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PRlMARY MlSSlON

K||| Po|nts
You must destroy the enemy's Special
Operations Group. Each enemy model has a
!"## %&"'( value, which can be determined by
using this (quite simplej dynamic: move the
decimal point over and round up.
Record the KP value for each model you
destroy. As usual, your team only earns KPs for
each enemy that is violently removed from play.
A team that reduces the enemy to below one
quarter its original Kill Points successfully
completes this mission.
%)*(")# +&,-#.("&'/ if a team reduces the
enemy to below one half its original Kill Points.
0.-#&1,.'(/ Quarters
PRlMARY MlSSlON
Reconna|ssance
Your team has a scouting obligation. The more
*.2&'')"33)'2. you can perform in the feld,
the better.
Your team must end the game with at least one
model in four of the fve possible table quarters
(see the ffth quarter"j. Any individual model
may only ever claim a single quarter.
%)*(")# +&,-#.("&'/ if a team ends the game
with a model in three of the fve table quarters.
0.-#&1,.'(/ Quarters
SECONDARY MlSSlON
Mun|t|ons
One marker represents a cache of ,4'"("&'3
that must be destroyed.
lf an unencumbered model in base-to-base
contact with the objective marker reveals
marker 1, it has found the munitions, which will
explode at the end of the next full game turn
(after contactj.
The explosion is centered on the objective
marker: S6 AP-, Large Blast. The munitions
must explode before the end of the game in
order to successfully complete this mission
objective (all the better if the explosion causes
the end of the gamej.
PRlMARY MlSSlON
Sweep and C|ear
With this 35..- )'6 2#.)* order, your team
must clean a path for the next wave.
Markers are set up and interact with secondary
missions as usual; however, they are not fxed.
Upon contact with a marker, a model will
lose all remaining movement that player turn.
Subsequently, an unencumbered model may
move a marker up to 6 inches in any player
turn. lf that model is killed, the marker falls
directly underneath his base. All else remains
as normal.
ln order to complete this mission, you must
bring at least one marker completely into your
deployment zone.
%)*(")# +&,-#.("&'/ if any two markers end
the game completely within your table half.
0.-#&1,.'(/ Halves
PRlMARY MlSSlON
W|thdraw|
Two Special Operations Groups have found
themselves on the wrong end of no-man's land
and must strategically 5"(76*)5 from their
respective missions.
Each team must get half of its original Kill
Points value into the enemy's deployment zone.
%)*(")# +&,-#.("&'/ if a team ends the game
with all models out of its deployment zone but
only one quarter of its original Kill Points in the
enemy zone.
0.-#&1,.'(/ Halves
SECONDARY MlSSlON
Standard Temp|ate
Construct
One marker represents an invaluable
component for a 3()'6)*6 (.,-#)(.
2&'3(*42(; as such, your team has an
astonishing opportunity, and you must get your
hands on a construct component in order to
learn what you can while you may.
lf an unencumbered model in base-to-base
contact with the objective marker reveals
marker 2, it has located the STC.
ln order to complete this mission, one member
of your team must end the game in base
contact with the marker. No other model may
be in contact with the marker.
PRlMARY MlSSlON
Capture and Contro|
Your team must 2)-(4*. )'6 2&'(*&# a vital
area in no-man's land; it is imperative that you
both hold this area and keep it free of enemy
interference: think king of the hill.
You must bring all surviving models into the
ffth quarter and remove all enemy models from
the same in order to successfully complete this
mission.
%)*(")# +&,-#.("&'/ if a player ends the game
with all surviving models in the ffth quarter but
does not control it.
0.-#&1,.'(/ Reserves
PRlMARY MlSSlON
Ambush
The intelligence was fawless, but the ),8437
has gone to hell. The combat zone has turned
into a free-for-all.
The Attacking player goes frst, begins in
reserve, and must end the game with a quarter
of its original Kill Points value !"#!$% the ffth
quarter.
