Missions

Tournament Scoring

Note that certain missions allow you to achieve an objective more than once (“progressive scoring”)!  So do not forget to score it this way when it says this.

If you table an opponent, you are assumed to score maximum points in the remaining rounds (up to and including round 6). Calculate accordingly.  The opponent still receives any points he has earned up to that point and no more.  If after scoring it this way they still have gained more points than you, however unlikely that may be, your score becomes equal to their score +1.

Each Primary Objective you claim is worth 9 Victory Points.

Each Secondary Objective (see below) you claim is worth 6 Victory Points.  See below.

Each Tertiary Objective you claim is worth 3 Victory Points.

The following are worth 1 Victory Point each: Slay the Warlord, Line Breaker, and First Strike (killing an enemy unit in round 1).

At the end of the mission time, Ambassadors with the most Victory Points are declared the victor of the mission. There are no ties. Numerous tie breakers will be in place for all missions to ensure only one victor. A judge will decide if tie breakers fail to resolve the issue!

Secondary Objectives explained: 

Other than the first mission, the missions do not actually state the Secondary Objective.  At the START of Round 3, the person whose turn it is will reveal the Secondary Objective for that round, which will be in an envelope until then.  Play quickly enough to give yourself time to vie for it…

The 2018 Secondary Objectives in no particular order are:

1 “Master Spy”
Each player nominates one of their opponents models  and announces it as their spy.  To achieve the secondary objective (6 points) for this mission, that enemy model must survive. Spies must always have wounds  allocated to them last.   That model cannot absorb the wounds of other models.

2 “The Thin Red Line”
If your enemy ends the game with no units within 12" of your long board edge you have achieved the secondary objective (6 points).  For a unit to be in your deployment zone for this purpose, one enemy model must be entirely within 12” of your deployment edge.  Models that have a rule that says they cannot take objectives also cannot claim this one.

3 “Frag 'Em All and Let The Emperor Sort ‘Em Out”
You can achieve the secondary objective if your enemy has less than half as many Power Levels left on the table as you do, at the end of the game.

4 “The Vagaries of War”
Each player places one Objective anywhere outside their deployment zone and then scatters it.  To scatter it, roll a D6 as close as possible to it.  If the roll comes up a 1 or a 6,  re-roll the die. On a 2-5, Scatter the new objective marker 4D6 inches in the exact direction that the 1 pip on the die is pointing.
These new objectives are  impassible. If they land directly on a unit or impassible terrain, reduce the scatter the least amount possible to place it.
To gain credit for this Secondary objective (6 points), you must control more of these two objectives than your enemy at the end of the game.

5 “Lord, give me the strength to find one more”
The next time a friendly unit is destroyed, leave a 25mm model or marker where its last model stood. This marker requires triage.  It can be picked up by any friendly unit in the movement phase simply by touching it, which ends that units movement for the turn.  The unit carrying the marker cannot be moved more than 6” in a turn by any means, in order to avoid further damaging the person or component it represents. The unit carrying it cannot charge into an enemy voluntarily but it can of course defend itself or fall back.
You gain this secondary objective (6 points) if the marker reaches your long deployment edge,  at which time the marker is removed.

Without further ado, the actual missions themselves:

Shrine Point

Setup

  1. Speak to your opponent about the Terrain and then determine Warlord Traits, Psychic Powers/other abilities.
  2. Roll off. Winner chooses whether he will Attack or Defend. The Attacker will choose one long board edge he will attack from, before deployment begins. The opposite long board edge will be the Defenders board edge (see the special mission rules below)
  3. The Attacker deploys all forces as they normally would subject to the following restrictions.  Those on the board must be placed anywhere on his half of the board that is not within 24″ of the center of the board (the Shrine Point).  Units with special deployment options such as Eldar Rangers or Ghostkeel Battlesuits may still use them but cannot be within 12″ of the center of the board.
  4. Defender places their units that are on the board entirely within 12″ of the center of the board (The Shrine point).   Defenders may only Deploy up to 1/2 (rounded up) of their total starting number of units on the board, regardless of in what order they do so.  For example some units deploy after everything has deployed, but these would still be subject to the same stricture and could not exceed 1/2 the total number of starting units.
  5. No units deployed off the board can come on until turn 2, even if their rules would normally allow it.
  6. The Defender has the first turn.  The Attacker may try to seize.

