Fields of Blood Mission Pack

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    Mission One KILL THE FAST ONES!!!

    MISSION

    Destroy enemy fast moving units and characters, while protecting your own.

    OBJECTIVE

    This scenario is a variation of Annihilation Mission (page 91) with the following amendments:

    Kill Points in this scenario are determined in the following way:

    3 KPs Each unit that has the potential to move over 6 in any single phase excludes compulsory movessuch as fleeing, sweeping advance etc.

    2 KPs Each HQ unit (if it has potential to move over 6 as above then it is 3KPs).

    All other KPs as per normal

    N.B. Drop Pods are not regarded as fast once deployed they are immobile!

    DEPLOYMENT

    Pitched Battle - Long Table Edges (page 92)

    SPECIAL RULES

    Scorched Earth All pieces of Area Terrain may be either on fire or a smoking ruin. Before either side deploys roll aD6 for each piece of area terrain and refer to the following table:

    1-2 Clear: No change

    3-4 Burning: The area counts as Dangerous Terrain5-6 Smoking: Add +1 to the cover save of any unit in the terrain

    In addition, both burning and smoking terrain blocks any line of sight that is drawn across and beyond them. You mayshoot up to 2 into or out of Smoking terrain.

    LENGTH OF GAME

    Random Game Length after Turn 5 (see Page 90).

    LINE OF RETREAT

    Units that are forced to flee must move toward their friendly, long deployment edge.

    CALCULATE RESULTS

    Victory - If a player has more Kill Points than their opponentthen they score a Victory.

    Tie - If both players have the same number of Kill Points, thenthe game is a tie.

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    Mission Two - CRUSHIN IT

    MISSION

    Capture and control the central objective while securing as much of the rest of the board as you can.

    OBJECTIVE

    This scenario is a modified Capture and Control (page 91) mission with the following amendments:

    There is only one objective, and it is placed in the center of the table (3 VPs).

    Players are also securing table quarters to attain victory. Own Deployment Quarter (0 Victory Points) Enemy Deployment Quarter (2 Victory Points) Other Quarters (1 Victory Point each)

    To control a table quarter, you must have more scoring units in that table quarter than your opponent.

    A scoring unit can only control one table quarter at a time. Scoring units that straddle multiple table quarters mustdeclare which one they are controlling at games end.

    A unit may control the central objective and contribute towards controlling a single table quarter at the same time.

    DEPLOYMENT

    Spearhead (Table Quarters)

    SPECIAL RULES

    Straight Up The Middle Neither side may outflank in this mission

    LENGTH OF GAME

    Random Game Length after Turn 5 (see page 90).

    LINE OF RETREAT

    Units that are forced to flee must move toward their nearest deployment edge.

    CALCULATE RESULTS

    Victory - If a player scores more Victory Points than theiropponent, then they have scored a Victory

    Tie - If both players score the same number of Victory Points, thegame is a tie.

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    Mission Three - DYING OF THE LIGHT

    MISSION

    Find and secure more objectives than your opponent.

    OBJECTIVE

    This scenario is a modified Seize Ground (page 91) mission with the following amendments.

    Bumbling in the Dark.

    There are automatically 6 objective counters, but only three of them will actually count as objectives. Place objectives as per the Rulebook Seize Ground mission (Pg 91) Assign each objective counter with a number from one to six. At the beginning of Turns 2, 3, and 5, roll a D6.

    The number rolled indicates which of the numbered objective counters actually count as an objective for thepurposes determining victory.

    This result stands for the rest of the game. Re-roll any duplicate results. At games end there should be three total objectives the players are fighting over.

    DEPLOYMENT

    Dawn of War (Table Halves)

    SPECIAL RULES

    The Dying of the Light Starting at the beginning of Turn 5, the Night Fight Universal Special Rule is in effect.

    LENGTH OF GAME

    Random Game Length after Turn 5 (see Page 92) however Turn 6 automatically occurs.

    LINE OF RETREAT

    Units that are forced to flee must move toward their nearest deployment edge.

    CALCULATE RESULTS

    Victory - If a player controls more objectives than their opponent, theyhave scored a Victory.

    Tie - If both players control an equal number of objectives

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    Mission Four - BREAK THEIR BACK!

    MISSION

    Destroy enemy units, especially enemy Troops units, while protecting your own.

    OBJECTIVE

    This scenario is a variation of Annihilation Mission (page 91) with the following amendments:

    Kill Points in this scenario are determined in the following way: Troops - 3 Kill Points (including Tervigon-spawned gaunt units) Dedicated Transports and Tau Drones from vehicles - 1 Kill Point Fast Attack/Elites/Heavy Support - 2 Kill Points HQ - 1 Kill Point Units created in battle - 0 Kill Points, such as Chaos Spawn from Gift of Chaos, Kugaths Nurglings, Spore Mines,

    Cronus (count the vehicle, but not Cronus)

    DEPLOYMENT

    Pitched Battle - Long Table Edges (page 92)

    SPECIAL RULES

    DAWN ATTACK The Night Fighting mission special rule applies for the first turn of this mission.

    DUG-IN Non-vehicle units that start deployed in the open are assumed to be occupying prepared defensivepositions. As long as they do not move they count as being in area terrain that provides them with a 4+ Cover Save.As soon as the unit moves this defensive benefit is lost for the rest of the battle.

    LENGTH OF GAME

    Random Game Length after Turn 5 (see Page 90).

    LINE OF RETREAT

    Units that are forced to flee must move toward their friendly, long deployment edge.

    CALCULATE RESULTS

    Victory - If a player has more Kill Points than their opponentthen they score a Victory.