The Defending player deploys second, places
all appropriate models within the ffth quarter,
and must end the game with a quarter of its
original Kill Points value within 6 inches of any
table edge.
%)*(")# +&,-#.("&'/ none
0.-#&1,.'(/ Fifth Quarter, Reserves
SECONDARY MlSSlON
Inte|||gence Cache
One marker represents a vital "'(.##"9.'2.
2)27. from which you must upload
information.
lf an unencumbered model in base-to-base
contact with the objective marker reveals
marker 3, it must remain in contact with that
marker for one full game turn.
The model may shoot during the upload
process(game turnj, but may not move or
engage in close combat. Collection completes
the mission objective even if the model in
question is later eliminated from the game.
IV
I
V
II
VI
III
I II III
SECONDARY MlSSlON
Transm|tter
You must hold the high ground in this sector in
order to set up a 8.)2&' (*)'3,"((.*.
When the game ends, you must hold the
highest non-impassible level of terrain on the
table, with no enemy models within 3 inches
(or one levelj.
lf two or more pieces of elevated terrain are
of equivalent height, the one with the largest
footprint/base is the objective. lf there is still a
tie, the qualifying piece of terrain that is closest
to the center of the table is the objective. lf
there is still a tie, any one qualifying piece will
fulfll the objective (cardholder's choicej.
TERTlARY MlSSlON
Just Breathe, Rook|e
Secretly mark one model from your Special
Operations Roster other than your team leader.
This is the :&&;".. Even among an elite Special
Operations Group, someone has to be the new
guy." Your job is to keep the Rookie alive until
he gets some experience under his belt.
This model must survive the game in order to
successfully complete this mission objective.
TERTlARY MlSSlON
Vendetta
Secretly mark one model from your Special
Operations Roster other than your team leader.
This model enjoys a profoundly personal
grudge against the enemy Special Operations
Group and will stop at nothing to grind this
<.'6.(() under his heel.
Keep close track of the Kill Points value for
each enemy model specifcally killed by this
individual. This model must kill twice its own
value in Kill Points to successfully complete
this mission objective.
TERTlARY MlSSlON
Tra|tor
Secretly identify and record &"% %"%() (&$%*
other than the team leader. This model is the
=*)"(&*; he is an extremely important sleeper
agent within the enemy's ranks, and you must
keep him alive for future activation.
Although an enemy nonetheless, the Traitor
must survive the game in order to successfully
complete this mission objective.
TERTlARY MlSSlON
Sabotage
Your team has been monitoring enemy activity
and may have found a way to 3)8&()9. an
unguarded target of interest.
ln order to successfully complete this mission,
you must destroy two objective markers (with
the following profle: T5 W2j not including any
marker relevant to your own primary and/or
secondary mission objective this game.
TERTlARY MlSSlON
Va|ng|oryhound
Secretly mark one model from your Special
Operations Roster other than your team leader.
This is the 9#&*1 7&4'6; this model has been
feeling a bit headstrong lately, perhaps a bit
too much so.

Keep close record of each wound inficted by
your team members. The glory hound must
exceed the tally of wounds caused by any
other model on your team (including the team
leaderj in order to successfully complete this
mission objective.
TERTlARY MlSSlON
Cu|pr|t
Secretly identify and record one enemy model
other than the team leader. This model carries
an important token rightfully belonging to your
army; he is known as the 24#-*"(.
You must kill the culprit and reclaim the token
from the point where he fell. lf you reclaim the
token, you may carry it with no movement
penalty either for collection or after. lf any
subsequent model is killed while holding the
token, the token remains in play and can be
retrieved by either side.
One member of your team must be holding
the item when the game ends to successfully
complete this mission objective.
SECONDARY MlSSlON
Lead from the Front
Morale within your Special Operations Group
has suffered recently. Each member of your
Special Operations Group looks to the (.),
#.)6.* for an unspoken, unquantifable boost.
lt is time to lead by example.
