Wednesday, 29 November 2017

Building - The Hay Saint




Obviously a play on words.  

The Hay Saint is a notable building on my Slaughterloo Battlefield.

The model started out as the sarissa-precision 28mm MDF La Haye Sainte model.


Stock photograph.


Now the model is perfectly acceptable as it is but I felt that the doors were a little small for the oversized Slaughterloo figures and the historical building need to have a few simple tweaks to make it fit in with the more comic world of Valon.

First up I covered the walls with brick etched plastic-card and made the doors and windows bigger.
Curtains were added along with drain pipes and chimneys.  
New doors and window frames were added.

You will see that I decided to hide some windows, this was due to the larger sized doors and windows taking up more room.

I added filler to create more interest to the relatively flat walls and used fences to add a railing above the walls.
Cardboard roof tiles and interior lighting were added before the model was painted in a style to match my Slaughterloo armies.





The finished building with its surrounding fields.

I really enjoyed modifying this model and found the MDF kit a great starting point.  I think I will use this technique again for other buildings in the future.


Cheers









Monday, 27 November 2017

Slaughterloo - Ostrarian Empire




Let loose the Dogs of War.

The battlefields of Valon are an engine of destruction, blasting masses of uniformed troops into deep crimson mists. 

From the Army of Albion, under the command of the Duke of Wheeling-Turn, outsmarting the Ferach Marshall's in Catalucia, to the rival Dwarf and Dog Armies warring with each other in the lands of Krautia and Ostaria. 

While finding victory at every turn, Mordred, Emperor of the Ferach Elves, has mired himself in the Witchlands where the never resting corpse Armies of the Star Wraith have decimated the Grande Armee du Norde; the greatest military force ever assembled. 

Now the Elves must war against the Grand Alliance in Catalucia, the Undead in the Witchlands and the Otharmann Empire in the sands of Aegypt as well as many smaller wars on every front.


Ostaria.

The Ostarian Empire is the largest single power in Urop with more troops than the Confederation of Finkelstein and the Elves of Armorica and yet it loses battle after battle.

Why is this when its soldiers are capable and its generals at times inspired?  The answer is that the Dogmen of Ostaria are ruled over by a mad man; the Emperor Klaffenhund.  The Ostarian Army is powerful and as long as its ruler stays off the field it has a chance of beating the Usurper Mordred.


Emperor Klaffenhund surveys the battlefield,

As columns of infantry march along the cobbled road.

Meanwhile a formidable artillery battery deploys behind a hedge  with a clear view across the vast fields.

More Infantry columns advance on the left flank.

Enemy Orc Heavy Dragoons from the army of Albion come into view.

Dogmen Cuirassiers meet the Albion Heavy Cavalry head on whilst Hussars manoeuvre behind.

More Infantry march forward to secure the famous Hay Saint Tavern.

The Artillery Grande Battery unleashes a devastating volley,

to cover the retreat of the broken left flank.




Some more pictures of my Ostarian force.



At the moment my Dog Army consists of

Emperor Klaffenhund
General Wagsalittle
General Woofington
General Barksalot
General Digsabit

1 unit of 12 Frei Corps Von Chum
2 units of 12 Frei Corps
7 units of 20 Line
1 unit of 20 Chasseurs
2 units of 20 Grenadiers
2 units of 10 Cuirassiers
2 units of 10 Hussars
4 Artillery Pieces each with 6 crew. 






Casualty Markers.

  

 Alternative Armies famous Napoleonique Mass Battle System Slaughterloo.

Sunday, 26 November 2017

Battletech - Mechwarriors of Fortune - Part 4





Mechwarriors of Fortune – The Wash Up




1)         Mission Pay

2)         Award faction points

3)         Transport costs, salaries and maintenance

4)         Repair damaged units

5)         Rescue pilots, and deal with captives

6)         Work out salvage

7)         Buy and sell units

8)         Upgrade units

9)         Award skill points

10)       Upgrade pilots and crew

11)       Recruit new pilots

12)       Update roster


Mission Pay 
Players will be paid their full pay, or some portion of that depending how they performed in the mission. The mission will give players details of how much of their contract they will be paid (typically 100% if completely successful, and 50% if unsuccessful).

In addition to the standard contract pay there is also bonus pay available ‐ 200,000 
c‐bills for playing at a club, and 50,000 c‐bills if your force was fully painted.

