UW Scenario Pack

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Scenario Pack Twenty four new scenarios for Urban War: Strike-Team Actions

description

Urban War Scenarios

Transcript of UW Scenario Pack

Scenario Pack

Twenty four new scenarios for

Urban War: Strike-Team Actions

Contents

Looting MissionsPillageSalvageCapture the FlagSearch & Rescue

Headhunting MissionsAssassinationKidnappingAtrocity

Breakout MissionsFlank MarchBreakthroughEscapeRegroupKilling Jar

Scout MissionsReconForward ObservationBug Hunt

Last Stand MissionsBlaze of GloryDrop ZoneThe Last Fortress

Demolition MissionsSabotageHavocJuggernaut

Standard MissionsVendetta

Capture MissionsThree SistersDomination

Introduction

Scenario Special RulesAerial InsertionBodyguardCapturing ModelsCapturing ObjectivesLootNon-combatant

Introduction

The scenarios in this supplement are far more varied than the basic four in the main rulebook, and require an equally varied set of new rules to cover them fully. Some common rules have been provided here for convenience.Some of these may not appear in the scenarios in this supplement. These special rules have instead been provided to add a bit of variation to existing scenarios if both players agree to their use, or to use as building blocks in creating new scenarios.

BodyguardA soldier assigned to protect an important figure will put their life above his own, often taking great risks to ensure their safety.A scenario using this rule will specify a target for the bodyguard rule. A new Overwatch action is available to any model in the same team as the target: Shield.If the target is hit by a non-template ranged attack, and a model under Overwatch has a sufficiently high Move stat to be able to reach a point on the shot's path from its current position under a regular Move action, it may attempt the Shield action. In order to carry out this action, the Overwatch model must pass a Command Check subject to the same modifiers as a Disruption Shot. If successful they have reacted in time. They are moved the minimum distance possible to reach the shot's path, and the hit is transferred to them. If the Command Check is failed, they have not reacted in time, do not move, and the hit is resolved on the target as normal.Only one model may attempt a Shield action during any single activation. For example, if the firer takes a follow-on action and hits again, no model may attempt to Shield this second hit.

Capturing ModelsSome missions will require that a target model be captured alive instead of killed. This works as follows.In order to capture a model, referred to as the target, an attacking model must “kill” it with one of the following weapons: Force Baton, Hand Grenade (Ironglass Earsplitter only) or Improvised Weapons (any model may opt to use this method, regardless of armament). If the target is wounded by any of these weapons, they are knocked unconscious and are treated as a Loot counter.

Aerial InsertionIn the modern battlefield, speed is vital, and there are few faster ways to deploy to the field than by air.The team using the Aerial Insertion deployment rule declares any point on the table as the target for his incoming forces, and rolls a direction dice and 1d10 for scatter from this point – on a result of “1”, “2”, “9” or “10”, and additional d10 is rolled and the two results are added. The models may be placed anywhere within 4” of the resulting point, or as close to it as possible if they do not all fit in that area. If there are any elevated pieces of passable terrain in this area, troops are placed on the highest level. If the scattered point is off the table, the attacker deploys as many models as possible in any on-table deployment area, and the remaining models are placed within 4” of the closest edge to this point at the beginning of turn 2. Models with special deployment rules may use them as normal.Any models placed in contact with an enemy during deployment are assumed to be engaged in close combat at the beginning of the game.

Capturing ObjectivesMany missions require that an object or piece of ground be captured and held from the enemy. These are commonly referred to as objectives.An objective counts as occupied by one force if there is at least one unpanicked model of that force within or in base-to-base contact with that objective, and if no enemy models are within or in base-to-base contact with the objective. If an objective has no models of either force within or in base-to-base contact, or all models within or in base-to-base contact are in panic, it is considered unoccupied.If an objective has models of both forces within or in base-to-base contact, or all models within or in base-to-base contact are engaged in close combat with enemy models, it is considered contested.

Scenario Special Rules

Non-combatantSeveral encounters will feature civilians caught in the firing line for one reason or another. If a scenario features a non-combatant, the following rules apply.The non-combatant uses the profile of a Punk type Militia as described on page 80 of the rulebook, and carries no weaponry or equipment nor does it have any special rules, unless otherwise stated in the scenario.

LootIn some missions, one or both teams will have been sent to secure an item small enough to be carried by any human-sized model. This can be anything from vital documents or computer disks, to a wounded comrade.This object, referred to as loot, is represented by a counter no larger than a 30mm base (the size of the plastic order counter is recommended). The counter can be a fully modelled playing piece, a scrap of paper, a spare order counter etc.A model may pick up a supply counter simply by moving into base contact with a supplies marker at any stage of its turn - keep the marker next to the model that is carrying it. Models of SZ1 as well as models with the “Impetuous” special rule cannot pick up supply counters.Due to the weight and bulk of the supply containers, a single model of ST 4 or below that carries a supply counter can only move with half of its movement rate – this includes all movement through special movement skills like Fast or Jump Trooper. For example, a Colonial marine can only move 2” (or rush 4”); a Dragonfly using her Graviton Wings can only jump 5”.Models of ST5 and above can move their full movement while carrying a container, and also benefit fully from special movement skills.Supply markers cannot be carried through Koralon portals.Two friendly models of ST4 or below can team up carrying a container, thus offsetting the movement penalty. Treat this like you would a weapon team: If both models start a turn in base-to-base contact with each other and the supply marker, treat both as if they comprise a single model, as per the weapon team rules in the special rules section.When teamed up, the only actions open to the carrying models are Move, Rush, Disruption Shot, Snap Shot and Aimed Shot – just like for a light support weapon. Note that, as per the weapon team rules, only one model in the team may actually shoot its weapon – the other is doing nothing but assisting in carrying the supplies.When teamed up, the carrying models may benefit from special movement skills like Fast or Jump Trooper as long as both models have the relevant skill.

Vendetta

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium density urban area, with the terrain representing any suitable Iskandian theme.Once terrain has been set up, both players roll a d10, with the winner choosing a board edge as their deployment edge. The other player is assigned the opposite edge. Starting with the winner, players deploy their models alternately within 8” of their respective table edges.

Deployment Map

Special RulesAn Eye For An EyeBefore deployment, both players secretly assign a number to each model in their force (starting from 1 and going up) and take a note of them, telling their opponent the total number of models in the force. Both players then secretly choose two numbers between 1 and the number of enemy units, and again make a note of this. The models represented by those numbers will be that player's targets.When a model is placed on the table, it's number is announced.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 66% break point.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for both players is to cause as many casualties to the other team as possible, and making sure that the two target models are among them.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each enemy killed, the player receives victory points equal to half that model's points cost.

● For each target enemy killed, the player receives victory points equal to double that model's points cost.

The winner is the player with the most victory points at the end of the game.

In a prolonged conflict, small patrols are likely to run into their counterparts over and over. As they recognize this they will often develop a sense of rivalry that goes beyond the enmity of their factions, and becomes personal. When this happens they will often volunteer for assignments that give them the chance to confront their foe, and even the mission objectives can become secondary to revenge.

