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NECRONS

AMBUSH
OBJECTIVES:
The objective for this mission is to cause as much

damage to the enemy as possible (see the Victory

Conditions below).

DEPLOYMENT
All enemy units must deploy with all of their models

Within 6´ of the centre line of the table and more than

12´ away from either short table edge. Once complete

You should have a column of units stretching across the

Table. If for any reason its impossible to deploy an

enemy unit then it must go in reserve, and will enter

play from either short table edge. Next the Necron

player deploys his army anywhere on the table that is

more than 12´ from the centre line of the table. The

Necron plater may divide his unitsas he desires

Between his two deployment areas.

RESERVES
The Necrons may place any number of units in reserve.

Necron units that are placed in reserve may enter

Anywhere along either long table edge. No enemy units

May be placed in reserve voluntary (see below).


'IRST TURN
Roll a D6. On a roll of 4 or more the Necrons receive

the first turn. On a roll of 1-3 the enemy manage to

steal the initiative and go first.

GAME LENGTH
The enemy player rolls a dice at the end of game turn 5.

On a 1-2 the game ends immediately, and on a 3 or

more the game continues. If the game continues then

the enemy player rolls a D6 again at the end of the 6 th

game turn, and this time the game ends immediately ona

roll of 4+. The game ends automatically at the end of

game turn 7.

VICTORY CONDITIONS
At the end of the game each player receives 1 kill point

for each enemy unit that has been completely

destroyed. The player with the highest total kill

points wins.

SPECIAL RULES
Head 'or The Hills: Enemy units may move off the

table along either narrow table edge. Units that

voluntarily leave may not return, but do not count as

destroyed for the purposes of kill points.


RECONNAISSANCE IN 'ORCE
OBJECTIVES
Set-up D3+2 objectives markers before either side

deploys or rolls for their deployment area. The Necron

player sets up the first objective, then the enemy player,

and so on until the requisite number of markers has

been placed. Objectives may be set up anywhere on

the table more than 12´ from a table edge or

another objective.

DEPLOYMENT
The enemy deploy first, but before they do so, the

Necron player must secretly write down which table

edge his units will enter from. The enemy then deploys

anywhere on the table that is more than 12´ away

from a table edge. Necron units will enter play from

the pre-selected table edge on the Necrons players

first turn, and will fall back towards this edge.

RESERVES
The necrons may place any number of units in reserve.

The Necron reserves enter from their nominated table

Edge. The enemy may not place any units in reserve.

'IRST TURN
The Necrons have the first turn. Any of their units may

move onto the table from the chosen table edge on

the first turn. Any Necron units that do not enter play

on the first turn are placed in reserve.


GAME LENGTH
The enemy player rolls a dice at the end of game turn 5.

On a 1-2 the game ends immediately, and on a 3 or

more the game continues. If the game continues then

the enemy player rolls a D6 again at the end of the 6 th

game turn,and this time the game ends immed iately on

a roll 1-3, and continues for a 7th and final turn on a

roll of 4+. The game ends automatically at the end of

game turn 7.

VICTORY CONDITIONS
At the end of the game the player that captures the

most objectives wins the battle.

SPECIAL RULES
'og of War: At the start of the battle the enemy are

not expecting to be attacked, and the Necrons are not

sure of the enemys positions. This is represented by the

deployment instructions for this mission. In addition, on

the first game turn units may only shoot or assault if

they first pass a leadership test in order to do so. If the

test is failed that unit may not shoot or assault that

turn. Units that failed the roll and therefore cannot

shoot may not choose to run instead (nice try though).


ORKS

BLITZKRIEG

DEPLOYMENT
Split the table into four quarters and roll-off to see

which player picks the quarter they will deploy in. The

opposing player deploys in the opposite table quarter.

The Orks deploy first anywhere in their quarter of the

Table more than 9´ away from the centre point, then

The enemy deploy in the same manner.

Only 'ast Attack units may deploy at the start of

the battle. All other units are place in reserve.

OBJECTIVES
Place one objective marker on the centre point of the

table and one more objective marker on the centre

point of each unoccupied quarter of the table.

RESERVES
Both sides must place all units other than 'ast Attack

units in reserve. 'ast Attack units may be placed in

reserve or deployed on the table at the start of the

battle, as desired.

'IRST TURN
The Ork player rolls a D6. On a roll of 2 or more the
Orks receive the first turn. On a roll of 1 the enemy

Manage to steal the initiative and they go first.

GAME LENGTH
Average--------------

VICTORY CONDITIONS
At the end of the game the player that has captured

the most objectives wins the battle.

SPECIAL RULES
Lightning War : 'ast vehicle units (and any units

Transported in them) that are in reserve may start

arriving from the first turn. Each player may roll for any

such units at the start of their first Movement Phase.

The units will arrive on a roll of 4+. Any that fails to

arrive can be rolled for normally in the second and

subsequent turns, arriving on a 4+ on the second turn,

and 3+ on the third turn and so on.

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