Uppdrag

Missions Warhammer 40k Gothcon 2018

These Tactical Objectives replace the corresponding card in all teams’ decks.


11.
You jinx me bro! Score 2vp if both players missed a charge when a roll of 8 or less was required.

12. It was this big! Score 2vp if both players killed an enemy model with at least 5 wounds. The player who made the biggest kill is considered the leader of the team for the rest of the game.

13. There is no ”I” in team. Score 2vp if one player in your team killed a unit in the shooting

phase and the other player killed a unit in the fight phase.

14. Gang up! Score 1vp if a unit from both players armies successfully charged the same target.

 15. We got this! This card can’t be scored on turn 1. Score 2vp if your team controls 4 objective

markers at the end of your turn.

16. Team effort. Both players rolls a d6 when you draw this card. Place the two dice on this card. Score 2vp if both player controls the objective of their own roll at the end of your turn.

 66. Herohammer. Score 1vp if both warlords in your team were in close combat with the same enemy unit this turn


Victory Point Table:
Difference:         Result:

0-1                 10-10

2-3                 11-9

4-5                 12-8

6-7                 13-7

8-9                 14-6

10-11                 15-5

12-13                 16-4

14-15                 17-3

16-17                 18-2

18-19                 19-1

20+                 20-0

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Mission 1 - Disruptive Signals from a Scorched Earth

Objective markers:

Both teams roll off, alternate placing objective markers starting with the winner. Each marker can be placed anywhere on the battlefield so long it's more than 12” from any other objective marker and more than 6” from the edge of the battlefield.

Deployment:

The team who placed the fifth objective randomly determines one of the standard

deployment maps and picks one of the deployment zones for their armies.

The team who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army.

The team that finished setting up their armies first chooses who takes the first turn. The second team may seize the initiative.

Eternal War (max 8vp diff): 

Each team scores 1 victory point at the end of each battle round for each objective marker they control. If an objective marker is within the enemy’s deployment zone you can choose to raze it if you control it; doing so scores you D3 victory points instead of 1 but that objective marker is then destroyed for the purpose of Eternal War, although still exist for Maelstrom of War. (Don’t remove the marker)

Maelstrom of War (max 8vp diff)

If, at the start of a team’s turn, they have fewer than 4 active Tactical Objectives, they must generate Tactical Objectives until they have 4.

STRATAGEM: Signal Interrupt: 1CP

Use this Stratagem after your opponents generates Tactical Objectives. Select one of their active

Tactical Objectives – it can’t be achieved this turn.

Slay the warlord - 2VP (1vp for each warlord)

Linebreaker - 1VP

First Strike - 1VP

This mission has random game length and does not use the Sudden death rule.


Mission 2 - Strategic Big Guns

Objective markers:
Both teams roll off and, starting with the winner, alternate placing objective markers. Each marker can be place anywhere on the battlefield so long it's more than 12” from any other objective marker and more than 6” from the edge of the battlefield. Objective marker 1-4 is used for both missions and 5-6 only for Tactical Objectives.

Deployment:

The team who placed the fifth objective randomly determines one of the standard

deployment maps and picks one of the deployment zones for their armies.

The team who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys  their entire army.

The team that finished setting up their armies first chooses who takes the first turn. The second team may seize the initiative.

Eternal War (max 8vp diff)

Objective 1-4 are worth 3VP each to the controlling team at the end of the game.

Key Positions: If a team is the only team with a Heavy Support unit within 3” of an objective at the end of the game, they control it regardless of how many enemy units there are within 3”.

Destroy the Big Guns: At the end of the game, each team scores 1vp for each enemy Heavy Support unit they destroyed.

Maelstrom of War (max 8vp diff)

If, at the start of a team’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

Take a Chance: At the start of each team’s turn, after they have generated new Tactical Objectives(if any), that team may discard 2 active tactical objectives to generate a new one. If that team scores that objective this turn, they earn twice the victory points for that card.

Slay the Warlord - 2VP (1vp for each warlord)

Linebreaker - 1VP

First Strike - 1VP

This mission has random game length and does not use the Sudden death rule.

Mission 3 - Cleanse and Capture the Beachhead

Objective markers:

Place objective 1 at the center of the board. Both teams roll off and, starting with the winner, alternate placing objective markers 4 to 6 (one team will only place number 5). Each marker can be placed anywhere on the battlefield so long it's more than 12” from any other objective marker and more than 6” from the edge of the battlefield. Objective marker 1-3 is used for both missions and 4-6 only for Tactical Objectives.

Deploy:

The team who placed objective 5 randomly determines one of the standard

deployment maps and picks one of the deployment zones for their armies and then place objective 2 somewhere in their deployment. The other team places objective 3 in their deploy. Normal restrictions for objectives apply.

The team who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys  their entire army.

The team that finished setting up their armies first chooses who takes the first turn. The second team may seize the initiative.