Mission Special Rules:

  1. Attackers and Defenders within 12″ of the Shrine point gains a +1 to their Leadership for all purposes, unless Desecrated (see below).
  2. When units the Defender placed off the board come into play, they may do so according to their rules if you wish or they will roll on the following chart , to be deployed according to it at the end of the movement phase.  If it is impossible to place the unit this way, roll again until it is possible.  Example:  If you rolled a 3, but the attacker blocked off their deployment edge so thoroughly that there is no room to place units, you would roll again.
    • 1-2: Anywhere within 6” of The Defenders long board edge, even within 9” of the enemy!
    • 3-4: Anywhere within 6 inches of The Attackers long table edge, that is not within 9” of an enemy model.
    • 5-6: within 6” of any table edge that is not within 9” of an enemy model.
  3. The Shrine Point is considered to be on ground level, reaching upwards to infinity. That means any model within 3″, regardless of elevation, can contest or control it as normal allowed.

Objectives (these replace the secondaries and tertiaries other missions use)

Primary Objective for all players (9 Victory Points):
Control of the Shrine Point at the end of the game is the Primary Objective.
Secondary Objectives (6 points for Attacker, Variable points for Defender, see below):
ATTACKER Secondary Objective: Desecration (worth 6 Victory Points)
Starting in round 2, an Attacking non-vehicle units may choose to Desecrate the Shrine point if it is within 3″ and no enemy models are within 3″.  This is done in place of shooting, and so cannot be done by a unit that is disallowed by a rule from shooting.  When the Shrine is considered Desecrated, both attacker and Defender lose the benefit of the Shrine. Also, Defending units receive a 1 point penalty to Leadership scores (for all purposes) when within 12″ of the Shrine point.  If the Shrine point remains desecrated at the end of the game, you have achieved the Secondary Objective.

Note: A Defending non-vehicle unit may choose to re-consecrate the Shrine point (instead of shooting as before) if it meets all the same requirements.  If this happens, the Shrine Point is no longer Desecrated, and the effects of Desecration cease. The normal positive effects of the Shrine point return to normal!  The Defender gets no actual points for Consecrating the Shrine.

DEFENDER Secondary Objective: The One (worth variable Victory Points, see below)
Beginning in round 2, a Defending Character (instead of shooting) who controls the Shrine Point can nominate a friendly unit within 3” in the shooting phase.  That unit must have originally cost 75 points or more.  That unit is sacrificed (remove the entire unit from play permanently).  The character then becomes THE ONE. The One gains:
“Objective Secured” rule, a Warlord Trait of his choice from his Codex, and 3 extra wounds. In addition he can attempt to Deny the Witch once per turn with a +1 bonus to the roll!
The Defender receives their Secondary Objective points based on which round he makes this sacrifice. Round 2 = 3 Victory Points, Round 3 =5 Victory Points and Round 4+ = 6 Victory Points.
Tertiary objectives
  1. Line in the Sand: Control at least two Table quarters by the end of the game by having more units in them than your opponent. A unit can only claim to be in one Table Quarter for this purpose, which must be declared as soon as a unit is in two quarters.  You can score this objective once.
  2. Blockade Run: If you end the game with two entire units with all their members fully within 12″ of the enemy long board edge, you have achieved this objective. You can only score this once.
  3.  Head Hunting:  If you end the game having killed 3 or more characters, you have achieved this objective.

Blitzkrieg

You must attack and detonate the buried communication equipment of the enemy to disrupt their ability to organize. Unfortunately the enemy had the same thought about you. Only the quickest forces will hope to accomplish all they must to both protect their own equipment while damaging the enemy’s.

Setup

  1. Speak to your opponent about the Terrain and then determine Warlord Traits, Psychic Powers/other abilities.
  2. Roll off. Winner chooses his deployment quadrant.
  3. Each player, winner of the roll off first, places all 3 of his objective markers at once. They are placed anywhere in the enemy deployment zone, but not within 8″ of each other nor the center of the board. They are considered impassible terrain and do not block line of sight.
  4. Roll off again. The winner Deploys his entire army first in his quadrant with no units within 12″ of the center as shown, and will have the first turn.  Then the Defender may do the same in their quadrant.
  5. The enemy may try to seize.