Faction points 
Mercenary companies that accomplish their mission will develop goodwill and a positive relationship with their employer, while mercenaries that don’t get the job done will be treated with caution or even disdain. This is represented with faction points and the bigger the mission the more faction points you will gain for success, and the more you will lose for failure.


Mercenary companies that can successfully pull of raids for their employer get even more credit – there’s a lot more fame to be won in raiding enemy territory than in handling garrison duty. The faction points you gain or lose following a game are determined by the following table;


There is no upper limit to how many faction points you can have with any faction, but ‐5 is the lowest you can go, this represents the maximum contempt a faction can have for a mercenary force.

Faction points have two uses;

1)  Special clauses – if you have built up a strong reputation with your current employer they will treat your more favourably in your current contract, per the table below. Note you don’t lose your faction points using them in this way; they are kept and can be used in this way every time you work for this employer.


2) Equipment – you can use faction points to decrease the price of new gear purchased from that faction. Each faction point you cash in reduces the cost by 500,000 c‐bills. You can only use the faction points of a single employer on any single purchase, and those faction points must be with an employer who sells the unit you are purchasing. You can check which faction sells which unit on the Master Unit List.

Paying transport, salaries and maintenance 
You must now pay your transport costs, 1,000 c‐bills for every ton you brought in to the mission. You then pay maintenance on all units that took part in the mission, a flat 2% of the cost of the unit. You then pay your units their unit salary per the table below. You only play for units that took part in the mission, but this should include the units who died.


Repair damaged units 
You now pay for the repair to damaged units, as per the tables below. First apply the most severe category of damage that applies to your unit, but apply only that category (i.e. if a Mech suffered internal damage to the torso and lost a limb, apply the costs and special rules for heavy damage only). Then repair any damage to key systems – Mechs must pay for repairs for any hits to their engines or gyros, while vehicles must pay for any damage to their motive systems.


If you cannot afford to repair a unit, or simply choose not to, then you cannot deploy it again until you have repaired It – you must either save up to repair it or sell it.

Repairs to your commander’s unit will always be prioritized, and so your commander’s unit will never be forced to miss the next game.

Battle Armour and Infantry units are replaced on a trooper by trooper basis. Divide the cost of the unit by the number of troopers in the unit, this is the cost you must pay to replace each trooper that was destroyed in the battle. The trooper must be destroyed to require replacement – Battle Armour that merely take damage are automatically repaired. Battle Armour and Infantry units are only available for the next mission when their numbers have been brought back up to full.

Recover pilots and crew 
Pilots and crew that lost their units during the mission but successfully escaped the wreckage will have been stranded on the battlefield and in need of rescue. If you control the battlefield at the end of the game then you recover your crew automatically. If you didn’t control the field then there’s a chance the enemy will get to your crew before you rescue team. Roll a single D6 for each pilot or crew that escaped their wrecked vehicle, on a roll of 4+ you manage to recover them. If you have one or more active probes in your list, you recover them on a 3+. Furthermore, if your mech has a Full Head Ejection system and this is stated on its record sheet, you can re‐roll a failed attempt.

Each unit that you failed the roll for was instead picked up by the enemy, and now you’ll have to negotiate to get them back. If both sides captured one or more pilots or crew from the other, then they have to perform a prisoner swap, returning all captives with no c‐bills changing hands. But if only one side took captives, then the two sides will have to negotiate a price to get him back. There’s no minimum or maximum price, it’s entirely up to the players, and nor is there any requirement that they must come to a deal. If the two sides cannot come to a deal and the player has given up any chance of getting his captured pilot or crew back, then the capturing player can make an attempt to persuade the captive to sign on to his own list – roll a D6 and if you roll a 6 the captive can be added to your own roster. Any other roll and the captive refuses, and is effectively gone from the game. Your Commander will always refuse to work for his captor.



Salvage 
Whoever controls the board when the game ends can claim enemy units that were abandoned, as long as he has some level of salvage rights. In some missions control of the board will be determined by who retreated (Take the Position, Open Engagement & Assassination) while in the other missions control of the board is automatically claimed by the defender, as the attacker is retreating from the area before enemy reinforcements close in (Escort, Diversion, Sabotage, Rapid Recon, Extraction).

