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Missions

Tournament Scoring

Note that several missions allow you to achieve an objective more than once!

Each Primary Objective you can claim is worth 9 Battle Points (BP).

Each Secondary Objective you can claim is worth 6 BP Battle Points (BP).

Each Tertiary Objective you can claim is worth 3 Battle Points (BP). We also consider the following to be Tertiary Objectives in all missions that do not specify otherwise: Slay the Warlord, Line Breaker, and First Blood.

At the START of Round 2, the person who is going first will reveal the Secondary Objective. At the end of the mission time, Ambassadors with the most Battle Points are declared the victor of the mission. There are no ties. Numerous tie breakers will be in place for all missions to ensure only one victor. A judge will decide if tie breakers fail to resolve the issue!

  • Shrine Point
  • Blitzkrieg
  • Super Eclipse
  • Secure the Escape Tarmac
  • Evacuation

Blitzkrieg

You must attack and detonate the buried communication equipment of the enemy to disrupt their ability to organize. Unfortunately the enemy had the same thought about you. Only the quickest forces will hope to accomplish all they must to both protect their own equipment while damaging the enemy's.

Setup

  1. Determine Psychic Powers. Roll for Warlord Traits and pre-game special abilities as normal. Finally, Roll for Night Fighting.
  2. Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
  3. In the same order, each player places all 3 of his objective markers at once anywhere in the enemy deployment zone, but not within 8" of each other nor the center of the board. They are considered impassible terrain and do not block line of sight.
  4. Roll off again. The winner Deploys first and will have the first turn.
  5. Deploy Infiltrators and roll off to make any scout moves.
  6. The enemy may try to seize the initiative.

Objectives

Primary objective:
Each of the markers you placed in the enemy zone count as a primary objective, if you control them at the end of the game.
Tertiary Objectives:
Have a scoring unit within 3" of an objective in your own deployment zone, at the end of the game. You do not have to control them to gain this tertiary objective. Each such objective may be scored.
Tie Breaker 1:
The Ambassador with the most scoring units in their enemy’s deployment zone.
Tie Breaker 2:
The Ambassador that controls more board quarters by having units in them uncontested.
Tie Breaker 3:
The Ambassador with the most Fast Attack choices left on the board and not in reserve. Dedicated transports and drones are not counted.
Tie Breaker 4:
The Ambassador that controlled a primary objective first.

Super Eclipse

The Ion storm is closing in as the four moons move past each other in rapid succession, bringing intermittent darkness, tidal activity and unexpected blinding light plus chill temperatures and gravity disruptions. Getting a base set up is of critical importance. Capturing the lightning towers so that they can provide power for the underground complex you've discovered is the only way to do it in time.

Setup

Dawn of War Deployment, with 3 total objectives.

  1. Determine Psychic Powers, then Warlord Traits and pre-game special abilities as normal.
  2. Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
  3. Place one objective in the center of the board.
  4. In the same order, place two more objective markers anywhere within 6" of the center line, but not within 12" of any other Tower. Towers are considered impassible terrain and do not block line of sight.
  5. Roll off. The winner Deploys first and will have first turn.
  6. Deploy Infiltrators and make any scout moves.
  7. The enemy may try to seize the initiative.

Special rules

Lightning Towers:
The Primary Objectives attract lightning to harness their power. The player whose turn it is rolls randomly to see which tower gets hit in every player turn BEFORE normal movement has begun but after reserves have entered the game. On a 1-2 the left tower is hit. 3-4, the center tower and 5-6 the right tower (relative to the person rolling). Any vehicle within 6" of the tower being hit is Shaken. No war gear nor special rule/ability can negate this. The affected vehicle does not suffer a Hull Point when struck by the lightning. Non-vehicle units within 6" act as if struck by a weapon with the Blind Special Rule (test as normal) until the end of their next turn, as their eyes and nerves readjust from the shock wave.
Eclipse:
Night Fighting is automatically in effect at the start of turn 2. At the beginning of each turn roll a D6. On a 5+, Night Fighting ends. This represents the moons rotating in and out of eclipse.

Objectives

Primary Objectives:
Controlling the center objective uncontested with a scoring unit at the end of the game. You can score this once.
Tertiary objectives:
Controlling any other objective uncontested at the beginning of your turn. There is no limit to the points you may earn doing this.
Tie Breaker 1:
The Ambassador with the most scoring units ENTIRELY within 12" of the center objective.
Tie Breaker 2:
The Ambassador with the most scoring units left on the board
Tie Breaker 3:
The Ambassador who has the highest total number of units within 6" of the tertiary objectives only.
Tie Breaker 4:
The Ambassador that controlled a tertiary objective first.