Objectives

Primary objective:
Each of the markers you placed in the enemy zone count as a primary objective, if you have units within 3″ of them and no enemy units within 3″ at the end of the game.
Tertiary Objectives:
Have a unit within 3″ of an objective in your own deployment zone, at the end of the game. You do not have to control them to gain this tertiary objective! Each such objective you are within 3″ of may be scored, so hold your ground!
Tie Breaker 1:
The Ambassador with the most units in their enemy’s deployment zone.
Tie Breaker 2:
The Ambassador that controls more board quarters by having units in them and no enemy units there.
Tie Breaker 3:
The Ambassador with the most Fast Attack choices left on the board.
Tie Breaker 4:
The Ambassador that controlled a primary (enemy) objective first at the start of his turn.

Super Eclipse

The Ion storm is closing in as the four moons move past each other in rapid succession, bringing intermittent darkness, tidal activity and unexpected blinding light plus chill temperatures and gravity disruptions. Getting a base set up is of critical importance. Capturing the lightning towers so that they can provide power for the underground complex you’ve discovered is the only way to do it in time.

Setup

Dawn of War Deployment, with 3 total objectives.

  1. Speak to your opponent about the Terrain and then determine Warlord Traits, Psychic Powers/other abilities.
  2. Roll off. Winner chooses his deployment zone.
  3. Place one objective (“tower”) in the center of the board.
  4. Starting with whomever chose their deployment zone, alternate placing two more objective markers (called Lightning Towers) anywhere partially within 6″ of the center line on ground level, but not within 18″ of any other Tower.   Towers are considered impassible terrain and do not block line of sight.
  5. The person who did not choose their deployment zone deploys first.  The armies will alternate deploying.
  6. Roll off to see who gains the first turn.  The first to complete their deployments gets a +1 to this roll.
  7. The enemy may not try to seize the initiative.

Special rules

Lightning Towers:
The Objectives attract lightning to harness their power. The player whose turn it is rolls randomly to see which tower gets hit in every player turn BEFORE normal movement has begun. On a 1-2 the left tower is hit. 3-4, the center tower and 5-6 the right tower (relative to the person rolling). Any unit within 6″ of the tower struck suffers a 1 point penalty for to hit rolls of any kind.  This lasts until the beginning of the rolling players next turn.  Eyes, cogitators, diodes  and nerves need time to readjust to the shock wave.
Eclipse:
While Eclipse is in effect:  units gain a +1 cover bonus to their saves when more than 12″ away from the firing unit.  This doesn’t stack with any other cover bonus nor effect.  At the beginning of the 2nd Battle Round, and the beginning of each Battle Round after that, roll a D6. On a 5+, The Eclipse ends. This represents the moons rotating in and out of eclipse.

Objectives

Primary Objectives:
Controlling the “center” objective uncontested with a unit at the end of the game. You can score this objective once.
Tertiary objectives:
Beginning in round 2, controlling any other objective uncontested at the beginning of your turn. There is no limit to the points you may earn doing this, so keep track!
Tie Breaker 1:
The Ambassador with the most units ENTIRELY within 9″ of the center objective.
Tie Breaker 2:
The Ambassador with the most Power levels of Troops Choices left on the board.
Tie Breaker 3:
The Ambassador who has the highest total Power Levels entirely within 6″ of the tertiary objectives.
Tie Breaker 4:
The Ambassador that controlled a tertiary objective first at the start of their turn.

Secure the Tarmac

The storm has passed, the base is secure and powered up. Within the alien confines, you have discovered a massive inventory of genome information plus enormous stores of samples from a race you have not yet devoured/met/collected teeth from before. It is important that your fleets be notified and landing areas be cleared for their arrival to lift you off planet. Of course there is still the matter of the opposing forces who are finding equally interesting alien tech and there are very few places safe enough for landings. Your sensors have detected interlopers attempting to claim the landing zone mid-day when the sun is blasting the planet’s surface, in hopes of facing less resistance from you. Do not allow them to escape with their own finds. Wipe them out, penetrate their lines, and cripple their combat effectiveness by targeting specific force elements to weaken the whole.

Setup

No Man’s Land deployment:

  1. Speak to your opponent about the Terrain and then determine Warlord Traits, Psychic Powers/other abilities.
  2. Roll off. Winner chooses his deployment zone.
  3. Roll off again. The winner Deploys his entire army first and gets a +1 to his roll for first turn!
  4.  Roll off to see who gets the first turn.  No bonus is granted for being the first to finish deploying.
  5. The enemy may not try to seize the initiative.