If a player controls the board and has 50% salvage rights, then he will receive as cash 50% of the value of any enemy units left on the board, in their current state. If a player controls the board and has 100% salvage rights then he receives all enemy units left on the board in their current state, and is free to sell them or add them to his forces as he sees fit. If he wants he can even sell them back to his opponent, if they can agree on a price.

Buying & Selling 
You can now buy new units and sell old ones. New Mechs are purchased with a combination of c‐bills and faction points, at the price given on the masterunitlist website. You cannot purchase any clan tech, mixed tech or proto‐mech units.

When selling units you don’t get the full price, not even in perfect condition.


Upgrading Units 
You can upgrade a mech to an improved version, ie upgrading from the basic Sentry SNT‐04 to the far more potent Sentry SNT‐W5. The cost of an upgrade will be either the difference in price between your current version and the upgrade + 25%, or 5% of the price of the upgraded mech, whichever is higher. As an example, the above mentioned Sentry SNT‐04 cost 3,231,527, while the upgraded version is a much pricier 7,275,380. This is a difference of 4,043,853, so the difference in price plus 25% is 5,054,816, while 10% of the price of the new model is 727,538. The upgrade would cost the higher amount, 5,054,816.

As another example, you might planning on upgrading from the Shockwave SKW‐2F to the SKW‐4G. The SKW‐2F cost 8,493,500, while the SKW‐4G is priced at 8,447,000, and is actually 46,500 cheaper. In this case 5% of the value of the price of the upgraded mech, 422,350, is the higher value and the amount you will have to pay to upgrade. Whatever price you end up paying for your upgrade, on your record sheet simply record the unit’s cost as if you’d bought it new (so the Sentry SNT‐W5 would be recorded at 7,275,380 and the Shockwave SKW‐4G at 8,447,000). Also note in some cases the cost of upgrade might be so great that you are better off selling your current mech and buying the new outright (this is often the case when the new version contains a much more powerful XL engine).

Award skill points 
Every unit that took part in the mission receives a single skill point, which should be recorded on your merc roster. As well as that, a single unit that excelled during the game can be awarded an additional skill point, regardless of how the mission went. Because there is a great deal more skill and daring in pulling off a successful raid, if the attacker won the game then he can award extra skill points to his units, getting 1 extra skill point if he won a small mission, 2 extra skill points if he won a medium mission, and 3 extra skill points if he won a large mission.

You are free to hand your extra skill points out to whichever unit you felt did the most to achieve your mission, or inflicted the most damage on the enemy, or took the most damage and still got his mech off the field, or made the most outrageous shot, whatever you like. If you like you can discuss the most deserving winner with your opponent. You can give no more than 2 skill points to any unit – if you have three bonus skill points they must go to 3 different units.


Upgrade pilots and crew 
You can spend skill points to upgrade your pilots and crew. In upgrading units, you lose the skill points that upgrade cost (ie a unit with piloting 5 and 6 skill points upgrades to piloting 4, costing 4 points and leaving the unit with 2 skill points). You cannot accumulate skill points indefinitely, while you are allowed to ignore a cheaper upgrade to save up for a more expensive one (bypassing piloting for a gunnery increase, for instance) you cannot continue delaying once the most expensive option is affordable. No unit can have a differential between his piloting and gunnery greater than two.



Recruiting new pilots and crews 
You can employ a new Mechwarrior or vehicle crew for the cost of 100,000 c‐bills. They will be green, with gunnery and piloting of 5/6. Battle armour and infantry do not need to have crews purchased for them, you simply purchase them at the listed price.


Re‐assigning Mechwarriors and crews 
You can move Mechwarriors between Mechs, but you can never move them to a cheaper Mech than their current unit. You can move vehicle crews between vehicles only of that same type (for instance, the crew of a tracked vehicle can only be moved to another tracked vehicle), and like Mechwarriors, vehicle crews will not accept being moved in to a cheaper vehicle than the one they are currently in.

If a pilot or crew has been dispossessed you can move them to any unit in their category (Mechwarriors in to Mechs, vehicle crews in to an appropriate vehicle type), regardless of how valuable their destroyed unit might have been (beggars can’t be choosers).


Dispossessed Mechwarriors and vehicle crews do not have to be furnished with a new vehicle straight away, but they won’t wait forever. If you haven’t placed them in a new vehicle within three games of being dispossessed, they will leave for another company and you must take them off your roster.