Three Sisters

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. Place three objectives on the table, each no more than 8” across. The first should go in the centre, the other two either side as shown in the deployment map. Ideally, these objectives should offer cover and some elevation – such as a multi-level command building or a hilltop bunker. The rest of the table should feature medium density terrain, with an emphasis on soft cover over hard cover.Once terrain has been set up, both players roll a d10, with the winner choosing a board edge as their deployment edge. The other player is assigned the opposite edge. Starting with the winner, players deploy their models alternately within 6” of their respective table edges.

Deployment Map

Special RulesCapturing Objectives

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 66% break point.

Game LengthThe game has no fixed turn count. Starting from turn 6, roll a d10 and add the current turn number to the score. If the result is 12 or greater, the game ends. The game will also end if one of the following criteria have been met:

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsBoth sides are competing to hold as many of the objectives as possible, while preventing their opponent from doing the same.Victory points are awarded as follows:

● For each terrain objective occupied by a player at the end of the game, the player receives 75 victory points.

● For each unoccupied objective that is adjacent to an objective occupied by a player, the player receives 50 victory points.

● For each contested objective that is adjacent to an objective occupied by a player, the player receives 25 victory points.

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

The winner is the player with the most victory points at the end of the game.

Objectives critical to the war effort aren't always isolated objects. Teams are frequently sent to secure areas containing a number of key items. Indeed, securing these areas often has a larger impact on both sides than capturing a solitary objective, which makes them hotly contested areas.

Domination

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature fairly dense terrain, with plenty of ruined and/or multi-level accessible buildings, wrecked vehicles, piles of rubble and other similar features. Either player should roll a d10 and consult the following table to see how many objectives are placed:d10 score # of Objectives1-3 34-7 48-10 5Players place objectives alternately (with a dice-off to determine who places first) no closer than 12” to any table edge or 8” to any other objective.Once terrain has been set up, both players roll a d10, with the winner choosing a board edge as their deployment edge. The other player is assigned the opposite edge. Starting with the winner, players deploy their models alternately within 6” of their respective table edges.

Deployment Map

Special RulesCapturing Objectives

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 66% break point.

Game LengthThe game has no fixed turn count. Starting from turn 6, roll a d10 and add the current turn number to the score. If the result is 12 or greater, the game ends. The game will also end if one of the following criteria have been met:

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsBoth sides are competing to hold as many of the objectives as possible for as long as possible, while preventing their opponent from doing the same.Victory points are awarded as follows:

● For each objective held by a player at the end of a turn, the player receives 15 victory points. These points are awarded at the end of every turn, so keep track of them during the game.

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

The winner is the player with the most victory points at the end of the game.

While some objectives must be secured completely, others need only be held for a limited duration – a force may be raiding a supply cache or downloading sensitive data from enemy computer systems. Although it is in their best interests to hold them as long as possible, every second they hold the objective does more damage to the enemy.

Pillage

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium density urban area, with a variety of trash heaps, rubble, supply crates, storage tanks etc.After terrain has been placed, divide the table into four quarters. Five Loot Markers are placed on the battlefield; one directly in the centre and one on the centre point of each table quarter. The Loot Markers represent the supplies both forces are attempting to secure.Once the Loot Markers have been placed, both players roll a d10, with the winner choosing a table quarter as their territory. The other player is assigned the opposite quarter. Starting with the winner, players deploy their models alternately within 6” of the table edges in their respective territories.

Deployment Map

Special RulesLoot

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● All Loot Markers have been moved to the players' deployment zones.

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for both players is to secure as many Loot Markers as possible and drop them off in their respective deployment zones.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each enemy killed, the player receives victory points equal to half that model's points cost.

● For every Loot Marker in the player's deployment zone at the end of the game, the player receives 50 victory points.

The winner is the player with the most victory points at the end of the game.

Supplies are always in dire need in any armed conflict. Even in the best-organised forces, logistics can break down, and even the most disciplined troops can be prone to snatching and stockpiling supplies. Oftentimes, units even go out on unsanctioned sorties just to grab the odd stock of this or that. And it’s not unknown for them to bump into the enemy during such a “shopping spree”, turning an afternoon’s foraging into a running battle to grab what you can and beat a hasty retreat.

Salvage

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium density urban area, with a variety of walls, ruined corners, razorwire, abandoned bunkers and fortifications.After terrain has been placed both players roll a d10 and divide the result by 3 (rounding up). The resulting value is the number of Loot Markers the player gets to place, representing the hidden stashes his force is attempting to retrieve. In addition, each player is given two “false lead” markers, representing stashes that have already been looted or destroyed, or are simply decoys. Both types of marker should appear identical from above, but be labelled underneath to indicate their type.After setting up the terrain, both players roll a d10, with the winner choosing to deploy their markers first or second. Markers are placed alternately with their labelled side down, no closer than 6” to any other marker or any table edge. Any markers that cannot be placed according to these criteria are discarded.Once all markers have been placed both players roll a 10, with the winner choosing their deployment edge. The other player is assigned the opposite edge. Starting with the winner, models are deployed alternately within 6” of their respective deployment edges.

Deployment Map

Special RulesLootWhen a model moves into base contact with a marker, it can choose to reveal it. If a “false lead” marker is revealed, remove it. If a Loot Marker is revealed, the model picks it up as normal.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● All Loot Markers have been moved to the players' deployment zones.

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for both players is to find and secure as many Loot Markers as possible and drop them off in their respective deployment zones.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each enemy killed, the player receives victory points equal to half that model's points cost.

● For every Loot Marker in the player's deployment zone at the end of the game, the player receives 40 victory points.

The winner is the player with the most victory points at the end of the game.

In the chaos of an urban theatre, soldiers quickly learn not to solely depend on the stream of supplies coming to them from main base. Supply lines can get cut, logistics may break down, or replacement parts may simply be unavailable. Hence, pretty much starting the moment soldiers get deployed to a particular war zone, they are prone to scrounge, swindle, or downright steal anything they can get their hand on, hiding the goods in their bunks or, in case of regular inspections, somewhere off base that is assumed to be relatively safe and easy to get at. With Iskandria's rapidly shifting lines of combat and zones of influence, it happens more often than not that soldiers suddenly find their secret stashes in no-man’s land, or even in enemy-held territory.

Capture the Flag

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium density urban area, with a variety of trash heaps, rubble, supply crates, storage tanks etc.Each player also places one fortification (such as a sandbagged encampment) within 6” of a board edge. Both players roll a d10, with the winner choosing a table edge to place their fortifications by – the other player places theirs by the opposite edge. A single loot counter is placed inside each fortification, referred to as the “flag”. Starting with the winner, players deploy their models alternately within 6” of their respective table edges.

Deployment Map

Special RulesLoot

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 66% break point.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● Either player captures both flags.● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for both players is to secure the enemy flag while preventing the enemy from stealing their own.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each enemy killed, the player receives victory points equal to half that model's points cost.

● For every flag in the player's fortification at the end of the game, the player receives 100 victory points.

The winner is the player with the most victory points at the end of the game.

