NEW MISSIONS

[ PURGE ] [ SEIZE & CONTROL ] [ DOUBLE MEATGRINDER ] [AMPHIBIOUS ASSAULT ] [ SWARM ]


 

PURGE

Standard Mission Configuration

By Troy Arakaki

 

I used this as the final batttle for a campaign I was running between a Chaos army and a Grey Knights army. Both players were to try to take out the other's highest ranking models; Captain Stern for the Grey knights and Chaos had Amon 'Chakai (converted over from fantasy to 40K).

 

OVERVIEW

Both sides are attempting to completely eradicate all opposing troops in the area. Your orders are to leave no one alive, especially the opposing force's leader.

 

SCENARIO SPECIAL RULES

Purge missions use the Deep Strike, Infiltrators, Reserves, Random Game Length, and Victory Points scenario special rules.

 

SET-UP

1 Both players roll a dice, the winner gets to choose his deployment zone. This can be either a long board edge or a corner. Units may be deployed up to 12” onto the board. If it is a corner then units may be deployed up to halfway along each board edge. The opponent gets the opposite board edge or corner.

2 Both players roll a dice, the loser must deploy one of his units first. The other player then deploys one of his units. A player does not have to deploy all of his units on the board, but he must deploy at least one. Any units not placed on the board are held in reserve. The players alternate deploying in this way until all of their units not held in reserve are on the board.

3 The players must deploy their units in the following order: Heavy Support first, followed by Troops, Elites, HQ and finally Fast Attack units.

4 If either side has any troops which can Infiltrate then they may be deploy these units after all other units have been placed. They may be placed anywhere on the battlefield that is 18” or more away from an enemy unit. If both sides have Infiltrators roll a dice: the winner may choose to deploy his Infiltrators before or after enemy Infiltrators.

5 Both players roll a dice, the player that rolls the highest may choose whether to go first or second.

 

MISSION OBJECTIVE

Both players must eliminate the enemy without losing too much of their own strength. In addition to any victory points for units that are destroyed, damaged or below half strength, the following victory point bonuses apply:

Assassinate: Players are awarded +200 victory points if the enemy Leader is destroyed. The enemy Leader is defined as the HQ model that costs the most points. Players must indicate this model to his opponent at the start of the game.

No Mercy, No Survivors: Players are awarded +50 victory points for each enemy unit that is completely wiped out and each enemy vehicle completely destroyed. Units that are falling back at the end of the game do not count for this bonus.

The player with the highest victory points total wins the game.

 

RESERVES

When either player's reserves become available they move on from that player's deployment zone board edge.

 

GAME LENGTH

The game lasts for a variable number of turns. Use the Random Game Length rules with the following change. Add a +1 modifier to the die roll when determining when the game ends.

 

LINE OF RETREAT

Troops which are forced to fall back will do so towards the nearest board edge of their deployment zone, using the normal Fall Back rules.

 


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Copyright © 1999 Troy Arakaki. All rights reserved.
Revised: February 01, 2000.