Update Roster 
Finally, the players should make sure everything they’ve done has been entered in to their contract record sheet and reflected in their company roster.

Note that at any time you are free to fold your current merc company and start again, if the tides of war have turned against you and you feel like you’d stand a better chance of starting again. You can only run one company at a time, however.



Battletech - Mechwarriors of Fortune - Part 3




Mechwarriors of Fortune – The Missions




Mission Set Up

1)  No player can field more than 12 units unless both players agree.


2)  The suggested size of the board to be used is based on the total number of mechs, vehicles and aerospace fighters in both forces combined (infantry and battle armour are ignored for determining battlefield size) per the table below.


3)  While following the table above, the defender is able to choose how many maps will be used and what maps he will use. If he chooses 2 or 3 maps they must be placed long edge to long edge. If he chooses 4 or 6 maps they must be placed 2*2 or 2*3, respectively.

4)  The attacker chooses which board side he enters from.


Forced Withdrawal

1)  Your employer is paying you to fight and so you must… up to a point. You can only withdraw one of your own mercenary units from the field if doing so meets a mission objective (such as the Diversion mission), if the mission objectives have already been completed, or the unit meets the conditions of Forced Withdrawal (see below).

2)  If a player does withdraw a unit from the field because it met the conditions for Forced Withdrawal, then this is considered to signal a General Retreat. From the point all units that meet the conditions for Forced Withdrawal must withdraw. Only the Company Commander is able to ignore the General Retreat.


3)  Support Units are required to begin withdrawing from the field as soon as they meet the conditions for Forced Withdrawal.

4)  Units in Forced Withdrawal do not have to retreat directly from the board – they can take a less direct route to avoid enemy units, they do not have to expose the rear of their unit if they don’t want to, and can choose to walk instead of run towards their board edge if the player want, but within that they should move as close to their board edge each turn as possible.

5)  A mech is considered to meet the conditions for Forced Withdrawal when any two of the head, legs or front torso locations have had all their armour removed, or when any leg or torso has been destroyed. Arms and rear armour locations do not affect forced withdrawal.


6)  A vehicle is considered to meet the conditions for Forced Withdrawal when it has lost all armour in one location, or it has had its mobility reduced by more than half.

7)  Battle armour and infantry are considered to meet the conditions of Forced Withdrawal when they are reduced to below half their starting strength.



Crew Survival

1)  If a mech was destroyed by a critical hit to the cockpit or the destruction of the head the pilot is killed automatically. If a vehicle was taken out by a critical result that killed the crew then you can wipe them off your roster.


2)  If the unit was destroyed in any other way (two gyro hits, three engine hits, a vehicle losing an entire critical location etc) then there’s a chance the pilot or crew managed to escape the flaming wreck. Make an unmodified piloting skill roll, not even modifying for any damage taken during the battle. If the roll is failed the pilot or crew was caught in the destruction and killed, but if the roll is passed the crew managed to escape the wreck in time. Whether your side or the enemy pick them up is determined in the Wash Up.

Immobilised units

1)  If a player’s unit is immobilized the player can choose to fight on or abandon the unit. The crew exit the vehicle automatically (no need to test for Crew Survival) but they must still test to see test to see if your side or the enemy pick them up as per the Wash Up.


2)  If a supporting unit is immobilised it is abandoned automatically. No need to test what happens to the crew of support units, because no‐one cares.

Ending the Game

1)  Missions will state when the game ends. Most commonly this will be when the one side or the other has fully retreated from the map.

2)  Games can end before then, though, through mutually agreed ceasefire. No ceasefire can take place before the end of at least 6 playing turns. This ceasefire should contain agreement on which side is deemed to have met their objectives, and may include the surrender of one or more Mechs still on the field, if one player is in a strong enough position to make such a demand. The terms of ceasefire can include who is deemed in control of the board (and therefore salvage) but only if that is not automatically determined by the mission.

Sundry

1)  The defender cannot enter a hex with an objective in it. This does not apply if the objective is a unit, such as the convoy in Extraction.

2)  Players are free to ignore or alter any mission rules they please, either to allow to avoid a bug in the rules or just to change things up for fun. Don’t change anything that affects money, though.

3)  Players are free to use any other optional rule out of Tactical Operations if they both agree.


