1. Quoth the Raven, Eversor
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This is a mission for 2 players. One player uses a normal Kill Team. The other uses an Eversor Assassin (Index Imperium 2, pg. 115, or the old 3E Imperial Assassins book).
The Battlefield
Set up lots and lots of terrain. As much terrain as you can.
Scouting Phase
Skip the scouting phase for this mission.
Deployment
The Kill Team player can deploys first. They can deploy anywhere in the red areas shown on map below. Their Kill Team must be split as evenly as possible between the two zones. The Eversor Assassin player then places the Eversor Assassin anywhere on the board more than 6" from an enemy model.
Battle Length
Normal.
Victory Conditions
The Kill Team player automatically wins if:
1. their leader is alive at the end of the battle
2. the Eversor assassin is dead.
The Eversor Assassin player wins automatically wins if:
1. the Kill Team leader is dead
2. the Kill Team is broken
Otherwise, the Eversor Assassin player gains 2 VP for each dead enemy model and 1 VP for each enemy model with a Flesh Wound. The Kill Team player gains 2 VP for each surviving model with no Flesh Wounds and 2 VP for each wound taken off the Eversor Assassin.
Special Rules
Lone Operative: The Eversor Assassin generates 2 Command Points at the start of each battle round.
Unstoppable Killing Machine: In the Fight phase, any wounds inflicted by the Eversor Assassin using its Neuro Gauntlet or Power Sword add the Eversor Assassin's remaining wounds to the Injury Roll.
E.g. an Eversor Assassin with 3 wounds remaining removes the last wound from another model. The injury roll is made with a +3 bonus.Battering Ram: the Eversor Assassin ignores thin walls, railings, windows, etc. when moving or charging.
Special Tactics
Predatory Leap: 1 CP
Use this Tactic before making a charge roll for the Eversor assassin. Treat the model as if it could FLY when making its charge move.
Burst of Speed: 3 CP
Use this Tactic once per battle round, after your opponent moves a model, resolves a charge, resolves a shooting attack, resolves a psychic power, or resolves a model in a fight. You may immediately perform one of the following phases: Move, Shoot, or Fight. Act out the step normally. Your opponent may then continue their turn normally. This tactic essentially gives you an "interupt" phase. You can use it to fight twice, sprint around the board, get a second charge, etc.
2. Civilian Rescue
Not mine! Wilhelminiatures.blogspot.com Go check them out. |
This is a mission for 2 or 4 players. Kill Teams choose to either Defend or Capture the Civilians. Equal numbers must choose each option. It's designed for Dark Eldar vs. Imperium games, but most other Kill Teams work too.
The Battlefield
Set up lots and lots of terrain. As much terrain as you can.
Scouting Phase
Normal.
Deployment
Before deploying normally, set up 9 civilian models as per the chart below.
Battle Length
Normal.
Victory Conditions
Civilians have T3, Ld 5, 1 Wound, and a 6+ armour save.
Civilians move after all Kill Teams have moved. They move as follows, in order of priority:
1. If they can see a model from a Capturing Kill Team, they move up to 6" to get out of line of sight.
2. If they can see a model from a Defending Kill Team, they move up to 6" towards the nearest Defending model.
3. If neither applies, they stay in position.
Civilians can be targeted by charges, shooting attacks, etc. normally.
If something distressing happens within 6" and line of sight of a civilian, they must test Leadership or move 2d6" in a random direction. Distressing things include: models dying, grenades being used, psychic mishaps, etc. Test liberally.
Model from a Kill Team can move within 1" of a Civilian without charging. If they do, they can choose to have the Civilian follow them (willingly or not). The Civilian moves with the Kill Team model for the rest of the game. If the model charges or is charged, it counts as a distressing event (see above).
Capture:
2 VP for each civilian within 1" of a model from this Kill Team.
1 VP for each civilian with a Flesh Wound.
Defend:
2 VP for each civilian within 1" of a model from this Kill Team.
1 VP for each unwounded civilian not within 1" of a model from this Kill Team or an enemy model.
3. Additional Vehicles
Add these into any standard Kill Team Mission.Mine. Models by WargameExclusive |
T: 5
W: 4
Save: 5+
Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ it explodes, and each unit within 3" suffers a mortal wound.
If a shooting attack aimed at a model using a groundcar as cover misses, resolve the attack against the groundcar.
I've got 4 groundcars to scatter around the board.
Mine. Custom made from a big pile of parts. |
T: 6
W: 6
Save: 6+
Fly
Moves 8" per turn, generally in a loop around buildings. Define the loop before the game starts. Rather than acting as a vehicle, the Dirigible is moving terrain. Move it at the start of the Battle Round, before the other Kill Teams move. Models can move on and off normally. If they move with the platform, they don't count as moving for the purposes of firing weapons, etc.
After further playtesting, the Eversor tactic Burst of Speed has been adjusted from 1 CP to 3 CP.
ReplyDeleteLove the idea of civilian rescue, I may try it tonight if my group is up for it!
ReplyDelete