Secure the Escape Tarmac and Break their Force Cohesiveness

The storm has passed, the base is secure and powered up. Within the alien confines, you have discovered a massive inventory of genome information plus enormous stores of samples from a race you have not yet devoured/met/collected teeth from before. It is important that your fleets be notified and landing areas be cleared for their arrival to lift you off planet. Of course there is still the matter of the opposing forces who are finding equally interesting alien tech and there are very few places safe enough for landings. Your sensors have detected interlopers attempting to claim the landing zone mid-day when the sun is blasting the planet's surface, in hopes of facing less resistance from you. Do not allow them to escape with their own finds. Wipe them out, penetrate their lines, and cripple their combat effectiveness by targeting specific force elements to weaken the whole.

Setup

No Man's Land deployment:

  1. Determine Psychic Powers, Warlord Traits and pre-game special abilities as normal. Finally, roll for Night Fighting.
  2. Roll off. Winner chooses his deployment zone and deploys his Fortifications, followed by his opponent.
  3. Roll off again. The winner Deploys first.
  4. In order of deployment, each player alternates placing their units (with their attached characters). Mounted units are placed with their vehicles as one unit for this purpose. Declaring that a unit is in reserve is considered "deploying" for this purpose. Reserves are always deployed last.
  5. Deploy Infiltrators and make any scout moves.
  6. The player who deploys first will have the choice to go first or second, after Infiltrators and Scouts have been completed.
  7. The enemy may try to seize the initiative.

Special Rules

No Mans Land:
The suns rays blast the No Man’s Land. Nightfall smooths and cools it making it the perfect tarmac, The eclipses are causing gravity wells here that lighten everything as well.

All non-walker vehicles that can both start and end their movement in the No Mans Land without passing through other terrain of any kind may opt to add 6" to their movement. Despite this, all normal penalties apply to moving and this may cause you to go over combat speed with the usual effects of doing so. Unfortunately the sun is directly overhead. While infantry can nimbly avoid the occasional pockets of molten rock that form here and there, tanks are not so fortunate at those speeds. Vehicles choosing to go faster than normally allowed must pivot, move 6" and then roll to see if it is immobilized on a roll of 1 or 2 as engine fans inadvertently suck up molten particles, or treads are melted. If it passes the test, the vehicle continues as planned.

Objectives

Primary Objectives:
Removing all units with a given Battlefield Role is the primary objective. Fortifications and Defense Networks are ignored for this objective.

Therefore, if you end the game and your enemy has no units in a particular Battlefield Role left on the table, you receive credit for achieving 1 Primary Objective. For example, if the enemy ended the game with no Heavy Support choices, you achieved a Primary Objective (9 points). If they also have nothing with the Fast Attack Battlefield role on the board, that's another Primary Objective achieved, and so on. For purposes of this objective, If you do not include a Lord of War Battlefield Role unit in your army, ending the game without one does not grant the enemy a Primary Objective (but all other slots do, so make sure you have used every slot at least once!). If you do bring a Lord of War unit, and it is destroyed, it does grant the enemy a Primary Objective.
Tertiary Objectives:
Each scoring unit that ends the game in the No Mans Land and is not falling back is a tertiary objective. Pinned units can still claim this.
Tie Breaker 1:
Army with the most remaining Force organization chart types at or above half strength.
Tie Breaker 2:
Most Troop choices at or above half strength.
Tie Breaker 3:
Army with the highest value unit that is at or above half strength. IC's count as their own separate unit for this calculation even if joined to another unit.
Tie Breaker 4:
Army with the most units of any kind in the enemy deployment zone at or above half strength. A vehicle that is not immobile and has at least 1 weapons is counted as above half strength.

Evacuation: The Battle for Armed Supremacy

The Landing Platform is secure and now the ships can land. The ground forces are in a state of disarray as bombardments have fragmented them badly. Enemy fleets have darkened the skies and a conflict rages above you. To keep you from escaping, your fellow Ambassadors have begun their purging protocols. It would be best if you hurried. Most of the enemy’s have not managed to get anything to the planet through the miasma of missile and gun fire… save one other faction. You must take the Landing pods by force to return to your ship with your valuable cargo. The enemy has no intention of letting you.

Setup

Vanguard Deployment:

  1. Roll for Psychic Powers, then for Warlord Traits and pregame abilities. Finally, roll for Night Fighting.
  2. Roll off. Winner places objectives first. All Objectives are impassible terrain that do not block line of sight. Alternate placing three total objectives anywhere that is more than 6" from a board edge and more than 12" from another objective. These are Delta Objectives.
  3. Roll Off. The winner chooses which opposing corner he wishes to deploy in, as indicated on the diagram. Starting with the winner of this roll, each player places one objective in their own deployment zone (called Alpha Objectives).
  4. Roll off. The person who rolls highest must deploy first, including his fortifications, and will take first turn.
  5. After all infiltrators are placed as normal and the scout moves completed, the opposing player may try to seize the initiative if he wishes.