4)  One common rule in Tactical Operations that players might consider makes lighter mechs easier to knock down and heavier mechs harder to knock down. If players choose they can use an optional rule when taking piloting skill checks from damage, giving light mechs are a +1 modifier, medium mechs no modifier, heavy mechs a ‐1 modifier, and assault mechs a ‐2 modifier to their target number.



Escort

The attacker is trying to move a convoy rapidly across enemy controlled territory. He might be trying to evacuate VIPs from a city lost to the enemy, or possibly deliver weapons to secret cells inside enemy territory. The defender has learned of this plan and is moving in rapidly to intercept the convoy and destroy the cargo.

Set Up

The game is played from narrow board edge to narrow board edge. For every 50 tons in the attacking force he is given a Packrat LRPV PKR‐T5 (SRM2) with gunnery and piloting 6/6. With the attacker deploying first, both players take it in turn to deploy units, with the attacker deploying along one of the narrow board edges, and the defender deploying across the full board, but at least 9 hexes from the attacker’s deployment zone.

Special rules

The Packrat convoy moves first each turn, before the initiative roll and any other units have had a chance to move. Attacker forces can withdraw only from the narrow board edge opposite the board they deployed along, but they can do this with any unit at any time.
Defender forces can withdraw, if allowed per the common rules, from either broad board edge.


Game end

The game ends when all the attacking player’s units and Packrats have either been destroyed or escaped off the board, or when a ceasefire has been reached.

Attacker Victory Conditions

Complete victory – at least half of the convoy of Packrats managed to exit the board – 100% of contracted pay, plus the appropriate faction points.
Defeat – less than half of the convoy of Packrats managed to exit the board –50% of contracted pay, less the appropriate faction points.

Defender Victory Conditions

Complete victory – half or less of the trapped force managed to exit the board – 100% of contracted pay, plus the appropriate faction points.
Defeat – more than half of the trapped force managed to exit the board – 50% of contracted pay, less the appropriate faction points.

Salvage

The defender is deemed in control of the board at the end of the mission. Even if all defender forces have retreated or been destroyed the defender claims all salvage, as other forces loyal to the defender’s employer will soon be in the area.



Diversion

One portion of the attacker’s force has been trapped by enemy forces, and he is attempting to break those units out by mounting a diversionary attack. The defender is trying to prevent this, by destroying as much of the trapped force as possible.

Set Up

The attacker splits his force in to a trapped force and a diversionary force. Each group must contain half of his total count of mechs and ground vehicles weighing 20 tons or more (in the event of an odd number the trapped force should be larger). Airborne units, infantry and battle armour can be added to each group freely, but don’t count towards either force’s unit count, and nor will they play a part in determining the victor.

The attacker places his trapped force along one narrow board edge. None of his trapped force may take advantage of the Air Deployment special clause. The defender then deploys his full force across the centre of the board, no closer than 6 hexes from either narrow board edge. The attacker then places his diversion force along the other narrow board edge.

Special rules

Attacker forces can withdraw only from the narrow board edge that the diversion force deployed along, but they can do this with any unit at any time. Defender forces can withdraw, if allowed per the common rules, from either broad board edge.

Game end

The game ends when all of one player’s units have left the board, or a ceasefire has been reached.


Attacker Victory Conditions

Complete victory – more than half of the trapped force managed to exit the board – 100% of contracted pay, plus faction points.

Defeat – half or less of the trapped force managed to exit the board –50% of contracted pay, less faction points.


Defender Victory Conditions

Complete victory – half or less of the trapped force managed to exit the board – 100% of contracted pay, plus faction points.

Defeat – more than half of the trapped force managed to exit the board – 50% of contracted pay, less faction points.


Salvage

The defender is deemed in control of the board at the end of the mission. Even if all defender forces have retreated or been destroyed the defender claims all salvage, as other forces loyal to the defender’s employer will soon be in the area to close the breach in the line.




Sabotage

The attacker is attempting a rapid raid to destroy key facilities garrisoned by the defender. Common targets of such a raid are water treatment facilities and military factories. Each objective is a level 1 building with a number of structure points equal to one quarter of the game’s tonnage, rounded up (i.e. a 350 ton game would mean each building had 88 structure points).The defender has been charged with the protection of these facilities.