When supplies start to dwindle, one or both sides may resort to raiding enemy bases to replenish them. As a strike team leaves its base to conduct such a raid, scouting parties may report the vulnerability of their base to the enemy, who will take the opportunity to carry out a raid of their own. What results is a chaotic fight between both sides to protect their own base and raid the enemy's at the same time.

Search & Rescue

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should represent a run-down and desolate area, with damaged and ruined buildings, trash and rubble heaps, wrecked vehicles and machinery and other such features.Once terrain has been set up, select ten counters to represent civilians. If neither player is using any in their strike-team, militia models would be a good choice. In either case, they should be numbered 1 to 10. There are placed randomly on the battlefield: starting at the centre of the board, roll 2d10 and a direction dice, and place the civilian marker at the resulting point. Should the model scatter on to impassable terrain, the model is instead placed on the closest edge of the terrain. If a model is scattered off the table or into a player deployment zone, the dice are re-rolled.After markers have been placed, both players roll a d10, with the winner choosing a board quarter as their territory. The other player is assigned the opposite quarter. Starting with the winner, players deploy their models alternately within 6” of their respective table quarter edges.

Deployment Map

Special RulesLootFor the purposes of this mission, civilians are treated in the same manner as Loot counters.

Urban DecayThe area being evacuated is quite literally falling apart, with crumbling buildings liable to fall apart at the slightest provocation. Starting from turn two roll a d10 at the start of the turn, and if it is still on the table, remove the civilian counter with the corresponding number.If the civilian was being carried by a model or team, or was in base contact with models from both sides, these models must make a Command check. Any model that fails takes a single S6 hit. So long as one model that was in contact with or carrying the civilian passes it's Command check, the civilian marker remains on the table.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Objectives and Victory ConditionsBoth sides are trying to retrieve as many civilians as possible from the area before they are killed, and bring them back to their deployment zones for safety.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each enemy model killed, the player receives victory points equal to half the model's cost.

● For each civilian counter in the player's deployment zone at the end of the game, the player receives 50 victory points.

The winner is the player with the most victory points at the end of the game.

The city of Ikandria is densely populated, and although the heavily fought over areas are sometimes evacuated, sometimes a conflict arises before this can be done, or fighting spills over into a population center. Or perhaps a community simply didn't want to leave. Whatever the case, these groups often become the target of evacuation efforts to save them from the deterioration of the buildings they shelter in. Even the Koralon will compete to secure living human subjects, although their reasons for doing so are probably best not to be thought about.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● All remaining civilian markers have been moved to the players' deployment zones.

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Assassination

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.The leader of the defending team is the attacker's target. The defender may assign up to 75pts of his Strike-team as the target's bodyguard.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium density urban area. There should not be any long, unobstructed lines of sight from any table edge to the centre of the table, so as to prevent first-turn sniping of the target.Once terrain have been placed, the defender chooses which table edge he will deploy his reinforcements at. The attacker is assigned the opposite edge for deployment.The first models to be placed are the target and the bodyguards. The defender places them within 6” of the centre of the table.After they have been placed, starting with the attacker, both players deploy models alternately within 6” of their respective deployment edges.

Deployment Map

Special Rules

Strategic WithdrawalThe standard strategic withdrawal rules apply to the attacking force, which has a 50% break point. The defending team will not check for strategic withdrawal while their leader is alive, regardless of casualties.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The leader of the defending team is killed.● The attacking team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to kill the leader of the defending team. The defender must prevent this from happening, and drive off the attacking force.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● If the leader of the defending team is killed, the attacker receives 150 victory points.

● If the leader of the defending team survives the game, the defender receives 75 victory points.

● If the leader of the defending team is within 6” of the centre of the table at the end of the game, the defender receives an additional 75 victory points.

The winner is the player with the most victory points at the end of the game.

Every military force relies on its leadership to carry out battlefield operations effectively. Because of this, it is often more efficient to simply eliminate command figures on the field to defeat the enemy, instead of destroying their force outright. Such assassination attempts require careful planning and intelligence if the attacker wants to make a quick clean kill, or else they'll have a considerable escort force to deal with.

Kidnapping

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one is designated as the attacker, the other is the defender. 300pts is the recommended size.The defender may assign up to 75pts of his Strike-team as the target's captors, the remainder will be his perimeter models.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium to heavy density urban area with a number of run-down buildings, shanties and ruins. There should be one building in the centre of the board large enough to hold the target and his captors, with as few straight routes from the central building to any table edge as possible.Once terrain have been placed, the defender places the target and one of the captors in the central building, and chooses one table edge as his escape route. The attacker is assigned the other three edge zones for deployment zones, as shown on the map below. He cannot place a second model in any of the zones until all have at least one model in them, and none of the zones may have no more than one more than any other zone.The defender then places any additional captors inside the building, and any perimeter models within 10”, but no closer than 6”, to the centre of the table. This perimeter zone is divided into quarters, and follows the same placement order rules as the attacker's deployment zones.

Deployment Map

Special RulesNon-CombatantThe target model is a non-combatant. In addition, the target is subject to the following control rules.The target person will always be activated along with the model that has currently taken control of him, and will always stay in base-to-base contact with this model. If he is uncontrolled (that is: not being in base-to-base contact with any single model, or being in base-to-base contact with both attacker and defender models), roll a deviation dice and a D10 and move the target person into that direction for a number of inches indicated by the D10. On a roll of 9 or 10 the target person is panicked and stays where it is.A model can take control of the target person by moving into base-to-base contact with him. If both the attacker and defender have models in base-to-base contact with the target person, he is assumed to be uncontrolled.Only non-mounted infantry models can ever take control of the target person. The target person never rolls for command / psychology tests.The target person cannot be shot at or attacked in close combat by either the attacker or defender. He can still be affected by area effects like template weapons, but cannot be the primary target of said template. The target person will never instigate close combat by himself.

Strategic WithdrawalThe standard strategic withdrawal rules apply to the attacking force, which has a 60% break point. The defending team will not check for strategic withdrawal.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The target is escorted off the table.● The target is killed.● The attacking team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for both teams is to escort the target off the table. The defender must escort the target off the chosen escape edge, and the attacker may escort the target off any of his deployment edges.Victory points are awarded as follows:

● For each surviving model on the defending force at the end of the game, the defender receives victory points equal to the model's cost.

● For each defending model killed, the attacker receives victory points equal to that model's cost.

● If the target is escorted off the table, the team that did so receives 100 victory points.

The winner is the player with the most victory points at the end of the game.

There are many reasons for someone to “disappear” in an urban warzone. Whether they be an important political figure, scientist, someone with sensitive information or just an innocent bystander, the chaotic surroundings are almost perfect for removing them without too much attention. Sometimes however, the attempt is noticed by the followers or friends of the victim.

