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ETERNAL WAR
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CrusadeThe battlefield is strewn with discarded equipment, supplies and other detritus of war that, for various reasons, you wish to recover. You must fight off the enemy while scouring the field to retrieve as many of these vital objectives as you can.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set-up, but before determining Deployment Maps and table halves, the players must place D3+2 Objective Markers on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives Slay the Warlord, First Blood, Linebreaker. Mysterious Objectives, Night Fighting, Reserves 2
ETERNAL WAR
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Purge the AlienSome battles are fought with only one goal – find your enemy, crush him utterly and take away his means to mount further resistance. Your mission is simple – kill as many enemy units as you can!
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. Secondary Objectives Slay the Warlord, First Blood, Linebreaker. Night Fighting, Reserves 3
ETERNAL WAR
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The ScouringBoth sides are sweeping through the area, tasking recon units to identify sites of strategic import. However, not all sites are of equal worth and victory will go to the foe that can secure the most valuable sites and cripple the enemy’s ability to locate others.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set up, but before determining Deployment Maps and table halves, the players must place a total of 6 Objective Markers face down on the table (don’t look!). There should be one marked with a 4, two marked with 3’s, two with 2’s and a single 1. Immediately before deciding whether or not to attempt to Seize the Initiative, flip the six markers over to reveal how many Victory Points they are worth. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth a number of Victory Points to the player that controls it equal to the number on the marker. In addition, at the end of the game, each player receives 1 Victory Point for each enemy Fast Attack unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves 4
ETERNAL WAR
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Big Guns Never TireBoth sides are attempting to secure a foothold in no man’s land, spearheading the attack with overwhelming firepower. For the attack to be successful, your big guns must take up key positions on the battlefield and crush the enemy’s heaviest weaponry before they do the same to you.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After terrain has been set up, but before determining Deployment Maps and table halves, the players must place D3+2 Objective Markers on the battlefield, using the rules for Placing Objective Markers. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. In addition, at the end of the game, each player receives 1 Victory Point for each enemy Heavy Support unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves 5
ETERNAL WAR
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Emperor’s WillBoth sides are attempting to capture the enemy base of operations, whilst defending their own.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After setting up terrain, the players take it in turns to place a single Objective Marker in their own table half. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Mysterious Objectives, Night Fighting, Reserves 6
ETERNAL WAR
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The RelicBoth sides are attempting to recover a valuable relic from the front lines. It might be vital battle plans or maps, an item of spiritual significance or some other irreplaceable artefact that must be recovered at all costs.
THE ARMIESChoose an army to an agreed points limit. THE BATTLEFIELD Set up terrain as described in Preparing for Battle. Use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half. Objective Markers After setting up terrain, the players place a single Objective Marker in the centre of the table. If the centre of the table is occupied with impassible terrain, place the objective marker as close as possible to the centre of the table. DEPLOYMENT Players must deploy using the Standard Deployment Method. FIRST TURN The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, the Objective Marker is worth 3 Victory Points to the player that controls it. Secondary Objectives Slay the Warlord, First Blood, Linebreaker Night Fighting, Reserves The Relic (Mission Special Rule)The Objective Marker represents the Relic. The following rules cover seizing, moving and dropping the Relic.Seizing the Relic: A non-vehicle model in a scoring unit can seize the Relic by moving into base contact during the Movement phase – that model then automatically picks it up at the end of the phase. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped, which can happen voluntarily, but happens automatically if the model is slain. Moving with the Relic: The Relic is fragile, and swift movement will likely damage it, so the model carrying the Relic cannot Run and can never move more than 6" in any phase. If it is forced to do so, the Relic is immediately dropped. A model with the Relic can embark a Transport vehicle, but that vehicle cannot move more than 6" per phase whilst the Relic is on board (so don’t put it on a Flyer, as the Flyer will automatically crash next time it Zooms). A model carrying the Relic can transfer it to any friendly non-vehicle model that is part of a scoring unit if the two models end their Movement phase in base contact. Move the counter to the new bearer to show who is currently holding the Relic. The Relic can only be passed to a friendly model once per Movement phase. Dropping the Relic: The controlling player can choose to have his model drop the Relic at any time, in which case he places the counter 1" away from the model. If the model Falls Back, the Relic is dropped automatically before the model performs its Fall Back move. If the model is removed as a casualty, or is in any other way removed from the table – whether voluntarily or otherwise – the Relic is dropped automatically and placed within 1" of the spot where the model last was before it left the table. Note that embarking onto a Transport is an exception to this, as detailed below. Note that the Relic can only be brought aboard a Transport vehicle if it is carried by a model that can embark upon the Transport. If the Relic is dropped whilst the bearer is embarked within a Transport vehicle, place it 1" away from a randomly determined Access Point. If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was dropped that is not impassable terrain. |