Set Up

The battle is fought from narrow edge to narrow edge. After the attacker has chosen his board edge the defender places 4 objective tokens on the board – these tokens cannot be within 5 hexes of each other, and cannot be placed in water of more than depth 0.

The defender then deploys his entire force anywhere on the map, but not within 9 hexes of the edge the attacker is going to deploy from.

The attacker deploys his forces during the first turn, moving them on to the map from his attacking board edge.


Special rules

The buildings follow the rules from Total Warfare – specifically; that they are immobile structures that are ‐4 to be hit, and will be fully destroyed when they’ve lost all their structure points.

Game end

The game ends when either the attacker has no units remaining on the board, or both sides have agreed to a cease fire.

Attacker Victory Conditions

For each structure destroyed the attacker receives 25% of his contracted pay.

Complete Victory ‐ three or four structures destroyed, receiving the appropriate faction points plus pay as above.

Defeat ‐ zero, one or two structures destroyed, losing the appropriate faction points plus pay as above.


Defender Victory Conditions

Complete Victory –Zero, one or two structures destroyed, 100% defender pay and the appropriate faction points.

Defeat –three or four two structures destroyed, 50% of contracted pay and a loss of the appropriate faction points.


Salvage

The defender is deemed in control of the board at the end of the mission. Even if all defender forces have retreated or been destroyed he will still claim all salvage, as other forces loyal to the defender’s employer will soon be in the area.



Rapid Recon

The attackers is attempting to rapidly recon four points on the map, and then withdraw before larger defender forces in the area show up. The defender is attempting to delay the attacker from scanning the four objectives until reinforcements arrive.

Set Up

The battle is fought from narrow edge to narrow edge. After the attacker has chosen a table edge the defender places four objective tokens, which must be at least 5 hexes apart and at least 4 hexes from any board edge. The defender then deploys his entire force, deploying no unit within 6 hexes of the attacker’s board edge. The attacker then deploys along his board edge.

Special rules

Each turn, after the completion of the heat phase the attacker can declare if any of his units are attempting to recon an objective. All the attacker’s mechs and vehicles can attempt to recon an objective, if it is within LOS. A unit can only attempt to recon one objective per turn, but any number of units can attempt to recon a single objective each turn.
To recon an objective, roll 2D6, with a target number of 7 and the following modifiers; +1 per hex between the unit and the objective ‐1 if the unit is fitted with TAG

‐2 if the unit is fitted with an active probe

+1 for each hex that passes through defender ECM (including the objective and the unit’s hex)

+1 for each hex that includes a heavy or light wood (not including the objective and the unit’s hex)


You can continue to recon objectives while in forced withdrawal, either due to damage or to passing turn eight (see below).

Game end

Once all attacker units have left the area or both sides agree to a cease fire the game ends.

At the end of 8 turns all attacker units are treated as if they suffering from forced withdrawal, and begin withdrawing towards their deployment area. This represents the need for these units to leave the area before larger enemy forces enter the area. Any attacker units which are immobilized and cannot retreat from the area will be abandoned to the enemy as soon as all mobile forces have left the area.

Attacker Victory Conditions

The attacker will be paid 25% of his contracted pay for each location that he successfully scans.

Complete Victory ‐ three or four objectives scanned, you gain the appropriate faction points plus pay as above.

Defeat ‐ zero, one or two objectives scanned, you lose the appropriate faction points plus pay as above.

Defender Victory Conditions

Complete victory – zero, one or two of the objectives are scanned – 100% of contracted pay plus faction points.

Defeat – three or four objectives are scanned – 50% of contracted pay and minus the appropriate faction points.


Salvage

The defender is deemed in control of the board at the end of the mission. Even if all defender forces have retreated or been destroyed he will still claim all salvage, as other forces loyal to the defender’s employer will soon be in the area.

Any immobile attacking units on the board at the end of the game are assumed to be abandoned as salvage to the defender.

  


Take the Position

The attacker has been ordered to seize a key high point in the enemy’s main line. The defender has been ordered to hold the line, no matter the cost.

Set Up

The attacker can choose any board edge to deploy along. The defender then picks a high point in the half of the board opposite the attacker’s board edge and marks it with an objective token – it doesn’t have to be the highest point on the map but it should be at least as high as any other point within 6 hexes. The defender then deploys his force anywhere on the board, as long as it is at least 6 hexes from the attacker’s deployment zone. The attacker then deploys his units along his deployment zone.

