Primary Win Condition
Objectives, Table Quarters or Killpoints (as specified in each mission)
· Objectives will be preplaced as per the mission rules. There will be three, four or five per mission with each worth three battle points.
· Table Quarters - To hold a table quarter at the end of a game you must have the most victory points worth of scoring or denial units. These units must be completely inside a table quarter and disembarked.
· Killpoints - Whoever scores the most killpoints wins the mission... Just like 40k5.
First Tie Breaker
If there is a draw on the primary win condition then the first tie breaker is killpoints. If the primary win condition is killpoints then the first tie breaker is table quarters (see above).
Second Tie Breaker
If there is a draw on both the primary win condition and first tie breaker then the second tie breaker is pure victory points.
Bonus Battle Points
The following bonuses are in play each mission:
— First Blood
— Slay the Warlord
— Line Breaker
— Killpoints
Mission Rules
The following rules are in effect each game:
— Night Fight
— Deep Strike
— Infiltrate/Outflank
— Seize the Initiative
— Warlord Trait
Order of Sequence
01) Objective markers (if appropriate) are preplaced as per the specific mission rules. Game begins as soon as both players are at the table to start the mission.
02) Roll off to choose deployment zones.
03) Deploy fortifications.
04) Roll for Warlord Traits.
05) Roll for Psychic Lores.
06) Roll for army specific rules (e.g., Grey Knights' Grand Strategy, Dark Eldar Wyche Drugs, etc.).
07) Roll off to see who deploys first (player who deploys first goes first unless their opponent seizes the initiative - see step 11).
08) Deploy armies.
09) Deploy infiltrating units and make scout moves (as per rulebook).
10) Redeploy (e.g., Necron C'Tan Grand Illusion).
11) Roll for Seize the Initiative.
12) First turn begins... (w00t !!)
13) Game ends - Note that random game length is modified. There are six turns and then a possible seventh turn on a roll of 4+ on 1d6. Dice Down when time is called - the game immediately stops.
02) Roll off to choose deployment zones.
03) Deploy fortifications.
04) Roll for Warlord Traits.
05) Roll for Psychic Lores.
06) Roll for army specific rules (e.g., Grey Knights' Grand Strategy, Dark Eldar Wyche Drugs, etc.).
07) Roll off to see who deploys first (player who deploys first goes first unless their opponent seizes the initiative - see step 11).
08) Deploy armies.
09) Deploy infiltrating units and make scout moves (as per rulebook).
10) Redeploy (e.g., Necron C'Tan Grand Illusion).
11) Roll for Seize the Initiative.
12) First turn begins... (w00t !!)
13) Game ends - Note that random game length is modified. There are six turns and then a possible seventh turn on a roll of 4+ on 1d6. Dice Down when time is called - the game immediately stops.
Scoring
There will be one winner and one loser per table at the end of each game. Record the final results as follows at the end of each game:
— Primary Win Condition - Y/N
— Secondary Win Condition (if appropriate) - Y/N
— Tertiary Win Condition (if appropriate) - Y/N
— Battle Points º
•3 per objective marker
•3 per table quarter (if appropriate)
•1 per enemy unit destroyed (killpoints)
•1 per bonus (1st Blood, Slay the Warlord, Line Breaker)
No comments:
Post a Comment