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Event Special Rules

1. All missons will have these additional bonus objectives:

- Is your entire army fully painted to a 3 color minimum (primer not included) 2 pts.

- Is your entire army based (painted or sanded bases are acceptable) -1 pt.

2. The Price of Failure is in effect for all missions

Prize Support will go out as follows:


1. First place will be the players choice award. Every player will vote for another player for this
event, and is allowed to vote for this based on any criteria they deem, but the root of this award
is to choose a person whose type of army/personality you would like to see in every game.

2. Second place will be for Best general. The person with the most total points will win this. Tie
Breakers will be determined by paint score.

3. Third place, as long as we get 12 players, will go to best painted.

4. More prizes will be included if we can reach 20 players.

For all Rules issues we will be using the Adepticon FAQs and Errattas
Mission 1: The Hunter or the Hunted
Your army has just come across this planet and wants to send down a vanguard force to build up a safe
landing zone and staging area for your army, but intelligence is unreliable and you dont want to risk
your whole force to what might just be an enemy trap. If you come across any opposition force, you are
to drive them back while the next wave of reinforcements comes down to envelope this threat.

Deployment Map: Search and Destroy

Mission Special Rules:

1. This mission will last for 6 Game turns. There is no roll for any additional turns
2. Each army must split their army in half, based on the total number of units, including dedicated
transports. One half is the Hunter force, and One Half is the Reserve. Units that have to start the
game in reserves must be in your Reserve force. Your Hunter force has to start the game
deployed on the table, and your Reserve force must begin placed in reserves. One unit from the
reserve force may gain either the deep strike special rule or the outflank special rule, which you
must determine during your deployment.
3. Night Fighting is rolled for before the game starts, and on the roll of a 4+ the Night fighting rule
is in effect for the first D3 game turns. This rule supersedes all other night fighting rules, such as
the Night Lords cover of darkness special rule.

Deployment:

Both Players roll 2d6, and the player with the higher total gets to decide either deployment zones, or
who deploys first. The other player gets to decide which ever one that has not already been chosen. The
Player that deploys first will go first, unless their opponent can seize the initiative.

The Mission:

Primary Objective, Death Toll: 5 pts for win, 3 for draw, 1 for loss

For each enemy unit destroyed you get 1 KP (kill point). Independent Characters and dedicated
transports are also worth a seperate KP. Units that have fled off the board, or are fleeing at the end of
the game, are worth a KP. Also, any units in ongoing reserves at the end of the game are also worth KP.

Secondary Objective, Lead by Example: 3pts for win, 2 for draw, 1 for loss

Keep track of how many kills your Warlord gets and the Warlord with the most kills wins this mission.
This includes destroying vehicles. NOTE: This is for individual models the Warlord kills. If a Warlord kill 2
models in close combat then he gets 2pts. Color code your Warlords dice when shooting and assaulting
to track this more easily.

Tertiary Objectives: 1pt each

Slay the warlord, Linebreaker(with a scoring unit), First Strike(enemy unit destroyed in the first game
turn)
Mission 2: The Noose
After days or weeks of pursuit, one outcast force has finally cornered is most hated enemy. The
defenders know that if they cannot escape the rapidly closing noose, the reinforcements following on
their pursuers heels will overwhelm them. The only option is to smash through the enemys lines while
they still can, and thereby live to fight another day.

Deployment Map: Ambush

Mission Special Rules:

1. After turn 5, on a roll of a 4+ there will be a 6th and final turn


2. Night Fighting
3. Reserves

Deployment: The defender will deploy first, and will also go first, unless the attacker can seize the
initiative. After both players have deployed, but before the seize the initiative roll, the defending player
must place a marker on either of his opponents table edges. This will act as his exit point

The Mission:

Primary Objective: 5 for a win, 3 for a draw, and 1 for a loss

The defender: The defenders objective in this mission is to reach the escape point so they can escape
the rapidly encircling enemy force. For every scoring unit that ends the game partially within 12 of their
exit point the defender is awarded 2 points.

The attacker: The attackers objective is to cut off withdrawing forces. For each enemy unit, scoring or
otherwise, that ends the game more than 24 from the escape point, or is completely destroyed or
falling back is worth 1 point.

Secondary Objective: 3 for win, 2 for draw, 1 for loss

Kill points, with the following modification. For every kill point a unit gains it becomes valued at an
additional kill point. Example, Squad A kills off 3 enemy units and so Squad A is now valued at 4 kill
points (1 normally + 3 for each KP they gained). If an enemy unit kills off Squad A then that player gains
4 KP and the unit becomes worth 2 KP themselves (1 normally + 1 KP for killing Squad A).

To be clear, whatever unit landed the killing blow that eliminated an enemy unit is the unit that
becomes valued an additional KP. This includes an IC attached to a squad. If the IC landed the killing
blow then the IC is valued higher, not the squad. Additionally, whatever unit that last shot at an enemy
unit which failed morale and ran off the board, or was considered destroyed at the end of the game,
becomes the unit valued higher.

Additionally, some situations may arise where its unclear who landed the killing blow. In these
situations the unit that has a higher KP value is the unit gains the extra KP. If both units/models are
valued the same then your opponent chooses which unit/model gets the KP.

Tertiary: worth 1 point each

Slay the Warlord, First Strike, Last Strike


Mission 3: Denial
In the denial Mission, one force has located a resource that is vital to the ongoing war, but in order to
claim this prize for themselves must turn at bay to defend it from an enemy force that is hot on their
heels. So important is it that you retrieve this resource, that no thought to casualties has been
considered. Getting the resource off world is the only thing that matters.

Deployment Map: Dawn of war

Mission Special Rules:

1. Night Fighting
2. Reserves
3. Random Game length

Deployment:

The Attacker designates a single piece of terrain that is in neither deployment zone to act as the
objective for this mission.

The Defender chooses their deployment zone, and deploys first. They may not hold any units in reserve,
unless the unit must start the game in reserves. In addition, the defender may deploy one unit within 6
of the objective as long as they are not in the enemy deployment zone.

Then the attacker deploys their force, but must remain 12 from any defender unit. The Attacker will go
first, unless the Defender can seize the initiative.

The mission:

Primary Objective:

The army that controls the Objective at the end of the game wins. If no one controls the objective, then
the game ends in a draw. This resource is so important to the war effort, that no secondary or tertiary
objectives are worth enough to worry about.

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