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Missions

Tournament Scoring

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

Each Primary Objective you 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). The following are worth 1 Battle Point: Slay the Warlord, Line Breaker, and First Strike.

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. Select Warlord Traits and pre-game special abilities as normal.
  2. Roll off. Winner chooses his deployment zone.
  3. Each player, winner of the roll off first, places all 3 of his objective markers at once. They are placed 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. The enemy may not seize.

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 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 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.
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, Warlord Traits and pre-game special abilities as normal.
  2. Roll off. Winner chooses his deployment zone.
  3. Place one objective (“tower”) in the center of the board.
  4. Starting with whomever chose their deployment zone, alternate placing 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. The person who did not choose their deployment zone deploys first.
  6. Roll off to see who goes first, as normal.
  7. The enemy may not 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. 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 unit within 6" of the tower being hit takes a 1 point penalty to hit for all purposes until their next turn, as their eyes cogitators 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. While Night Fighting is active, units are considered Obscured.

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 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.
  2. Roll off. Winner chooses his deployment zone.
  3. Roll off again. The winner Deploys first.
  4. Roll of to see who goes first, as normal.
  5. The enemy may not 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" when advancing. 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 roll to see if it is immobilized. On a roll of 1 or 2, the vehicle stops after its normal move distance, does not advance and takes 2 mortal wounds. 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 unit that ends the game in the No Mans Land is a tertiary objective.
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. Choose Psychic Powers, Warlord Traits and pregame abilities.
  2. Roll off. Alternate placing three objectives, winner first. All Objectives are impassible terrain that do not block line of sight. Place them 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 and will take first turn.
  5. 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.
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 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.
  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 units. Any units deployed off the board cannot come in until turn 2.
  5. 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 (see below).
  3. When units the Defender placed off the board come into play, they may do so normally or roll on the following chart and be deployed accordingly when they do arrive from normal reserve:
    • 1-2: Anywhere within 6” of The Defenders long board edge, even within 9” of the enemy!
    • 3-4: Anywhere within 6 inches of The Attackers long table edge, that is not within 9” of an enemy model.
    • 5-6: within 6” of any table edge that is not within 9” of an enemy model.
  4. The Shrine Point is considered to be on ground level, reaching upwards to infinity. That means any model within 3", regardless of elevation, can contest or control it as normal.

Objectives

Primary Objective for all players:
Controlling the Shrine Point is a Primary Objective.
Secondary Objectives (6 points for Attacker, Variable points for Defender):
ATTACKER Secondary Objective: Desecration
Starting in round 2, any of the Attackers non-vehicle units may choose to Desecrate the Shrine point (instead of shooting) when it controls the Shrine point . 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 point penalty to Leadership scores (for all purposes) when within 12" of the Shrine point.

Note: 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. The normal positive effects of the Shrine point return to normal!
DEFENDER Secondary Objective: The One
Beginning in round 2, a Defending Character who controls the Shrine Point, at the start of the shooting phase, can nominate a friendly unit within 3” that originally cost 75 points or more. Sacrifice the unit (remove the entire unit from play permanently) instead of shooting that unit nor the characters weapons. The character then becomes THE ONE. The One gains the Objective Secured rule, gains a Warlord Trait of his choice from his Codex, and gains 3 wounds. 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 (Ignore 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.