Kill Team Missions Week One - Search All across the sector small - TopicsExpress



          

Kill Team Missions Week One - Search All across the sector small scouting teams search for clues as to the nature and origin of the psychic pulse. Populated planets, ancient alien ruins, desolate moons… no world has escaped scrutiny. This week uses the standard Kill Team mission but with a twist: it is objective based. There are three objectives, one in the centre of the board, and one in each deployment zone at least six inches from any board edge and six inches from any other objective. These objectives use the “Mysterious Objective” rules from the main rulebook with one exception: replace the results for a 1 or a 2 with “Vital Intel”. Controlling Vital Intel will be important for future missions. Week Two - Extraction Clues have been found on planets scattered throughout Quadratum Una but such intelligence must be brought back to those in charge so that it can be analyzed and acted upon. The more information that can be brought to bear, the better. The rules for objectives from week one are once again in place. A player will score one point every turn they control an objective. Any objectives that are also Vital Intel are also worth an additional three points at the end of the game. All armies in the faction that won the most games in Week One while also controlling “Vital Intel” automatically choose whether they want to go first or second this week. They also seize the initiative on a 5+ instead of a six. Week Three - The Best Defense… It is not enough to bring back intelligence. Just as important is keeping such valuable information out of the ends of the enemy. The faction with the most wins while controlling Vital Intel can choose to be the attacker or defender in this scenario. Games will use the Night fighting rules. The defender sets up the terrain however they like, provided no terrain pieces are placed within three inches of the centre of the board. One objective (which is Vital Intel) is placed in the exact middle of the table. The defender sets up anywhere within six inches of the middle of the board. The attacker then chooses a board edge and sets up within six inches of it. If they attacker has a model within three inches of the objective at the end of the game or has wiped out the defender, they win. Any other result is a loss. Week Four - Mission Accomplished Using the psychic signatures left in the wake of the pulse, many races have determined a means of narrowing their search by using psychic resonance detectors. These devices, once in place, will illuminate the currents of recent psychic activity allowing them to follow the currents within the Sea of Souls to their final destination The faction with the most wins in week three. Is the attacker. Attackers must carry an objective marker representing psychic resonance detector to the centre of the table and plant it there. They do this by having a model with the objective within three inches of the table’s centre at the beginning of the shooting phase. Planting the objective counts as shooting. If the model carrying the objective is killed another model may move into base contact with it and pick it up, continuing their move as normal. If the attacker is able to plant the objective and prevent any enemy models from spending one full game turn within three inches of the objective then they win.
Posted on: Thu, 29 Aug 2013 14:19:19 +0000

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