++++ RECON ++++
With the enemy forces cleared from the outpost, its time to move on to more pressing matters at hand. Forward scouts have located additional Imperial storage crates that look to have newly landed; the scorch marks on the ground from their lifter pods still fresh in the sand. Perhaps these might contain the “Red Dog” cargo that was mentioned in the intercepted transmission.
Army Size: 500 points (Patrol)
Mission Objective: Seize and Control (Spearhead)
Victory Conditions: The Commander who controls the most Objectives at the end of the game wins. Only Troop choices may claim objectives, and must be within 3” of it, with no enemy units (of any type) within 3”.
Game Length: 5 Turns
Scenario Special Rules: Infiltrate, Seize the Initiative
Map Notes
Buildings:
- The lone building has only one Entrance/Exit (FP1).
- The roof of the building is considered safe landing for Jump Troops and Skimmers that will fit, meaning they can land on top of the building without making a Dangerous Terrain test.
- Jump troops and Skimmers cannot land on top of the building while an enemy unit is Embarked inside the building.
Gun Pit:
- The Gun Pit is recessed in the ground.
- Cover saves are only granted when units are inside the Gun Pit.
- Enemy unit on top of the Building negate cover saves for the Gun Pit.
- Troop units choosing to use the steps to enter or exit the Gun Pit may do so without incurring a Difficult Terrain Test.
Rock Formations:
- Block LoS for troops.
- Cover saves are only granted for large models (Vehicles & Skimmers) that are behind them.
- Difficult Terrain for Troops.
- Dangerous Terrain for Vehicles.
Road:
- Roads fallow the special rules on pg. 57 of the main rulebook.

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