Atrocity

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one is designated as the attacker, the other is the defender. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. For this scenario, the terrain should represent a medium density urban area. Because of the civilian presence, the likes of apartment blocks, refugee encampments, improvised shelters and wrecked civilian vehicles would be recommended features to include.Once terrain has been set up, select ten counters to represent civilians. If neither player is using any in their strike-team, militia models would be a good choice. In either case, they should be numbered 1 to 10. There are placed randomly on the battlefield: starting at the centre of the board, roll 2d10 and a direction dice, and place the civilian marker at the resulting point. Should the model scatter on to impassable terrain, the model is instead placed on the closest edge of the terrain. If a model is scattered off the table or into a player deployment zone, the dice are re-rolled.After they have been placed both players roll a d10, with the winner choosing his deployment edge. The other player is assigned the opposite edge. Starting with the winner, both players deploy models alternately within 6” of their respective deployment edges.

Deployment Map

Special RulesNon-combatantThe civilians in this scenario use the Non-combatant special rules. They will always be moved before both players activate their models. Wherever possible, they will Rush 8”, in a manner determined by the following:

● If no model from either team is within LOS of the civilian, roll a direction dice for the direction of movement. If the movement would take them off the table, they stop in contact with the table edge.

● If the civilian begins with or comes into LOS of one or more attacking model(s), it will be moved directly away from the attacking model(s), adjusting movement accordingly for any additional models that come into LOS. If the civilian cannot move without moving closer to an attacking model, it will move towards the nearest cover. If no cover is available, they will not move.

● If the civilian begins with or comes into LOS of one or more defending model(s), it will be moved towards the defending player's deployment zone.

● If the civilian begins with or comes into LOS of one or more model(s) from both sides, it will be moved towards the defending player's deployment zone. However, if this would take it closer to an attacking model, move the civilian towards the nearest defending model instead. If this would take it closer to an attacking model, move the civilian towards the nearest cover.

Once a civilian reaches the defender's deployment zone, it will move off the table in the next turn automatically and be considered as having “escaped”. A civilian will never willingly move into base contact with an attacking model.All defending models gain a +1 bonus to Shock and Morale checks in this scenario.

Strategic WithdrawalThe standard strategic withdrawal rules apply to the attacking force, which has a 50% break point. The defending team will not check for strategic withdrawal while their leader is alive, regardless of casualties.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● All the civilians have either escaped or been killed.

● The attacking team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to massacre as many civilians as possible, while the defender must try to safely escort them out of the combat zone.Victory points are awarded as follows:

● For each civilian killed, the attacker receives 25 victory points.

● For each civilian model that escapes, the defender receives 25 victory points.

● For each enemy model killed, the player receives victory points equal to half the model's points cost.

The winner is the player with the most victory points at the end of the game.

One of the ugly realities of war is that civilians die. When the bullets start flying, it's almost inevitable that they will end up in the crossfire sooner or later. No matter how advanced targeting systems become, or how well trained the soldiers are, someone will end up in the wrong place at the wrong time.But sometimes it is not an accident. The Koralon have no reservations about killing humans, and even the Triads, Gladiators and Junkers will brutally execute their own brands of justice. Whatever secret objectives the “death squads” of the other powers have had, remains unknown.

Flank March

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one is designated as the attacker, the other is the defender. 300pts is the recommended size.Of the defending force, only 100pts of troops are deployed at the beginning. The rest are reinforcements that arrive during the game.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should include features along the lines of broken roads with rubble and roadblocks, walkways, canals, bridges and abandoned fortifications. There should not be any direct lines of sight between the two players' deployment zones if possible.Once terrain has been placed, the attacker chooses his deployment edge. Players deploy models alternately in their respective deployment zones, which are shown in the map below. The defender only places 100pts of his force at this stage.

Deployment Map

Special RulesReinforcementsAt the beginning of turns 2-4, the defender may bring on additional reinforcements. On the second and third turns, up to 100pts of the remaining models may be brought on. Any further remaining models are deployed at the beginning of turn 4. In all cases, these reinforcements are placed in the defender's original deployment zone, and are free to act as normal on the turn they arrive.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The attacking team has completely exited the table through their escape edge.

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe attacker's objective is to move as many of his models as possible off the edge directly opposite his deployment zone. The defender must try to prevent this from happening.Victory points are awarded as follows:

● For each model on the attacking team that exits by the escape edge, the attacker receives victory points equal to double the model's cost.

● For each defending model killed, the attacker receives victory points equal to that model's cost.

● For each attacking model killed, the defender receives victory points equal to double that model's cost.

● For each surviving model on the defending force at the end of the game, the defender receives victory points equal to the model's cost.

The winner is the player with the most victory points at the end of the game.

The redeployment of forces is always a difficult task in times of war. Troops are often vulnerable to attack in these maneuvers, so great effort must be taken to hide their movements from the enemy. In the war-torn streets of Iskandria, mechanized redeployment is all but impossible due to the deterioration of the streets and roadways, so the troops must cross the city by foot. In many cases they encounter enemy forces, making the ensuing battle doubly difficult – they must drive off the enemy and preserve enough forces for arriving at their intended destination.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Breakthrough

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one is designated as the attacker, the other is the defender. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should have medium density terrain, including ruined and/or multi-level buildings, as well as features like lines of broken roads with rubble and roadblocks, walkways, canals, bridges and abandoned fortifications.Once terrain has been placed, both players roll a d10, with the winner choosing their deployment edge and who deploys first. The other player is assigned the opposite edge. Players deploy models alternately within 8” of their respective board edges.

Deployment Map

Special Rules

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The attacking team has completely exited the table through their escape edge.

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe attacker's objective is to move as many of his models as possible off the edge directly opposite his deployment zone. The defender must try to prevent this from happening.Victory points are awarded as follows:

● For each model on the attacking team that exits by the escape edge, the attacker receives victory points equal to double the model's cost.

● For each defending model killed, the attacker receives victory points equal to that model's cost.

● For each attacking model killed, the defender receives victory points equal to double that model's cost.

● For each surviving model on the defending force at the end of the game, the defender receives victory points equal to the model's cost.

The winner is the player with the most victory points at the end of the game.

Elite strike -teams are often sent to strike behind enemy lines in order to destroy key objectives, carry out raids or any number of crucial missions. But sometimes their escape can go awry, and they end up having to break through an enemy force to get home safely.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Escape

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one is designated as the attacker, the other is the defender. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should have medium density terrain, including ruined and/or multi-level buildings, as well as features like lines of broken roads with rubble and roadblocks, walkways, canals, bridges and abandoned fortifications. The defender then chooses a board edge to be his deployment area, and places a suitable escape vehicle within 6” of the centre of this edge such as an APC, or a VTOL on a landing pad. The area 12” around it should represent a basic encampment.Once terrain has been placed, both players roll a d10, who deploys first. Players deploy models alternately within 8” of their respective board edges – the defender's is the edge chosen earlier, the attacker's is the edge directly opposite.