Special Rules

No Mans Land:
The suns rays blast the No Man’s Land. Nightfall smooths and cools it making it the perfect tarmac, The eclipses are causing gravity wells here that lighten everything as well.

All vehicles that do not have the fly rule, which both start and end their movement in the No Mans Land without passing through or over any terrain, may opt to add 6″ to their Advance roll distance.  While infantry can nimbly avoid the occasional pockets of molten rock that form here and there, tanks are not so fortunate at those speeds.  Eligible Vehicles choosing to take advantage of this roll a D6 after declaring they will advance.  On 1 or 2 on the die, the vehicle stops after its normal move distance, Counts as having advanced, and takes 2 mortal wounds. If it passes the test, the vehicle continues as planned.

Objectives

Primary Objectives:
Removing all units within a given Battlefield Role is the primary objective.

If you end the game and your enemy has no units in a particular Battlefield Role left on the table, you receive credit for achieving 1 Primary Objective. For example, if the enemy ended the game with no Heavy Support choices, you achieved a Primary Objective (9 points). If they also have nothing with the Fast Attack Battlefield Role on the board, that’s another Primary Objective achieved, and so on.  So make sure you have used every Battlefield Role at least once in your force!

Note:  If you do not include a unit with the Lord of War Battlefield Role in your force, ending the game without one does not grant the enemy Primary Objective points for removing it.  The same is true of Flyers, Dedicated Transports and Fortifications.

Tertiary Objectives:
Total the Power of your units that end the game in the No Mans Land.  For each 15 Power Levels worth of units in the No Mans Land you score a Tertiary Objective.
Tie Breaker 1:
Army with the most remaining Battlefield Roles still represented on the field.
Tie Breaker 2:
Total Power Levels of Troop Choices still on the field.
Tie Breaker 3:
Army with the most Power Levels in the enemy deployment zone.
Tie Breaker 4:
The highest Power Level unit that is left on the field.

Evacuation: The Battle for Armed Supremacy

The Landing Platform is secure and now the ships can land. The ground forces are in a state of disarray as bombardments have fragmented them badly. Enemy fleets have darkened the skies and a conflict rages above you. To keep you from escaping, your fellow Ambassadors have begun their purging protocols. It would be best if you hurried. Most of the enemy’s have not managed to get anything to the planet through the miasma of missile and gun fire… save one other faction. You must take the Landing pods by force to return to your ship with your valuable cargo. The enemy has no intention of letting you.

Setup

Vanguard Deployment (14.5″ along the short edge, 21.5″ along the long edge of opposing corners as diagramed):

  1. Speak to your opponent about the Terrain and then determine Warlord Traits, Psychic Powers/other abilities.
  2. Roll off. Alternate placing three objectives, winner first. All Objectives are impassible terrain that do not block line of sight. Place them anywhere that is more than 6″ from a board edge and more than 12″ from another objective. These are Delta Objectives.
  3. Roll Off. The winner chooses which opposing corner he wishes to deploy in, as indicated on the diagram. Starting with the winner of this roll, each player places one objective in their own deployment zone (called Alpha Objectives).
  4. Roll off. The person who rolls highest must deploy his entire army first followed by his opponent.  The person who deploys first will take first turn.
  5. The opposing player may try to seize the initiative if he wishes.

Objectives

Primary Objective:
Taking the most Alpha Objectives uncontested at the end of the game is a primary objective.
Separately, taking the most Delta Objectives uncontested at the end of the game is a Primary objective.
In addition, Destroying the most Power Levels is a Primary objective.
This means that all three can be scored!
Additional Tertiary objective:
Controlling the Alpha objective in the enemy deployment zone at the beginning of your player turn (before reserves arrive) is a tertiary objective. This may be accomplished on multiple turns, so make sure to mark down the points as you earn them.
Tie Breaker 1:
The Ambassador with the most Power Levels remaining on the board at the end of the game.
Tie Breaker 2:
The Ambassador with the most enemy HQ’s successfully eliminated
Tie Breaker 3:
The Ambassador who eliminates the most vehicles and/or monstrous creatures.
Tie Breaker 4:
The Ambassador with the most units of any kind in the enemy deployment zone.
Tie Breaker 5:
The Ambassador with the largest Power Level unit left on the board.