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Monday, March 7, 2011

Missions: Last Stand

From 2002/2003 Rogue Trader Tournament Series mission "LAST STAND"

Overview
"There cones a time when an army is pinned down. All that is left is to hold your ground and take out as much of the enemy as possible. This is one of those times"

Special Rules
Deep Strike, Infiltrators Victory Points

The player with the highest percentage of points spent in Heavy Support is the Defender. Exception to this rule is if the Army is Always the Attacker (ex: Dark Eldar). If both armies say they are always the attacker, then go by HS percentage.

Mission Objectives
Attacker: Control the Defenders Deployment Zone. For each attacking unit 50% or over its original unit Strength OR undamaged Vehicle in the Defenders Deployment Zone, the attacker receives bonus VP equal to the unit's points value.

Defender: Keep the Attackers out. Any Attacker unit that is completely destroyed or has fled off the table by the end of the game is worth DOUBLE victory points.

Deployment
Set up terrain as normal using the standard rules.

Both players roll a die. The player with the highest result may choose which side to deploy on. The opponent takes the opposite side. The deployment is designed for a 4 by 6 foot table. Different size tables will require adjustment to deployment zones accordingly.

The Defender sets up everything except his Fast Attack selections units that infiltrate and any units that may deep strike may be kept in reserve and places as per Deep Strike Rules. The units deploying must be set up in a box 15 inches to the Left and Right of Center Line of the long edge and up to 24 inches in(creating a 24 x30 box). Infiltrating units may be set up after all other units are deployed by the enemy but at least 18 inches away from the enemy and behind cover. Fast Attack choices are deployed as normal after all the attacker units are placed.

The Attacker deploys their army anywhere in their Deployment Zone, an area stretching around his long edge and both side edges to within Six Inches from the Opponent Table Edge, forming a "U". The depth of the zone is 6 inches on all three sides. Units that may Deepstrike may do so as per the normal rules.

Who Goes First
Roll a d6- on a 1 the Defender goes First. 2-6, the Attacker goes first.

Game Length
Six Turns or Time is called.

Battle Point modifiers (for Tourney use)
+1 If your Opponent's General is dead, fleeing or as fled by the End of the Game
+1 If your Opponent's highest point cost unit is dead, fleeing or has fled off the board by the End of the Game.
+1 If you have reduced all enemy Troop Selections to 50% or less, fleeing or has fled off the board by the End of the Game.
-1 if NO enemy units are dead, fleeing or have fled off the table by the End of the Game.
-1 If you control less table Quarters than your Opponent.

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