Deployment Map

Special RulesEscape VehicleThe attacker's team is aiming to hijack the enemy vehicle in order to escape. Any attacking model in base contact with the vehicle at the beginning of a turn (after the counter phase) that is not shocked or engaged in close combat may enter the vehicle. They are then removed from the table and presumed to be aboard the vehicle for victory point purposes.If the attacker has models in the vehicle, he may declare at the beginning of any turn that he is making his escape. The game will end at the end of that turn. At the end of turn 8, the vehicle will be considered to have escaped if any attacking models are aboard.If the vehicle contains attacking models, the defender may attack it. The vehicle is treated as a model with T7, W4. Any model attempting to attack the vehicle must pass a Command Check to do so.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The attacker makes his escape.● The vehicle is destroyed.● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe attacker's objective is to board the vehicle with as many models as possible and escape with it. The defender must prevent this from happening, even by destroying the escape vehicle of necessary.Victory points are awarded as follows:

● If the vehicle makes its escape, then for each model on the attacking team that is aboard, the attacker receives victory points equal to double the model's cost.

● For each defending model killed, the attacker receives victory points equal to half that model's cost.

● For each attacking model killed, the defender receives victory points equal to double that model's cost.

● For each surviving model on the defending force at the end of the game, the defender receives victory points equal to the model's cost.

The winner is the player with the most victory points at the end of the game.If no attacking models have boarded the vehicle after eight turns, the defender wins automatically – there is no need to count victory points for either side.

It is any soldier's nightmare to be trapped behind enemy lines, completely cut off from support. Life expectancy in that situation is short, so desperate measures are often taken to escape. A strike-team caught behind enemy lines may feel it necessary to steal an enemy vehicle in order to make their getaway. Such an action is risky, as they will have to overcome enemy defenses in the area in order to do so.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Regroup

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. Terrain should be very densely packed, ideally with multi-level buildings and walkways forming a maze-like layout. There should be plenty of ruined buildings, barricades, fortifications and other obstacles to obscure line of sight and break up any lengthy lanes of open ground.Once terrain has been set up both players roll a d10, with the winner choosing who will choose deployment edges and place first.For deployment, each player starts from a point 16” from the other player's deployment edge and 24” from either side edge. He then rolls 2d10 and a direction dice, placing the model the distance shown on the 2d10 on the direction shown from the starting point. Should the model scatter on to impassable terrain, the model is instead placed on the closest edge of the terrain. If a model is scattered off the table, the dice are re-rolled. Any models in contact with an enemy are assumed to be engaged in close combat at the beginning of the game.Models with the Drop Trooper or Hydra Surface Vent rules cannot use their special deployment rules, and are deployed using this method. For weapon teams, the gunner and one loader are deployed together in base contact, and any additional loaders are deployed separately.

Deployment Map

Special Rules

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● Either player moves their last remaining model of their board edge.

● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for both players is to retreat as many models off their board edge as possible.Victory points are awarded as follows:

● For each model that exits by its own board edge, the player receives victory points equal to double the model's cost.

● For each enemy model killed, the player receives victory points equal to that model's cost.

The winner is the player with the most victory points at the end of the game.

It is often said that no battle plan survives contact with the enemy, and on the streets of Iskandria this often proves true. Forces can become scattered and isolated among the narrow streets and ruined buildings as a firefight goes on. Eventually, both sides will attempt to regroup, either to withdraw from the field or instead renew their attack.

Strategic WithdrawalThis scenario is essentially a large-scale strategic withdrawal acted out. Neither force has a break point, since they have already broken.

Killing Jar

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one is designated as the attacker, the other is the defender. 300pts is the recommended size.Of the defending force, at least 150pts must be spend on light or heavy support weapons (in lieu of support weaponry, Syntha forces use Loadout II Teratosynths, Macrosynths or Prometheus Macrosynths, and Koralon forces use Larvan Leaders, Loadout II Broodmasters and Stingers). If you don't have 150pts of support weapons available, use unambiguous proxy models.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Place two elevated areas approximately 12” wide along the left and right edges of the table – these can be cliffs, buildings or any similar unclimbable feature. These areas should be about 6” high, and completely inaccessible from gound level. Remaining terrain should be placed upon the battlefield in any mutually agreeable manner, but the ground should only feature fairly light cover.Once terrain has been placed, both players roll a d10, with the winner choosing whether to deploy first or second. Both players deploy models alternately in their respective deployment zones as shown below. The defender must place his support weapons in his support deployment zones, and his non-support troops in the central zone. Each support zone must have at least one support weapon deployed in it.

Deployment Map

Special Rules

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The attacking team has completely exited the table through their escape edge.

● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe attacker's objective is to move as many of his models as possible off the edge directly opposite his deployment zone. The defender must try to prevent this from happening.Victory points are awarded as follows:

● For each model on the attacking team that exits by the escape edge, the attacker receives victory points equal to double the model's cost.

● For each defending model killed, the attacker receives victory points equal to half that model's cost.

● For each attacking model killed, the defender receives victory points equal to double that model's cost.

● If the defender is forced to withdraw, all attacking models still on the table are assumed to have escaped for the purposes of awarding victory points.

The winner is the player with the most victory points at the end of the game.

Mechanized redeployment is all but impossible in the ruined streets of Iskandria, and so the troops must march across the city to reach their new assignment. Unfortunately for them, ambushing these forces is easy in the dense urban terrain. A relief force can quickly find itself surrounded by a heavily dug in force, pouring firepower on them from all directions. In these situations only two options are available: fight or flight.

Strategic WithdrawalThe standard strategic withdrawal rules apply to the defending team, which has a 50% break point. The attacking team will not test for strategic withdrawal.

Recon

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one attacker and one defender. 300pts is the recommended size.Of the defender's troops, 100pts may be assigned as sentries. The remaining forces are reinforcements.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature light to medium terrain, enough for the attackers to cover their approach but not to reach the objectives completely unseen. Suitable terrain would be ruined buildings, wrecked vehicles, piles of rubble and other similar features.Place three pieces of enclosed scenery between 12” and 18” of the defending player's chosen board edge. These are the objectives, and should be small buildings, sandbagged emplacements or any other suitable strongpoint. Objectives should be at least 6” apart from each other.The defender first places his sentries on or within 6” of the objectives. Players then alternate deployment of the remaining models, the defender's within 6” of his board edge, the attacker's within 6” of the opposite edge.

Deployment Map

Special RulesScoutingAny of the attacker's models can scout an objective. To do so, the model must have LOS to the objective and be within Short range (12”) of it, and spend one action under Snap-fire or Lock-fire to scout it. A model cannot scout when panicked or engaged in close combat The model cannot carry out any other actions while scouting, but can carry out subsequent follow-on actions if it is normally able to do so. Only one objective can be scouted per action.When a model spends an action scouting an objective, it takes an unmodified Command check. If passed, that objective is considered “discovered” for the purposes of the scenario victory conditions. If the check is failed, the objective remains “undiscovered” for the time being. If an attacking model enters an objective, it is considered to be “discovered” automatically, without the need for a scouting action or Command check.“Discovered” objectives should be marked with a counter to prevent confusion.

SentriesAt least one sentry must be in or within 6” of each objective at all times if possible.

Game LengthThe game lasts for six turns, or until one of the following criteria have been met:

● The attacking team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to scout out the enemy objectives to gather as much data as possible. The defender must try to drive back the attacker, and prevent their objectives from being discovered.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each position discovered, the attacker receives 100 victory points.

● For each position that remains undiscovered, the defender receives 100 victory points.

