Professional Documents
Culture Documents
2011
Mission Pack
Mission One
Victory conditions
At the end of the game you receive the following kill points for completely
destroyed un its.
FAST UNITS (any unit that can move 12 or more in a phase) – 3 Kill Points
HQ – 2 Kill Points unless they can move 12, then they count as three
ALL OTHERS – 1 Kill Point
The player with the highest total of kill points wins. If the players have the same
total, the game is a draw and Victory Points are used to determine the winner.
Victor Conditions
After deciding deployment zones, but before deploying any units, An objective will
be placed in the centre of the board then starting with the player that will deploy
first, each player places 2 objectives as per seize ground mission. Now comes the
tricky part. Each player chooses one of the objectives that they deployed to be a
real one and they do not reveal this to the opponent. The centre objective cannot
be chosen as no matter what this one counts.
At the end of the game you control an objective if there is at least one of your
scoring units, and no enemy unit within 3” of it. The 3” distance will be measured
from the centre of the objective.
Objectives are treated as an impassable beam travelling straight up from their
base.
The player controlling the most objectives wins. If the players control the same
number of objectives, the game is a draw and Victory Points are used to determine
the winner.
Dawn of War
Is that an asteroid?
While on a planetary invasion your forces notice something falling from the sky... could it be
valuable. Better we have it then the enemy...
Victory Conditions
When rolling for reserves each player rolls for the asteroid to arrive.
When the Thunder Hawk arrives it moves 12D6 inches down the centre from the short table
edge to rolling players left. Move the large blast marker along the centre of the table until
you reach its final resting place. Any models whose bases were completely or partially
covered by the large blast marker suffer 2D6 S8 AP3 hits and Vehicles take a S10 AP1 hit.
Vehicles take hits on side armour. If its final resting place is on a piece of terrain then the
terrain piece is immediately removed. Also when it lands it lands with a hell of a bang,
causing a 3D6 S8 AP4 blast, covers saves may be taken. The objective is then a large blast
marker where the crash ended.
At the end of the game you control the asteroid if you more scoring units within 6 of it. If the
game is a draw then Victory Points are used to determine the winner.
Pitched Battle
Victory conditions
Before deciding deployment zones the players must determine the position of 6 objectives
as per Seize ground. The winner of the roll-off places an objective then the opponent does
the same and the players alternate placing objectives until all objectives are placed.
These objectives may not be in impassable terrain or within 12” of a table edge or another
objective.
Also place a number between one and six next to all objectives. At the beginnings of turn 2,
3 and 5 roll a D6, the corresponding number is an objective that has become active. So by
turn five there should be 3 objectives to fight over
At the end of the game you control an objective if there is at least one of your scoring units,
and no enemy unit within 3” of it. The 3” distance will be measured from the centre of the
objective
Objectives are treated as an impassable beam travel ling straight up from their base.
The player controlling the most objectives wins. If the players control the same number of
objectives, the game is a draw and Victory Points are used to determine the winner.
Spearhead.
Victory conditions
HQ – 3 Kill Points (includes transports and retinues)
ELITE – 2 Kill Points (includes Transports)
ALL OTHERS – 1 Kill Points
The player with the highest total of kill points wins. If the players have the same
total, the game is a draw and Victory Points are used to determine the winner.
Dawn of War
Mission Six
‘You have your orders’ Actually sir...no we don’t.’
‘Ohhh I’ll get them to you shortly, now off to it,
just start doing stuff’
The conflict starts without either side receiving their final orders from superiors.
These orders finally come in halfway through the battle.
Victory conditions
After deciding deployment zones, Player place five objectives on the table, one in
the centre of each table corner and one in the centre of the table.
Special rule
Late orders – At the start of turn 4 roll a dice and look at the table below to
determine the objectives
1 or 2 – Capture and Control using the objective in each of the player’s deployment
zones and the centre objective (E) (pg 91 main rule book)
3 or 4 –Seize ground using all five objectives (pg91 main rule book)
5 or 6 - Annihilation Kill points (pg91 main rule book)
Spearhead