Special rules

For the purposes of determining victory only ground based units with a tonnage of 20 or greater are counted.


Game end

The game ends when one side has fully retreated from the board, both sides agree to a cease fire.


Attacker Victory Conditions

Complete Victory – The objective is the target hex and all adjacent hexes (an area seven hexes large in total). He will achieve complete victory if at the end of any turn he has 25% or more of his total ground force’s total tonnage in the area, while at the same time the defender has no units in that area. If he can manage this he can claim full pay plus faction points.
Defeat – If the attacker cannot manage to complete the above within 10 turns he has been defeated – and will receive only 50% pay and the appropriate reduction in faction points.

Defender Victory Conditions

Complete victory – If the game has 10 completed turns without the attacker managing to complete his objective then the defender has won – full pay plus the appropriate faction points.
Defeat – If the attacker meets his objective then the defender has been defeated – 50% pay minus the appropriate faction points.

Salvage

Control of the battlefield continues after the time limit. While the objective might have been taken or not, the game only ends when one player has retreated, or a ceasefire has been reached granting one side or the other control of the battlefield.



Extraction

The attacker is attempting to recover a VIP, key piece of technology, military secrets or some similar item. The defender is attempting to prevent this happening.

Set Up

The attacker can choose any board edge to deploy along. The defender then picks a single point on the map and places an objective marker on the map – the point chosen can’t be with six hexes of any board edge or a water hex. The defender then places all his forces, not placing any unit within 6 hexes of the attacker’s deployment zone. The attacker then deploys his units along his deployment zone.

Special rules

To collect the objective the attacker must move in to the hex containing the objective, while there are no enemy units in the hex. If he does not fire or make any physical attacks that turn he can attempt to extract the target at the end of the turn, after the heat phase.
To successfully collect the objective you must make beat a target number of 5, plus the movement modifier for how far that it travelled that turn (moved 5 hexes, +2 target number).

The target number is reduced by 1 if you have one or more working hand actuators.

A unit carrying the objective can always leave the board through the attacker’s deployment zone.


If a unit carrying the extraction token is destroyed, the token is left in the square where the unit was destroyed.

Another attacking unit is free to attempt to collect the objective, and move it off the board.


A unit can voluntarily choose to drop the objective, this can be done automatically, costs nothing and can be done at any point during their movement, but another unit cannot pick up the objective until the next turn (and they must roll to pick it up as above).

Game end

The game ends when all mobile attacking units have left the board through their deployment zone.

At the end of 10 turns all attacker units are treated as if they were suffering from forced withdrawal, and begin withdrawing towards their deployment area. This represents the need for these units to leave the area before larger enemy forces enter the area. Any attacker units which are immobilized and cannot retreat from the area will be abandoned to the enemy as soon as all mobile forces have left the area.

A unit can ignore the forced withdrawal requirement above if it is moving in to a hex containing the objective.


Attacker Victory Conditions

Complete victory – If the attacker extracts the objective out of his deployment area, he claims 100% pay and the appropriate faction points.

Defeat – If the objective is still on the map when the game ends the attacker claims 50% pay and minus the appropriate faction points.

Defender Victory Conditions

Complete victory – If the objective is still on the map when the game ends the defender claims 100% pay and the appropriate faction points.

Defeat – If the attacker managed to take the objective off of the board, the defender receives 50% pay and minus the appropriate faction points.

Salvage

The defender is deemed in control of the board at the end of the mission. Even if all defender forces have retreated or been destroyed he will still claim all salvage, as other forces loyal to the defender’s employer will soon be in the area.





Open Engagement



Objective

This is a straight up fight. The attacker is advancing in to enemy held territory with the intent of destroying as much of the enemy as they can and forcing the rest to retreat. The defender is meeting the attacker with full force, planning to keep control of the area by destroying the attacking units.

Set Up

The attacker can choose any board edge. The defender’s deployment zone is the opposite board edge. Both sides take it in turns to deploy along their deployment zones.

Special rules

None.


Game end

The game ends when one side or the other has retreated all their forces from the board.


Attacker Victory Conditions

Complete victory – If the defender has retreated all his units from the board, then the attacker has won, and can claim 100% of pay and the appropriate faction points.
Defeat – If the attacker has retreated all his units from the board, then the attacker has lost, and receives only 50% pay and loses the appropriate faction points.