The winner is the player with the most victory points at the end of the game.

Despite the high-tech alternatives, there are still times when gathering intelligence on the enemy requires the direct approach. The risk of these highly trained scouts coming under attack is offset by the value of their first-hand observations.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point. The defender's sentries do not count towards the break point, and only the reinforcements are removed if they make a strategic withdrawal.

Forward Observation

The Strike-teamsThis scenario is for two opposing strike-teams of equal value. 300pts is the recommended size.In this scenario, both teams may only consist of models that are normally mounted on small (30mm) bases. Only the base size that originally came with the miniature counts for this – miniatures that have been based on to larger bases instead of their 30mm ones are fine.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature dende, heavy terrain, with plenty of obstructions to LOS and a variety of approaches to almost any point on the battlefield. There should no no ideal defensive positions.After terrain has been placed both players roll a d10, with the winner choosing their deployment edge and whether to deploy first or second. The other player is assigned the opposite edge. Players place their hidden setup counters alternately within 8” of their respective board edges.

Deployment Map

Special RulesHidden SetupBoth players are assigned a number of counters (such as empty bases) equal to the models in their strike team. These should be numbered, and a record kept of which counter represents which model – each player should keep his list hidden from the other, and if possible, keep his models and force selection hidden as well.Both players are also given five dummy counters, identical in appearance to the hidden setup counters. These are deployed at the same time as the other counters.Concealed models (i.e: the counter representing them) are not assigned orders. Instead, they may simply move up to 6” when activated.If a counter comes into LOS of an enemy, it is removed and, if not a dummy, replaced with the model it represented. If the counter hadn't been activated, the model may subsequently be issued orders relevant to the current phase (e.g. a model revealed during the Lock-fire phase must be given Lock-fire orders). If a counter is revealed during its own activation, the model replacing it counts as having been activated, and if above CAL 0, cannot roll for any available follow-on actions in that turn.A player can voluntarily reveal an unactivated counter – this does not count as an activation, so the model may be issued orders.Dummy counters cannot reveal enemy counters. Announce that the counter is a dummy before the enemy counter that came into LOS is removed. Note that dummies that “spot” each other are both removed.

Fog of WarFog of War limits all LOS to a maximum of 18” range.

Game LengthThe game lasts for six turns, or until one of the following criteria have been met:

● Either team is completely withdrawn, either voluntarily or by strategic withdrawal.

● Either strike-team is completely revealed.Models on either team can voluntarily withdraw by moving of their deployment edge once five or more enemy models have been revealed.

Objectives and Victory ConditionsBoth teams are trying to reveal at least five enemy models, while concealing as many of their own forces as possible. Dummy counters do not count towards this total.Victory points are awarded as follows:

● For each enemy model revealed, the player gains victory points equal to that model's cost.

The winner is the player with the most victory points at the end of the game.

The movement of small groups of infantry is still difficult to detect with current technology, and any of these small teams could wreak havoc if allowed to infiltrate. Because of this, large forces employ skirmish lines of their own infantry to sweep the surrounding area in order to detect these enemy teams.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Bug Hunt

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one attacker and one defender. 300pts is the recommended size.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature medium to dense terrain, with plenty of ruined and/or multi-level buildings, wrecked vehicles, piles of rubble and other similar features.Once terrain has been placed, take nine counters representing the listening devices, such as empty bases or cardboard counters. Mark five counters with an "o", for objective – these are the actual listening devices. Mark down the remaining four with an "x", for blank – these are false leads.Divide the table into nine sections as shown below, shuffle the counters and place one face-down roughly into the centre of each of the nine sections. Counters should be placed higher than ground level whenever possible, and must be placed where they can actually be reached by models, so not on impassable terrain for example.Once terrain and counters have been placed, the defending player is allowed to inspect four counters – put the counters back on the table face-down after looking at them. Then, the defender may nominate the table edge from where he will set up. The attacker will set up from the opposite table edge.Players roll a d10 with the winner picking whether to deploy first or second. Players deploy their models alternately within 6” of their respective table edges.Once all units have been placed, the defending player is allowed to inspect the remaining five counters that he hasn’t inspected yet, and should now know exactly where his listening devices are.

Deployment Map

Special RulesListening Devices:An attacking model that starts its activation in base to base contact with one of the counters, and that is neither panicked nor engaged in hand to hand combat, may forego its activation in order to inspect that counter. Turn the counter over. If the counter shows an “o”, one of the listening devices has been found and is automatically destroyed. If the counter shows an “x”, no listening device is found at this location – simply remove the counter.Inspection of counters is declared in the overwatch phase. A model forgoing its activation to inspect a counter thus cannot gain additional actions, and also does not get to benefit from overwatch orders.

Game LengthThe game lasts until one of the following criteria have been met:

● All five listening devices are destroyed.● Either team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to find and destroy as many listening devices as possible. The defender must prevent this from happening by driving back the attacker.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For each enemy model killed, the player receives victory points equal to half that model's cost.

● For each listening device destroyed, the attacker receives 50 victory points.

● For each listening device still intact at the end of the game, the defender receives 50 victory points.

The winner is the player with the most victory points at the end of the game.

With the hotly contested air space making air reconnaissance too risky, and spy satellites all but impossible to maintain for similar reasons up in space, Iskandria's factions must increasingly rely on good old fashioned listening posts to keep an eye on the enemy. Each force has its own means of gathering data from autonomous devices (or creatures in the case of the Koralon), and regular patrols are carried out to find and destroy such devices belonging to the enemy.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Blaze of Glory

The Strike-teamsThis scenario is for two opposing strike-teams, one attacker and one defender. The defending force consists of 170pts of troops, and the attacking force has 300pts.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature medium density terrain, with no ideal defensive positions. Suitable terrain would be ruined buildings, wrecked vehicles, piles of rubble, collapsed walkways, craters and other similar features.The attacking player sets up first, placing his entire force within 6” of his chosen board edge. The defender then places his force within 6” of the opposite edge.

Deployment Map

Special Rules

Game LengthThe game lasts until one of the following criteria have been met:

● The attacking team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the defender is to inflict as many casualties on the enemy with his limited strength, while the attacker attempts to obliterate the defender's inferior force.Victory points are awarded as follows:

● For each attacking model killed, the defender receives victory points equal to the model's cost.

● If the scenario lasts less than 6 turns, the attacker receives victory points for each defending model killed equal to double that model's cost.

● If the scenario lasts longer than 6 turns, the attacker receives victory points for each defending model killed equal to half that model's cost.

The winner is the player with the most victory points at the end of the game.If the attacking force makes a strategic withdrawal, the defender wins automatically, regardless of the victory points earned by both sides.

While warfare is a grim affair at the best of times, in some circumstances a force can become so desperate that even simple survival is a slim hope. Rearguards, last stands, diversions... in all these cases and many others, a force resigns to the knowledge that they are likely to be wiped out by a vastly superior force, and prepare to sell their lives dearly.

Strategic WithdrawalThe standard strategic withdrawal rules apply to the attacking team, which has a 50% break point. The defender does not check for strategic withdrawal, regardless of casualties.