Eternal War (max 8vp diff):

Starting from 2nd battle round, each team earns points at the beginning of their respective turn: 1vp for holding your own objective (Number 2 or 3), 2vp for holding the middle objective & 3vp for holding the opponents objective.

Maelstrom of War (max 8vp diff):

If, at the start of a team’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

Slay the Warlord - 2VP (1vp for each warlord)

Linebreaker - 1VP

First Strike - 1VP

This mission has random game length and does not use the Sudden death rule.


Mission 4  The Front Line Killing Business

Deployment Zone:

Both teams roll off and the winner randomizes which of the standard deployment maps is used in the battle and picks one of the deployment zones for their army. Their opponents uses the other deployment zone.

Objective markers & deploy:

The team who did not pick deployment zone starts by placing the first objective marker outside of both teams’ deployment zones, then the other team places an objective outside the deployment zones. Repeat the procedure but in each teams’ deployment zones starting with the team who did not pick deployment zone. Each marker must be placed more than 12” from any other objective marker and more than 6” from the edge of the battlefield.

The team who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys  their entire army.

The team that finished setting up their armies first chooses who takes the first turn. The second team may seize the initiative.

Eternal war (8vp max diff)

Each team scores 1 victory point at the end of the battle for each objective marker they control in their own deployment zone or  the neutral zone, each team scores 2 victory point at the end of the battle for each objective marker they control in the enemy team’s deployment zone.

Maelstrom of war (8vp max diff)

If, at the start of a team’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

If a tactical objective involves destroying an enemy unit, it cannot be discarded until it is achieved. (any impossible cards can be discarded at the end of the turn as usual).

No Quarter Given Each enemy unit that is destroyed is worth 1 Victory Point.

Slay the Warlord - 2VP (1vp for each warlord)

Linebreaker - 1VP

First Strike - 1VP

This mission has random game length and does not use the Sudden death rule.


Mission 5: No Quarter, Contact Lost

Objective markers:

Both teams roll off, alternate placing objective markers starting with the winner. Each marker can be placed anywhere on the battlefield so long it's more than 12” from any other objective marker and more than 6” from the edge of the battlefield.

Deployment:

The team who placed the fifth objective randomly determines one of the standard

deployment maps and picks one of the deployment zones for their armies.

The team who did not pick their deployment zone then deploys their entire army first. Their

opponent then deploys  their entire army.

The team that finished setting up their armies first chooses who takes the first turn. The second team may seize the initiative.

Eternal War (max 8vp diff)

1 Victory Point per enemy unit destroyed

Maelstrom of War (max 8vp diff)

If, at the start of a team’s turn, they have fewer than 6 active Tactical Objectives, draw one card for every marker you control at the start of your turn. (To a maximum of 6 active Tactical Objectives.) First round you instead draw one card. You draw a minimum of one card even if you don’t control any markers.  

STRATAGEM: Temporary Comms Uplink: 3CP

Provided your team have fewer than 6 active Tactical Objectives, you can use this stratagem to immediately generate 1 extra Tactical Objective.

Slay the Warlord - 2VP (1vp for each warlord)

Linebreaker - 1VP

First Strike - 1VP

This mission has random game length and does not use the Sudden death rule.


Mission 6 - Decapitation from Above

Objective markers:

Both teams roll off, alternate placing objective markers starting with the winner. Each marker can be placed anywhere on the battlefield so long it's more than 12” from any other objective marker and more than 6” from the edge of the battlefield. Objective marker 1-4 is used for both missions and 5-6 only for Tactical Objectives.

Deployment:

The team who placed the fifth objective randomly determines one of the standard

deployment maps and picks one of the deployment zones for their armies. The team who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army.

The team that finished setting up their armies first chooses who takes the first turn. The second team may seize the initiative.

Eternal War (max 8vp diff)

Staring from the second battle round, each team scores 1 victory point for each objective marker (1-4) they control at the start of the battle round (after objectives have been moved) . If only one team have models with FLY (excluding those with the Flyer Battlefield Role) within 3” of the objective marker, they control it, regardless of the number of nearby enemy models.

Drifting on the Wind

At the start of each battle round, starting with the team that had first turn, alternate picking objective markers (1-4); for each objective marker (1-4), each team rolls a D6. The team that scored highest can move that objective marker up to 3” (markers can be moved over terrain and models but can not end on top of models or leave the battlefield). If the result are tied, that marker is not moved this battle round. Only objective marker 1-4 is affected by this rule, objective marker 5-6 will not be moved.

Maelstrom of War (max 8vp diff)

At the start of a teams turn they must generate 3 Tactical Objectives. A team can not have more than 6 active Tactical Objectives at any one time (stop generating new Tactical Objectives if a team reaches this limit).

High Value Targets

Each time a character is slain, the controlling team must randomly select one of their active Tactical Objectives and discard it. If a warlord is slain, the controlling team must instead randomly select D3 of their active tactical Objectives and discard them.

Slay the Warlord - 2VP (1vp for each warlord)
Linebreaker - 1VP
First Strike - 1VP

This mission has random game length and does not use the Sudden death rule.



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