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Mission Background Objectives Special Rules
Protecting key leaders is one of the most Before deployment, the defender has to Bodyguards: The defender may not only
important parts of combat, especially set up a total of 3 objective markers target the VIP for shooting if there are
when they are moving to complete an within deployment zone B, and at least no other non-stunned targets available,
important task. Friendly support is vital 6” away from other objectives. unless firing a weapon with Sniper.
to ensure that they remain unharmed.
The players roll-off to see who goes Suppressing Fire: Before shooting, the
The Battlefield first, and then alternate in placing one players may choose to try to suppress
objective marker each outside of the the enemy. Make a shooting attack as
For this mission you’ll need a 4’x4’ table deployment zones, and at least 6” away usual, however if any hits are scored, the
with at least 10-15 pieces of terrain on it. from other objectives. target must make a morale check, and if
The Armies failed it is stunned. When suppressing
The attacker must then select one of his
the enemy, all wounds are discarded.
heroes to be the VIP. The VIP must be
For this mission you’ll need two armies
set up in deployment zone A, and may Friendly Support: At the beginning of
of equal point cost, and each army must
not be deployed using any other special each round, the players must roll off,
have at least one hero.
rules (like Ambush, Scout, etc.). with the attacker getting +1 to this roll.
Attack & Defend Then the winner rolls one die follows the
At the end of each round, if a unit is
Before the game, the players roll-off, instructions of the event:
within 3” of a marker whilst enemies
with the winner picking to be either the
aren’t, then the objective is seized and Result Event
attacker or the defender.
remains seized even after leaving. 1 Local Guide - One friendly unit
may immediately move by 3”.
Deployment Stunned units can’t seize markers, and if 2 Covering Fire - One enemy unit
The defender must first deploy his entire units from both sides are contesting a gets -1 to hit when shooting
army in zone B, and afterwards the marker then it becomes neutral again. until the end of the round.
attacking player must deploy his entire 3 Flashbang - One enemy unit
At the end of the game players get 1 VP must make a quality check, if
army in zone A.
for each objective marker they seized. failed it only hits on rolls of 6
First Turn until the end of the round.
If at the end of a round the VIP is within
4 Smoke Grenade - One friendly
The attacker gets the first turn. 3” of an objective seized by the attacker, units gets Stealth until the end
then the attacker wins immediately. of the round.
5 Medkit - One friendly unit may
The game ends after 5 rounds, and the
remove one wound marker.
player that scored most VPs wins. 6 Sniper Support - One enemy
unit takes 1 hit with AP(1).