Drop Zone

The Strike-teamsThis scenario is for two opposing strike-teams, one attacker and one defender. The attacking force consists of 170pts of troops, and the defending force has 300pts.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature light to medium terrain, with a number of open spaces suitable for landing craft to arrive. Suitable features include concrete yards, broken ground, piles of rubble, small buildings, shacks and light fortifications.The defending player sets up his entire force first. For each model, roll a direction dice, moving the model 3d10” in this direction from the centre point of the board. Should the model scatter on to impassable terrain, the model is instead placed on the closest edge of the terrain. If a model is scattered off the table, the dice are re-rolled. Models with Drop Trooper or other special deployment rules (such as Koralon Hydra) may use their special deployment as normal, but are still subject to the “Caught With Their Pants Down” special rule.The attacker deploys using the Aerial Insertion special rule.Any models placed in contact with an enemy during deployment are assumed to be engaged in close combat at the beginning of the game.

Deployment Map

Special RulesAerial InserionThe attacker deploys using the Aerial Insertion special rule.

Caught With Their Pants DownThe defending force is initially spread out and completely unprepared for an attack. When the attackers strike, the various idle and off-duty soldiers must shake off their surprise in order to counter-attack. On the first turn, the defender may only issue orders to and activate two models in his force – the remaining models forgo their turn. On turn two, those two defending models and a further two may be issued orders and be activated. On turn three, another four models are able to activate (for a total of eight). From turn four, the entire defending force may be issued orders and activated as normal. Should an active model become a casualty during the first three turns, an inactive model cannot be activated in its place.Example: On turn one, the defender may activate two models. On turn two, he can activate those two and a further two One of those four is killed before it can act, so only three activations take place. On turn three, he may activate four of his inactive models plus the three surviving models that had been activated before.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The defending team makes a strategic withdrawal.

● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to drive off the defender's force as quickly as possible. The defender must try to rally their forces and destroy the attackers. There are no victory points in this scenario.If the defending force is obliterated or makes a strategic withdrawal, the attacker is the winner.If the defending force survives for eight turns or obliterates the attacking force completely, the defender is the winner.

The initial assault on a fortified position is always the bloodiest. In cases where ground would be too costly to fight across, troops are simply airlifted past it and dropped behind the enemy lines to secure landing zones for the main forces. Such actions are desperate fights against overwhelming forces, with no lines of retreat for the attacker. The only way to survive is to secure the area for landing reinforcements.

Strategic WithdrawalThe standard strategic withdrawal rules apply to the defending team, which has a 50% break point. The attacker does not check for strategic withdrawal, regardless of casualties.

The Last Fortress

Deployment and TerrainThis scenario is best played out on a 4'x4' table. The defender first places one large fortification (capable of holding at least 10 small-based models) at the centre of his board edge, and two small fortifications (capable of holding no more than 6 small-based models) between 10” and 18” from his chosen board edge but no closer than 8” to another fortification. These fortifications can be represented by bunkers, fortified buildings, sandbagged positions, or any similar defensive structures. Remaining terrain should be placed upon the battlefield in any mutually agreeable manner. Areas within 12” of fortifications should feature fairly light cover such as razorwire and craters, and areas outwith this should feature medium density terrain, such as dragon's teeth tank traps, wrecked vehicles, piles of rubble and other similar features.The defending player sets up his entire force first, placing them inside the fortifications (observing the rules for the capacity of each fortification). The attacker then places his force within 8” of his deployment edge.

Deployment Map

Special RulesFortificationsThe fortifications confer a 6+ cover save to any models using them as cover.

Reinforced FoundationHydra Surface Vents may not be placed within 8” of any fortification.

Once more into the BreachAt the start of each turn, the attacker may place any of his casualties from the last turn within 8” of his table edge as reinforcements. They may be given orders and activated as normal.

Game LengthThe game lasts until one of the following criteria have been met:

● The attacking team makes a strategic withdrawal.● The defending team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to kill the defending force as quickly as possible to allow the main attack group to come through unchallenged. The defender must hold the line for as long as possible, perhaps even driving off the attacker completely.Victory points are awarded as follows:

● For each defending model killed, the defender receives victory points equal to double the model's cost.

● For each attacking model killed, the defender receives victory points equal to the model's cost.

● If the attacker is forced to withdraw, the defender receives 150 victory points.

The winner is the player with the most victory points at the end of the game.

For as long as organized warfare has existed, fortifications and strongpoints have been the backbone of any defensive strategy. Iskandria is no exception, and many fortifications can be found protecting key access routes into sectors of the city. Any force attempting to invade a sector must first overcome these defenses

Strategic WithdrawalIn any turn during which the attacker suffers 100pts or more of casualties, he has to make a withdrawal check. The defending player does not have to check for strategic withdrawal.

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one attacker and one defender. 300pts is the recommended size.

Sabotage

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one attacker and one defender. 300pts is the recommended size.Of the defender's troops, 100pts may be assigned as sentries. The remaining forces are reinforcements.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The centre of the board should feature a building representing the target installation, with some light fortifications (such as low walls, fences and barricades) around it. The area 12” around the installation should be fairly sparsely covered, and the rest of medium density urban terrain.The defender first places his sentries adjacent to the objective. The attacker chooses one board edge to be his deployment edge and places his troops within 6” of that edge. The defender is assigned the opposite edge as his reinforcement edge.

Deployment Map

Special RulesReinforcementsThe defender may place his reinforcements within 6” of his reinforcement edge at the beginning of turn three, and is free to give them orders and activate them as normal.

Demo ChargesDemo Charges are cumbersome and dangerous, so it is left to the “grunts” to carry them. Only Gladiator Secutors, Junker Auxilia or Legionnaires, Syntha Androsynths, Triad Retainers, VASA Suppressors or Viridian Colonial Marines carry demo charges, and obviously only those on the attacking team.A model that is in base contact with the objective at the end of a turn, and is not panicked, shocked or engaged in close combat, may place a charge on the objective.The charge will explode at the end of the turn after which it was placed. It will completely destroy the installation, and shower the surrounding area with debris. All models within 8” of the objective will take a S6 hit.

Reinforced FoundationHydra Surface Vents may not be placed within 8” of the objective.

The attacker has Initiative on the first turn.

Game LengthThe game lasts for six turns, or until one of the following criteria have been met:

● The objective is destroyed.● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to destroy the enemy installation, while the defender must prevent this from happening by driving off the attacker.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● If the objective is destroyed, the attacker receives 100 victory points.

● If the objective is not destroyed by the end of the game, the defender receives 100 victory points.

The winner is the player with the most victory points at the end of the game.

There are always installations that are important during any conflict – command or listening posts, defense turrets fuel depots, ammo dumps, or other supply stores. In some cases, it is prudent to capture them. In others, their destruction is the best course of action, and a specialist team is sent in with explosive charges to carry out this mission.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point. The defender's sentries do not count towards the break point.

