Thursday, July 7, 2011

ROUND 1

MISSION OBJECTIVE

Victory Points

SECONDARY OBJECTIVE

Many valuable resources lie within the terrain amongst this planet. Each piece of large terrain is an objective. Each objective you hold at games end is worth 150 Victory Points.

Only troops may hold, and must be within the terrain to hold.

Terrain is considered contested if an opposing player has at least 1 model within it.

DEPLOYMENT

Pitched Battle

LENGTH OF GAME

The game lasts 6 turns

CALCULATE RESULTS

Major Victory

601 or more Victory Points than your opponent

Minor Victory

176-600 more Victory Points than your opponent

Draw

175 Victory Points or less

QUANTUM POINTS

+3 For having more units within 10 inches of table center than your opponent

+2 For killing your opponents highest point unit

+1 For each HQ you kill

ROUND 2

MISSION OBJECTIVE

Capture and Control

SECONDARY OBJECTIVE

An Artifact of unknown origin rests in an iron chest at field center. Open the iron chest and retrieve the artifact. The artifact is worth 5 quantum points for the units controlling player at games end.

Once a model has moved in base contact with the chest or the Artifact itself, roll 1 D6. On a 2-5 any model in base contact may carry the artifact. If a 1 or 6 is rolled, the unit is afraid to take the Artifact and may not carry the objective until the units next turn.

Any model may carry the Artifact. This is represented by being in base to base contact with the iron chest after it has been opened and by placing a marker beside the model carrying the Artifact. If the model carrying the Artifact is killed, the artifact remains in place until another model reaches base to base contact with it. If an enemy model was in base contact when the objective carrier is killed that model may take control of the objective.

See also Round 3, last two bullets, these also apply for carrying the Artifact

DEPLOYMENT

Roll for Table sides. Then Roll for deployment. The winner will place a marker at center of their long table edge, then draw a line to a corner of their opponents table edge. The opposing player then creates their deployment zone from the center of their long table edge to the opposing corner...For example; if you choose your opponents left corner, they must choose your left corner or vice versa




LENGTH OF GAME

The game lasts 6 turns

CALCULATE RESULTS

Major Victory

Control both primary objectives

Minor Victory

Control 1 more primary objective than your opponent

Draw

Control the same number of primary objectives

QUANTUM POINTS

+5 For controlling the artifact at games end

+1 For every 500 Victory Points

+1 For Killing an HQ


ROUND 3

MISSION OBJECTIVE

Transport your flag to the designated drop off area behind enemy lines.

Drop off area is 5 inches from short table edge and centered on both sides

Each army will designate, before their deployment phase, one model (other than tanks, skimmers or walkers) to be the flag carrier

Place a marker in base contact with the chosen model

The model carrying the flag MUST BE DEPLOYED

Models carrying the flag may be deployed in, and use transports

If the model carrying the flag is inside a transport when it suffers an explosion result on the damage table, and that model does not die from the explosion, it must pass a Grip test (1D6 compared to base strength stat, strength modifiers from power fists etc. are not counted). If the test if failed or the model dies in the explosion, the flag is a Fumble and will scatter 2D6. Note that the flag WILL scatter. If a direct hit is rolled, take the lowest D6 then reroll only the scatter dice (until a scatter) and apply that D6

If the model carrying the flag makes a fall back move, roll a D6, if a 6 is rolled the model continues to carry the flag otherwise the flag is dropped and left at the spot the model started the fall back move. This does not apply to voluntary fall back moves such as Combat Tactics special rule.

SECONDARY OBJECTIVE

Capture your enemies flag. If you hold your enemies flag at games end, you are rewarded 3 quantum points.

DEPLOYMENT

Roll for table sides. The winner chooses the short table edge of his choice. Roll for initiative. Deployment zones are within 15 inches of your own short table edge. The model Carrying the Flag must deployed within 6 inches of table edge.

GAME LENGTH

The game ends when a model carrying the objective reaches base contact with the designated area. If you reach the destination first and had first turn, the player that went second may finish his turn in an effort to reach his destination.

During the bottom of that final turn, you may shoot and assault the unit that delivered the flag, but the flag counts as scored for game purposes if the flag carrier dies.

The game will not last past 6 turns

CALCULATE RESULTS

Major Victory

You reached the mission objective, and captured your opponents flag

Minor Victory

You reached the mission objective, and your opponent did not reach his

Draw

Neither mission objective was reached or was reached at the same time

QUANTUM POINTS

+1 For each Fumble you cause on your opponent

+1 For having more units in your opponents deployment zone than they have in yours

+3 For having more than 3600 Victory Points totaled from all 3 rounds

+3 For shaking your opponents hand at the end of each round

* outflanking is made from long table edges, 1-2 left, 3-4 right, 5-6 choose. If outflankers or deep striking units arrive on turn 1 or 2, the table length is considered 4 feet and not 6. Arriving on turn 3+, normal table length applies