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Kill team Campaign sign up and rules
#15
First mission will be a skirmish mission to keep things simple-
Quote:Upon scouting the local surroundings looking for a ideal place to set up camp, two teams run into each other. Neither is prepared to turn his back and let his opponent get away without a fight.
Victory Points
You gain an additional 1 VP (for a total of 2 VPs) for the ‘Assassination’ and ‘Destroyer’ secondary objectives. The ‘Come Back You Cowards!’ secondary objective is now worth 3 VP.
Bonus Campaign Experience
A Team Leader or Special model will gain +1 EXP for each enemy Special model it kills either through shooting or melee attacks. Make a note of this during the game.

The second mission will be a variation of the sabotage mission-
Quote:Upon winning the previous encounter, the victor decides to set a base of operation. The loser is determined not to let the opposition gain this upper hand.
The player that won the first encounter must place 2 transport vehicles in their deployment zone when they deploy, no more than 6" away from the edge of the table. This transport marker(roughly rhino sized) has an Armour Value of 11 all around, and 3 HP's. Also, any friendly model within 6" of their own Transport marker gains the Stubborn special rule. These will move 6" a turn towards the opposite board edge (should take 4 turns)
The loser of the previous encounter must destroy destroy these Vehicles.
Victory Points
A player that destroys their opponent’s Transport marker gains 3 VPs and 5 RPs, defender gains 3 VPs and 5 RPs for each transport successfully defended.
Bonus Campaign Experience.
A Team Leader or Special model that destroys an objective marker gains +2 EXP.
Thoughts on the second scenario? Sound okay or to convoluted? Feedback for tidying it up?
40k- Space marines(5000 pts) Imperial guard (3000 pts) Tau (3000 pts)
Epic 40k-Space marines/Imperial Guard(2000 pts)
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RE: Kill team Campaign sign up and rules - by manrogue - 27-03-2014, 10:54 AM

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