Havoc

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one attacker and one defender. 300pts is the recommended size.Of the defender's troops, as many as four groups of two models (not necessarily of the same type) may be assigned as sentries - the total value of the sentries may not exceed 150pts. The remaining forces are reinforcements.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. Place five terrain objectives fairly evenly along the diagonal of the table, each with a base no greater than 4” across. Ideally, these should be features that are prone to exploding in a spectacular manner, such as fuel or gas tanks, or ammo dumps, etc. The rest of the board should feature light to medium terrain, with an emphasis of soft cover over heavy cover.The defender places each pair of sentries within 4” of any objective. The sentries must be placed in their respective pairs, with each of the pair within 2” of the other, and no two pairs within 12” of each other. Deployment alternates between sentry pairs and attacking models, with the attacker deploying his remaining forces when all sentries are placed. The attacker may place his troops within 6” of the edges of his chosen table quarter, as shown below.

Deployment Map

Special RulesReinforcementsThe defender may place his reinforcements within 6” of his reinforcement quarter edges at the beginning of turn three, and is free to give them orders and activate them as normal.

Demo ChargesDemo Charges are cumbersome and dangerous, so it is left to the “grunts” to carry them. Only Gladiator Secutors, Junker Auxilia or Legionnaires, Syntha Androsynths, Triad Retainers, VASA Suppressors or Viridian Colonial Marines carry demo charges, and obviously only those on the attacking team.A model that is in base contact with the objective at the end of a turn, and is not panicked, shocked or engaged in close combat, may place a charge on the objective.The charge will explode at the end of the turn after which it was placed. It will completely destroy the objective, and shower the surrounding area with debris. All models within 12” of the objective will take a S2 hit (although the targets explode spectacularly, they will rarelycause severe damage to the surrounding area).

Reinforced FoundationHydra Surface Vents may not be placed within 8” of the objective.

The attacker has Initiative on the first turn.

Game LengthThe game lasts for six turns, or until one of the following criteria have been met:

● All the objectives are destroyed.● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to destroy as many enemy objectives as possible, while the defender must prevent this from happening by driving off the attacker.Victory points are awarded as follows:

● For each surviving model at the end of the game, the player receives victory points equal to the model's cost.

● For every objective that is destroyed, the attacker receives 25 victory points.

● For every objective that has not been destroyed by the end of the game, the defender receives 25 victory points.

The winner is the player with the most victory points at the end of the game.

Not every covert operation to destroy enemy assets is a surgical strike against a single target. In many cases, the strike team is tasked with causing as much widespread destruction as possible which can be used to demoralize or distract the enemy. Because Iskandria's airspace is too heavily contested to conduct air strikes, this job falls to the troops on the ground.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point. The defender's sentries do not count towards the break point.

Juggernaut

The Strike-teamsThis scenario is for two opposing strike-teams of equal value, one attacker and one defender. 300pts is the recommended size.In addition to his strike-team the defender is given a TROL, a huge robotic siege tank. This massive vehicle should be 8-10” long, and 6-8” wide, and can be represented by anything from a shoebox to a properly modelled “miniature”.

Deployment and TerrainThis scenario is best played out on a 4'x4' table. Terrain should be placed upon the battlefield in any mutually agreeable manner. The board should feature light to medium terrain featuring the likes of roadblocks, tank traps, sandbagged emplacements, craters, ruins and rubble. The TROL should be given at least two, clear, distinct routes by which to cross the table. The TROL is placed within 8” of a deployment edge chosen by the defender.Players roll a d10 with the winner picking whether to deploy first or second. Players deploy their models alternately within 8” of their respective table edges – the defender places within the TROL deployment zone, and the attacker in the zone directly opposite.

Deployment Map

Special RulesTROLThe TROL moves up to 6” per turn, and must move directly towards the TROL exit table edge if possible. The TROL can ignore rough terrain and obstacles of up to 1” high. If the TROL cannot move directly towards the exit table edge, it will take the shortest possible unobstructed route that will allow it to move directly towards the exit table edge in the following turns. The TROL can make one turn of up to 90° during its movement. The TROL cannot remain stationary, it must move a minimum of 1” during its turn.The TROL always moves at the end of the turn after all other models have been activated. The TROL is not affected in its movement by other models. Friend or foe are simply run over if they stand in the way. All models that are in base-to-base contact with the TROL at the start of its movement, or that come into base-to-base contact during the TROLs movement, must make a CD check to get out of the way of the behemoth. Models that fail the CD check suffer a ST8 hit. Models that make the CD check, or that survive the impact, are moved to the nearest side of the behemoth. The TROL's main weapons are huge siege cannons and missile racks, devastating in siege combat – however, using these against individual infantry models is like trying to hit a fly with a sledgehammer. Therefore, the TROL's main guns will not be used in this scenario.The TROL is heavily armoured and more or less impervious to hand-held infantry weapons. All attacks against the TROL save for trackburster charges are considered ineffective.

Trackburster ChargesThe TROL has two sets of tracks – one the left side, and one on the right. Each track needs to be taken out in order to stop the TROL in its tracks. To place a trackburster charge, a model must move into base-to-base contact with the TROL and make a CD check. If the check is passed, the charge has been placed and will explode at the end of the turn after the TROL has completed its movement. If the check is failed, the model failed to affix the charge properly. A model can only try to place a trackburster charge once per turn, although it can use subsequent activations to move away from the TROL after trying to place a charge.If one of the TROLs tracks is destroyed, half all movement for the TROL in subsequent turns. If both tracks are destroyed, the TROL is immobilised.

InitiativeThe attacker always gets the initiative in the first turn

Military vehicles are rarely seen in combat in Iskandria, and rarest of all are the TROLs – Tracked Robotic Ordnance Launchers. These massive, heavily armoured and mostly autonomous behemoths were originally built for heavy bombardment and siege warfare, but have become largely obsolete both as a result of technological advancement, and the nature of the current conflict. At the start of the Koralon invasion less than two dozen TROLs were present on the planet, most of them abandoned and forgotten. With the forces on Iskandria largely cut off from support they are now making use of any hardware they can find on the planet, and even the TROLs are being awakened and pressed into service once more.

Strategic WithdrawalThe standard strategic withdrawal rules apply. Both teams have a 50% break point.

Game LengthThe game lasts for eight turns, or until one of the following criteria have been met:

● The TROL is immobilised.● Either strike-team makes a strategic withdrawal.● Either strike-team is completely obliterated.

Objectives and Victory ConditionsThe objective for the attacker is to immobilise the enemy TROL and drive away the defending team. The defender must escape with the TROL and protect it from the attackers.Victory points are awarded as follows:

● For each track of the TROL destroyed, the attacker receives 50 victory points.

● If the TROL leaves the table by the escape edge, the defender receives 100 victory points.

● If the defender is forced to withdraw before the TROL is immobilised, the attacker receives 25 victory points.

● If the defender is forced to withdraw after the TROL is immobilised, the attacker receives 25 victory points.

● If the attacker is forced to withdraw before the TROL is immobilised, the defender receives 50 victory points.

● If the attacker is forced to withdraw after the TROL is immobilised, the defender receives 25 victory points.

● For each enemy model killed, the player receives victory points equal to the model's cost.

The winner is the player with the most victory points at the end of the game.