Defender Victory Conditions

Complete victory – If the attacker has retreated all his units from the board, then the defender has won, and receives 100% of pay and the appropriate faction points.

Defeat – If the defender has retreated all his units from the board, then the defender has lost, and receives only 50% pay and minus the appropriate faction points.

Salvage

Whoever wins claims the area and is in control of all salvage left on the board.






Assassination

Objective

Both sides are attempting to reduce the fighting strength of the other side. To do this they’re attempting to cripple or destroy the most valuable unit in the enemy force.

Set Up

The attacker can choose any board edge. The defender’s deployment zone is the opposite board edge. Both sides take it in turns to deploy along their deployment zones.

Special rules

The most valuable ground unit in each force is the ‘target’. Supporting Units cannot be the targeted unit. You cannot deploy your target as hidden. If your targeted unit meets the conditions for Forced Withdrawal you may retreat it from the map, but doing so will cost you the mission. The target can ignore a General Retreat if you want.

Game end

The game continues even after the target has been taken down or retreated from the map. The mission ends only through a cease fire, or when one side or the other has fully retreated from the board.

Attacker Victory Conditions

Complete victory – If the attacker manages to destroy or force from the board the defender’s target before the defender manages to do the same to him, the attacker receives 100% pay and the appropriate faction points. Draw – If the both the attacker and defender’s targets are destroyed or retreat from the map in the same sequence (ie both are destroyed in the same weapon attack phase) then the game is a draw and the attacker receives 75% of his pay, he receives half the faction points of a win, but with no bonus skill points for being the winning attacker. Defeat – If the attacker’s target is destroyed he retreats it from the board while the defender’s target is still on the board and operational, the attacker is defeated and receives just 50% pay and minus the appropriate faction points.

Defender Victory Conditions

Complete victory – If the defender manages to destroy or force from the board the attacker’s target before the attacker manages to do the same to him, the defender receives 100% pay and the appropriate faction points. Draw ‐ If the both the attacker and defender’s targets are destroyed or retreat from the map in the same sequence (ie both are destroyed in the same weapon attack phase) then the game is a draw and the defender receives 75% of his pay and faction points are awarded as if he’d won.

Defeat – If the defender’s target is destroyed or retreats from the board while the attacker’s target is still on the board and operational, the defender is defeated and receives just 50% pay and minus the appropriate faction points.

Salvage


Whoever remains on the board once the other side has retreated can claim all salvage. 





Break the Line

Objective

The attacker is attempting to punch through an open area in the defender’s front line, either to begin raiding, or to attack logistics points or something like that – whatever it is they have to get through fast and keep on going. The defender is rushing in to the area to prevent the breach or at least slow it down enough to allow other units to adjust.

Set Up

The defender must set up four game boards. The attacker chooses one of the short board edges. The defenders deployment zone is both of the long board edges. With the attacker going first, both sides take it in turns to deploy along their deployment zones.

Special rules

All ground based units in the attacker’s force that weigh 20 tons or more are considered the ‘raiding force’. It is only these units that will determine whether the mission has succeeded or not. He is attempting to exit this raiding force from the edge opposite his deployment. He can also withdraw units from his original deployment edge, per the common rules. The defender can retreat units from either long board edge, per the common rules.

Game end

The game continues until one side or the other has exited all forces from the map, or if a ceasefire has been reached.


Attacker Victory Conditions

Complete victory – If the attacker gets managed to get more than half of his raiding force off the opposite board edge within 8 turns, with walking/crusing MP at least half what they started with, then the attacker receives 100% pay and the appropriate faction points.

Defeat – If the attacker fails to do the above he is defeated and receives just 50% pay and loses the appropriate faction points.

Defender Victory Conditions

Complete victory – If the defender manages to prevent the attacker getting more than half his raiding force off the opposite board edge within 8 turns, he receives 100% pay and the appropriate faction points.

Defeat – If the attacker meets his mission conditions then the defender has lost and receives just 50% pay and loses the appropriate faction points.

Salvage

The defender is deemed in control of the board at the end of the mission. Even if all defender forces have retreated or been destroyed he will still claim all salvage, as other forces loyal to the defender’s employer will soon be in the area.