Your team leader must survive the game, infict
two wounds, and end closer to an enemy
model than any friendly model in order to
successfully complete this mission objective.
SECONDARY MlSSlON
Reverse Eng|neer|ng
Secretly identify and record one enemy
model carrying either a Template, lncisive,
Suppressive, or Heavy weapon other than the
team leader. Command has issued orders to
recover a specifc piece of enemy wargear
from that individual in order to *.>.*3.
.'9"'..* it.
This model must be killed in Assault in order to
successfully complete this mission objective.
IV
I
IV
V
II
V
VI
III
VI
FATE
Get Down NowI
Select one model (either from your team
or your opponent'sj. This model must
immediately go to ground" without making a
pinning test.
This card may be played during any phase of
either player's turn.
FATE
I'm the Best at What I Do
When you activate this card, a single model
from your team gains the Furious Charge
Universal Special Rule for one player turn.
This card may be played during any phase of
either player's turn.
FATE
Bu||et T|me
Once revealed, this card forces a single enemy
model to re-roll all successful wounds from
any attacks that it makes for one phase (for
example, either the Shooting or the Assault
phase -but not bothj.
This card may be played during any phase of
either player's turn.
FATE
Po|son
The moment you play this card, one model's
close combat weapon gains the characteristic
Poison (2+j for a single Assault phase.
This card may be played during any phase of
either player's turn.
FATE
You Keep Us|ng
That Word...
The moment you play this card one individual
model from the opposing team loses a single
Universal Special Rule or skill upgrade for one
game turn.
This card may be played during any phase of
either player's turn.
FATE
D|e, You G|t
The moment you play this card, one model
from your team may re-roll any/all of its
failed rolls to wound in a single phase (either
Shooting or Assaultj. You may only re-roll any
given result once -so this card may not be
used to re-re-roll a failed result.
This card may be played during any phase of
either player's turn.
FATE
Adrena||ne Rush
The moment you play this card, one model of
your choice benefts from the Fleet Universal
Special Rule for one turn.
This card may be played during any phase of
either player's turn.
FATE
Fortune
The moment you play this card, one individual
model from your team may mimic" a single
Universal Special Rule or skill upgrade from
any enemy model on the table; the enemy
model is unaffected by this transference and
the borrowed boon lasts for one game turn.
This card may be played during any phase of
either player's turn.
FATE
What's That No|se?
The moment you play this card, you may either
immediately deactivate any one enemy model
from its overwatch status, &+ immediately
activate overwatch for one of your own
models; note that, with this card, you may
activate overwartch even if the model would
not normally be allowed to do so (ie: it had
moved or fred in its turnj.
This card may be played during any phase of
either player's turn.
I
IV
VII
II
V
VIII
III
VI
IX
FATE
R|cochet
Before rolling to save from enemy shooting,
you may use this card to re-allocate a single
save to any other model in your team; this
includes wounds that would otherwise cause
instant death.
This card may be played during any phase of
either player's turn, but you must do so before
rolling that specifc save.
FATE
PRlMARY MlSSlON
FATE
Stay down
The moment you play this card, one enemy
model must re-roll any/all #,--%##.,* armor
saves (including lnvulnerable saves, but not
including Feel No Pain rollsj for a single phase
of that turn.
This card may be played during any phase of
either player's turn.
FATE
SECONDARY MlSSlON
FATE
Thousand Yard Stare
The moment you play this card, one enemy
model will immediately fail to complete an
assault (or reactive assaultj movement.
lnstead, the assaulting model will move 2d6
inches from its starting point directly away
from the intended target (as if falling backj.
This movement cannot push a model off a
table edge; the model will simply stop at that
edge if necessary.
This card may be played during any phase of
either player's turn.
FATE
TERTlARY MlSSlON
XI
XIV
VII
XII
XV
VII
XIII
XVI
VII

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