Scenario 7: MOTHERLODE
Table Setup
Follow the steps in the Setup section. After rolling off to decide who goes first, place three tokens: one in the centre of the table and the other two at least 12” from any table edge and 12” apart. Alternate placement of the additional tokens between players.
Unit Setup
Battle Formations: The player going first deploys their units, ensuring models are within 2” of others in their unit and that all units are over 2” apart. Deployment must occur within 12” of the controlling player’s table edge. After this, the opposing player deploys their units under the same restrictions.
Special Rules
Motherlode: During a turn, players may choose to discard a command point instead of activating a unit that is within 2″ of an objective.
If the objective has not yet been assigned a number:
Tap – Roll a D3 and assign the number to the objective. At the end of the turn (except turn 1) players gain Victory Points equal to this number for having a model within 2” of it, provided no enemy models are within 2”.
If the objective has a number:
Cap – The player discarding the command point immediately gains Victory Points equal to the number on the objective and the objective is removed from the game.
Victory Conditions
Smash and Grab: The first player to gain exactly 7 Victory Points wins the game. Players who earn a total of more than 7 automatically lose.
Annihilation: If your opponent has no models remaining to assign commands to, you win immediately.
Scenario 8: HOARDER
Table Setup
Follow the steps in the Setup section. After rolling off to decide who goes first, place six tokens at least 12” from any table edge and 12” apart. Alternate placement of the additional tokens between players.
Unit Setup
Battle Formations: The player going first deploys their units, ensuring models are within 2” of others in their unit and that all units are over 2” apart. Deployment must occur within 12” of the controlling player’s table corner. After this, the opposing player deploys their units under the same restrictions. If all units cannot be placed within 12″, you must deploy them by placing a single model at your table edge from the unit and, once activated, deploy the rest of the unit once it has moved away. These units cannot interact with any other unit, friend or foe, until they have fully deployed.
Special Rules
Hoarder: During a turn, except turn 1, units that activate or end their activation within 2″ of an objective pick it up. The token is assigned to the unit and is placed nearby whenever the unit moves to show possession.
Units cannot carry more tokens than their Threat Cost:
A Threat 1 unit can only carry 1 objective.
Split units can carry objectives separately.
Units drop objectives when destroyed:
When a unit with an objective token is destroyed, place the token where the final model was removed and continue as if it had not been picked up.
Victory Conditions
Winner takes it All: At the end of Turn 3, the player with the most objectives on their units wins.
Annihilation: If your opponent has no models remaining to assign commands to, you win immediately.
Scenario 9: NO MANS LAND
Table Setup
Follow the steps in the Setup section. After rolling off to decide who goes first, place six tokens. 2 Tokens should be placed along the centre line of the table at least 12″ apart. Each player should place 1 objective anywhere within their 12″ deployment zone at least 6″ away from any table edge. Finally, both players place a token between the objectives already placed at least 6″ away. You may not place your objectives within your opponents’ half.
Unit Setup
Battle Formations: The player going first deploys their units, ensuring models are within 2” of others in their unit and that all units are over 2” apart. Deployment must occur within 12” of the controlling player’s table edge. After this, the opposing player deploys their units under the same restrictions. If all units cannot be placed within 12″, you must deploy them by placing a single model at your table edge from the unit and, once activated, deploy the rest of the unit once it has moved away. These units cannot interact with any other unit, friend or foe, until they have fully deployed.
Special Rules
No Mans Land: At the end of the game, players gain victory points for having any unit within 2″ of an objective that has no enemy units within 2″. These points are different for both players as the objective within their own deployment zone grants 1 point and the objective in their opponent’s deployment zone grants 6, with those in between granting 2, 3, 4, 5 ascending.
Players start with Victory Points:
Both players start with Victory points equal to the game size
e.g 5 Threat = 5 victory points
Destroyed units reduce this number by 1:
If all models in a unit are destroyed, you lose 1 victory point immediately.
Unlimited Power:
When a unit is destroyed, you can immediately redeploy it on your table edge. Any objectives you hold are also treated as your table edge for deployment and rally commands.
Victory Conditions
Winner takes it All: At the end of Turn 3, the player with the most objectives on their units wins.
Annihilation: If your opponent has no models remaining to assign commands to, you win immediately.