Objectives

Primary Objective:
Taking the most Alpha Objectives uncontested at the end of the game is a primary objective. Separately, taking the most Delta Objectives uncontested at the end of the game is a Primary objective. In addition, having the most Kill Points is a Primary objective. This means that all three can be scored, as usual!
Tertiary objectives:
Controlling the Alpha objective in the enemy deployment zone at the beginning of your player turn (before reserves arrive) is a tertiary objective. This may be accomplished on multiple turns, so make sure to mark down the points as you earn them.
Tie Breaker 1:
The Ambassador with the most Scoring units remaining at or above half strength on the board at the end of the game.
Tie Breaker 2:
The Ambassador with the most enemy HQ's successfully eliminated
Tie Breaker 3:
The Ambassador who eliminates the most vehicles and/or monstrous creatures.
Tie Breaker 4:
The Ambassador with the most units of any kind in the enemy deployment zone at or above half strength. . A vehicle that is not immobile and has at least 1 weapons is counted as above half strength.
Tie Breaker 5:
The Ambassador with the largest point value unit left on the board. IC's are not added to a units value for this calculation unless they are unable to leave the unit because of their special rules.

The Shrine Point

Setup

  1. Speak to your opponent about the Terrain and then determine Warlord Traits. Then Determine Psychic Powers/other abilities. Finally, Roll for Night Fighting.
  2. Roll off. Winner chooses whether he will Attack or Defend. The Attacker will choose one long board edge he will attack from/Fall Back to before deployment begins. The opposite long board edge will be the Defenders board edge for purposes of the Mission Special Rules below.
  3. Defender units must be entirely within 12" of the center of the board (The Shrine point). The Attacker may deploy all of his forces anywhere on his half of the board that is not within 24" of the center of the board (the Shrine Point).
  4. Player will alternate deploying their units, starting with the Defender. Defenders may only Deploy up to 1/2 (rounded up) of their total starting number of Kill Points. Reserves are declared last when deploying. Drop pods and their occupants rolling or automatically coming in turn one are included in this number, which may limit how many you can deploy in total turn one. Any that would have come in on turn one, that exceed this number, enter ongoing reserve and instead come in turn 2.
  5. Roll off to begin alternating placement of your infiltrators, if any. Then roll off again to alternate moving any scouts, as normal.
  6. The Defender has the first turn. The Attacker may attempt to Seize initiative.

Mission Special Rules:

  1. The player who goes first may not charge in turn one.
  2. Attackers and Defenders within 12" of the Shrine point gains a +1 to their Leadership for all purposes, unless Desecrated.
  3. Units the Defender placed into normal reserve must roll on the following chart and be deployed accordingly when they do arrive from normal reserve:
    1-2: The Defenders long board edge
    3-4: The Attackers long table edge
    5-6: Any table edge.
  4. Defenders fall back to the nearest board edge.
  5. The Shrine Point is considered to be on ground level, reaching upwards to infinity, meaning that any scoring model within 3", regardless of elevation, can contest or control it as normal.

Objectives

Primary Objective:
Controlling the Shrine Point is a Primary Objective.
Secondary Objectives (6 points for Attacker, Variable points for Defender):
Desecration (Attacker objective): Any of the Attackers non-vehicle units may choose to Desecrate the Shrine point (instead of shooting) when it controls the Shrine point (which obviously cannot be done from inside the vehicle). If the Shrine point is desecrated at the end of the game, you have achieved the Secondary Objective. When the Shrine is considered Desecrated, both attacker and Defender lose the benefit of the Shrine. Also, Defending units (specifically) receive a -1 to Leadership (for all purposes) when within 12" of it.

A Defending non-vehicle unit may choose to re-consecrate the Shrine point (instead of shooting) if it controls the Shrine Point. If this happens, the Shrine Point is no longer Desecrated, and the effects of Desecration cease, and the effects of the Shrine point return to normal!

The One (Defender objective): Beginning in round 2, a Defending Independent Character who controls the Shrine Point and is attached to a unit from the army list that originally cost 75 points or more may sacrifice the entire unit he is attached to instead of shooting, removing it from play with only him remaining in place. The character gains the Objective Secured and Zealot Special Rules for the rest of the game. The Defender will receive Secondary Objective points based on when he makes this sacrifice. Round 2: 3 points, Round 3: 5 points and Round 4+: 6 points.
Tertiary objectives (see below; these replace First Blood, Slay the Warlord, and Line Breaker in this mission):
  1. Line in the Sand: Control at least two Table quarters by the end of the game by having more Scoring unit in them than your opponent. A scoring unit can only claim to be in one Table Quarter for this purpose. You can score this objective once.
  2. Line Breaker: If you end the game with one scoring model within 12" of the enemy long board edge, you have achieved this objective. You can only score this once.
  3. Slay the Warlord: If the enemy has no Warlord on the board at the end of the game, you have achieved this objective. Obviously, you can achieve this objective only once.
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