)

Safe passage To win this objective you must have more scoring units on roads or other open ground than your opponent does. Scoring units with an enemy unit within 3 inches do not count.

Secondary Objective (6 BP)

Moral Victory If you destroy the most expensive unit in your opponents army and your most expensive unit is alive you win. All other results are a draw.

Tertiary Objective (4 BP)

Cities of Death D3 Cities of Death Stratagems

Mission Special Rules

Setup
The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in his half of the table, with all models more than 12 away from the tables middle line (this is his deployment zone). His opponent then deploys in the opposite half. Deploy any infiltrators and make any scout moves.
Mission originally created by: TheLibrarian

Methods of War
Both sides have come to the realization that they will need to fight their own style of warfare in order to seize the city and take control. Pre-Deployment: At the start of the game, each player nominates either the shooting or assault phase for the Tactical Warfare objective. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Tactical Warfare: Players only gain Kill Points based off of defeating enemy units in the phase of THEIR player turn chosen prior to deployment. Units that leave the battlefield due to falling back will never give up Kill Points. The player with the most Kill Points at the end of the game wins.

Primary Objective (10 BP)

Cities of Death D3 Cities of Death Stratagems

Mission Special Rules

Seize Control: At the start of the game, locate the city ruin closest to the center of the board. That ruin is an objective. Which ever player controls the ruin at the end of game earns this objective. If there are multiple ruins that are the closest to the center of the board, roll off between the players and the highest roll picks the ruin to be used.

Secondary Objective (6 BP)

Rolling Thunder: Keep a tally of every time a vehicle passes a dangerous terrain test for each player. Which ever player has passed more dangerous terrain tests with their vehicles at the end of the game wins this objective. If a player does not have any vehicles, then the best he can manage is a tie from this objective if his opponent can achieve the objective.

Tertiary Objective (4 BP)

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side the table, more than 12 away from the center of the table (this is his deployment zone). His opponent then deploys in the diagonally opposite quarter. Deploy any infiltrators and make any scout moves.

Setup

Mission originally created by: Deacon

Hearts and Minds


Winning the hearts and minds of the residents of a city can often be as important as defeating the enemy forces. The Masses: Before moving you and your opponent each choose 2 units from your army. For each unit roll a D6. On a 6, a city resident ask that unit for help. You may choose to help the people or continue the fight and hope to get back to them later. If you choose to help, the unit may not move or shoot this turn and you gain 1 objective point, if you dont you lose 1 objective point but may behave normally. Obviously most civilians will not attempt to ask a Hive Tyrant for help, if it fits your army image better you can treat a roll of a 6 as the unit has found a civilian and can attempt to capture, eat, or whatever else you want to do to the poor innocents instead of helping them- you still gain 1 point for taking the time to do your deed. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Hearts and Minds The player with the most objective points wins the hearts of the citizenary and this objective. If both players have the same number it is a draw.

Primary Objective (10 BP)

Annihilation To win this objective you must earn more kill points than your opponent. If you both earn the same amount this objective is a draw.

Secondary Objective (6 BP)

Thinning the Herd You will receive a single point for each enemy squad (including vehicle squadron) that you bring BELOW half strength. Whoever has more points wins the objective. If both players score the same amount of points then it is a draw.

Tertiary Objective (4 BP)

Cities of Death The Masses

Mission Special Rules

D3 Cities of Death Stratagems

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the center point. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side the table, more than 12 away from the center of the table (this is his deployment zone). His opponent then deploys in the diagonally opposite quarter. Deploy any infiltrators and make any scout moves.

Setup

Mission originally created by: The Librarian

One at a Time
Cities are brutal places and although not quick and easy the only way to secure an area is to do it building by building. Predeployment: Before deciding deployment zones, the players must determine the position of D3+2 objectives. Players alternate placing objectives. The objectives may not be in impassable terrain, nor within 12 of a table edge or another objective. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Firesweep At the end of each players turn they can place a control marker in any building or ruin they control. If you contest or control a building or ruin with an opposing players control marker you may remove that marker. The player with the most markers on the board at the end of the game wins this objective.

Primary Objective (10 BP)

Get the High Ground At the start of the game, locate the tallest city ruin or building. If there are multiple ruins are tallest, roll off between the players and the highest roll picks the ruin to be used. Which ever player controls the ruin at the end of game wins this objective.

Secondary Objective (6 BP)

Cities of Death D3 Cities of Death Stratagems

Mission Special Rules

Kill em all Each player determines the number of potential kill points they earned and the number of potential kill points could have earned based. Divide the Kill Points earned by the potential Kill points to determine the winner. The player that earns the higher percentage wins this objective. To win this objective you must earn more kill points than your opponent. If you both earn the same amount this objective is a draw.

Tertiary Objective (4 BP)

The table is divided lengthways into two halves. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his deployment zone). His opponent then does the same in the opposite half, but must position his three units more than 18 from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make Mission originally created by: Steinerp any scout moves.

Setup

First In
As the orbital bombardments end, you have been assigned to take control of the center of the city. Terrain: When setting up terrain, place a single building in center of the table. No other buildings should be placed with 12 of the center of the table. Each player must assign one key building stratagem to this building which can be used by either player. Special Deployment: No units may deploy with 12 of the center of the table Search and Control: The first time a unit ends its move in a ruin it may be searched for a lost transmitter. Roll a D6, if you roll a 6 then the transmitter is located. Each ruin can only be searched once. Who goes First: Player who setup first goes first unless the Initiative is Seized. Game Length: Random Game Length

Mission Notes

Secure and Control To win this objective you control the building in the center of the table. If neither player controls the building it is a draw.

Primary Objective (10 BP)

Search and Control To win this objective you must control the ruin in which the transmitter was discovered. If neither player controls the ruin or the transmitter was not discovered the objective is a draw.

Secondary Objective (6 BP)

Weight of the masses At the start of each assault phase, before assault moves are made, for each existing close combat in which you outnumber your opponent you get 1 point. The player with the most points at the end of the game wins this objective.

Tertiary Objective (4 BP)

Cities of Death Dawn (Nightfight Turns 1 and 2)

Mission Special Rules Setup

D3 Cities of Death Stratagems

The table is divided lengthways into two halves. The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. He then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his deployment zone). His opponent then does the same in the opposite half, but must position his three units more than 18 from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves.
Mission originally created by: The Librarian

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