    Tie - If both players have the same number of Kill Points, thenthe game is a tie.

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    Mission Five WHAT WAS THAT???

    MISSION

    Capture the Crash Site when the Supply Ship crashes.

    OBJECTIVE

    The ship will crash at the start of Turn 2 on a roll of 4+, Turn 3 on a 3+, Turn 4 on a 2+ and Turn 5 automatically if stillairborne. Determine the short board edge the ship enters from by rolling a die.

    In the turn it crashes the ship travels 12D6 down the exact centerline from the entry board edge. Move large blasttemplate down the path the ship travels. Any unit touched by the template suffers D6 wounds as they are struck byflaming debris. They may make armour saves. Open-topped vehicles will suffer a glancing hit.

    Place the large blast template centred on the point of impact. Any model beneath the template is hit by the ship (Str

    10, AP 2). Mark the crashed ship with a crater removing any terrain piece that lies under the template. The crater(Crash Site) counts as difficult terrain and confers a 4+ cover save.

    The player with the most Scoring Units (as per Pg 90 of the 40k Rulebook) within 6 of the crater at the end of thegame wins.

    DEPLOYMENT

    Pitched Battle - Long Table Edges (page 92)

    LENGTH OF GAME

    Random Game Length after Turn 5 (see Page 90).

    LINE OF RETREAT

    Units that are forced to flee must move toward their friendly, long deployment edge..

    CALCULATE RESULTS

    Victory - If a player has more Scoring Units than their opponentwithin 6 of the crash site then they score a Victory.

    Tie - If both players have the same number of Scoring Units as their opponentwithin 6 of the crash site, thenthegame is a tie.

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    Mission Six - AINT THAT THE TRUTH!

    MISSION

    Destroy designated enemy units while trying to secure objectives.

    OBJECTIVE

    Kill Points:Each player looks at opponent's list and chooses five (5) units to which he assigns a Kill Point. Only the units youropponent has chosen score kill points if destroyed. The rest of your army is worth no kill points.

    Objectives:Five Objectives placed - one in centre of board, the other four 12" in from long board edge, 6" from short board edge.

    To "claim" an objective you must have a scoring unit within 3". If you have no scoring unit within 3 then it is

    impossible to claim.

    However each scoring unit counts as two points, each non-scoring unit counts as one point. To "claim" the objectiveyou must also have the highest number of points within 3".

    e.g. Player A has one scoring, one non-scoring and Player B has three non-scoring, both players score 3 points andno-one gets the objective. Then if Player B destroys A's non-scoring unit he is ahead 3-2 (but can't claim objectivebecause he has no scoring units in his total).Scoring:This gives a total of 10 Victory Points available in the game - 5 Kill Points and 5 objectives.

    DEPLOYMENT

    Spearhead (Table Quarters)

    SPECIAL RULES

    Scorched Earth All pieces of Area Terrain may be either on fire or a smoking ruin. Before either side deploys roll aD6 for each piece of area terrain and refer to the following table:

    1-2 Clear: No change3-4 Burning: The area counts as Dangerous Terrain5-6 Smoking: Add +1 to the cover save of any unit in the terrain

    In addition, both burning and smoking terrain blocks any line of sight that is drawn across and beyond them. You mayshoot up to 2 into or out of Smoking terrain.

    LENGTH OF GAMERandom Game Length after Turn 5 (see Page 90).

    LINE OF RETREAT

    Units that are forced to flee must move toward their nearest deployment edge.

    CALCULATE RESULTS

    Victory - If a player has more Victory Points than their opponentthen they score a Victory.

    Tie - If both players have the same number of Victory Points, thenthe game is a tie.

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    SPECIAL MISSIONS

    Over the course of the event you will be issued with a Special Mission sheet for use during the

    tournament. These missions are designed to provide an additional challenge to your strategic skills. Each

    round you will pursue a secondary mission separate to the main battle scenario to earn bonus points.

    You must select one mission per round when you know your opponent and have been assigned a table.

    Your selection is secret but you must write the selected mission on your sheet and place that in the

    envelope provided. You and your opponent will reveal the missions at the end of the game.

    As there are 6 missions and six rounds, by the end of the event you will attempted all six missions.

    The six missions are:

    # Mission Narrative

    1 Assassination Your mission is to eliminate the most expensive enemy HQ. If at the

    end of the game this model/unit is either destroyed or falling back

    then you have achieved your mission.

    2 Not One Step Back Your mission is to have a scoring unit holding a building or ruin in

    your deployment zone. This terrain feature must not contain an

    objective. To achieve the mission no enemy models may occupy the

    building or ruin unless they are falling back or are immobilized.

    3 Forward Offensive To complete this mission you must have two units that are above half

    strength in your enemys deployment zone at the end of the game.

    These units may not be falling back or immobilized.

    4 Crushing Blow Your mission is to destroy more of your opponents Elite and Heavy

    Support units than he does of yours. Units falling back at the end of

    the game are counted as destroyed.

    5 Surgical Strike Your mission is to destroy your opponents most expensive unit.

    Falling back at the end of the game counts as destroyed.

    6 Fulcrum Your mission is to have more scoring units than your opponent within

    12 of the centre point of the table. Immobilised or units falling back

    do not count.

    In all cases a dedicated transport is counted as part of the unit when that unit must be destroyed.

    Where two or more units have the same points value then destroying either unit fulfills the mission.

    Bonus Points

    5 Points You achieve your secret mission and your opponent does not achieve his.

    2 Points Either you both achieve your secret mission or neither of you achieve your mission.

    0 Points Your opponent achieves his secret mission and you do not achieve your mission.

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