SECURE - KILL - INFILTRATE - RECON - MISSIONS
These missions are suggested scenarios for you to play. The two types of missions are:
Matched Play missions are your standard player vs player missions. These are the recommended missions to play when first starting out.
Dense terrain, 3 objectives placed along the center line of the battlemap, equally spaced.
No Units are deployed before Turn 1. When alternating activations during Turn 1, players deploy the active Unit on one Square along their board edge.
An esteemed ally has been captured by the enemy. The enemy has been interrogating them for days but they haven't broken yet.
The prisoner is being held in a secure facility, coordinates attached.
Retrieve the prisoner before it finally buckles under the enemy's interrogators.
Roll-off or select which Squad will be the Attacker or Defender.
Dense terrain, one enclosed area in the center of the battlemap to represent the secure facility. Place the Prisoner token in the center of the secure facility.
Attacker has initiative in first Turn.
When alternating activations during Turn 1, Attacker deploys the active Unit on one Square along any board edge.
Deploy all units before Turn 1 within 6 Squares of the intel.
HIT
, place the prisoner token in the Square it occupied before being removed from the battlemap.ACT
.ACT
.ACT
. Defender Units may not pick up the prisoner.MSK
and RSK
.
If the prisoner is carried off the edge of the battlemap by the end of Turn 4, the Attacker wins.
In all other cases, the Defender wins.
We have identified a critical enemy infrastructure facility that must be destroyed.
Sabotage the facility by placing explosive charges in the designated points.
Roll-off or select which Squad will be the Attacker or Defender.
An industrial facility, dense with pipes, machinery, and catwalks.
Place three objectives representing the designated explosive charge placement points.
Attacker has initiative in first Turn.
When alternating activations during Turn 1, Attacker deploys the active Unit on one Square along any board edge.
Deploy all units before Turn 1 anywhere on the battlemap.
At the end of Turn 4:
Attacker gains one MP for each designated point that has an explosive charge on it.
Defender gains one MP for each designated point that does not have an explosive charge on it.
The Squad with the highest MP wins the battle.
ACT
): Place an explosive charge on the Square you currently occupy. That Square must contain an objective marker.
ACT
): Remove an explosive charge on the Square you currently occupy. That Square must contain an objective marker.
An enemy squad has obtained critical intel and is carrying it to their command.
Our scouts report they will be passing through here. Ambush them and retrieve the intel.
Roll-off or select which Squad will be the Attacker or Defender.
A dense urban area, with an open path between buildings or structures from the Attacker's board edge to the opposite edge.
Attacker has initiative in first Turn.
When alternating activations during Turn 1, Attacker deploys the active Unit on one Square along any board edge
Deploy all units before Turn 1 within 6 Squares of the center of the battlemap.
If an Attacker Unit carrying the Intel moves off the edge of the battlemap opposite their deployment edge by the end of Turn 4, the Attacker wins.
In all other cases, the Defender wins.
HIT
, place an Intel marker in the Square it occupied before being removed from the battlemap.ACT
.ACT
.ACT
.Our Command Center is beset by a horde of monstrous enemies intent on our destruction. Survive long enough for extraction and protect our assets.
A dense urban area.
Deploy both Squads' Units, alternating between Squads, anywhere on the battlemap.
At the end of Turn 4, if either Squad still has Units on the battlemap, both Squads win.
If all Units from both Squads have been taken out, both Squads lose.
The attacking monsters are part of The Swarm.
Each Turn, the Swarm will deploy units using the following table:
Turn | Horde Deployment |
---|---|
Turn 1 |
2 Egg Sacs 2 Spitters |
Turn 2 |
2 Runners 1 Runner with Barbed Tailwhip |
Turn 3 |
1 Brood Mother with Barbed Tailwhip 2 Spitters |
Turn 4 |
2 Runners 1 Runner with Barbed Tailwhip |
TO
skillsAt the end of the Turn, if all enemy Units have been Taken Out, score 2 MP.
At the end of the Turn, if you have at least 3 Units more than 6 Squares away from each other, score 2 MP.
At the end of the Turn, if you have at least 3 Units within the enemy's Deployment Zone, score 2 MP.
At the end of the Turn, if you have at least 2 Units that are at least 2 Squares above the battlemap (high ground), score 1 MP.
At the end of the Turn, if at least three of your Units are adjacent to three different enemy Units, score 2 MP
At the end of the Turn, if you control at least 3 Objectives, score 1 MP.
For each Objective that was under enemy control at the start of the Turn and is under your control at the end of the same Turn, score 1 MP.
If none of your Squad were Taken Out in this Turn, score 2 MP. This Secondary Objective cannot be scored in Turn 1.
At the end of the battle, if your Leader is still standing, score 1 MP.
If one of your Units is Taken Out by an enemy and another Unit in your Squad Takes Out that same enemy in the same Turn, score 2 MP.
Score 1 MP for each enemy Unit your Squad took out in Turn 1. This Secondary Objective cannot be scored in any other Turn.
When this Secondary Objective is selected, plase an Intel marker in your enemy's deployment zone. At the end of any Turn, if one of your Units Picked Up that Intel marker, score 1 MP.
At the end of the Turn, if no enemy Unit is within 3 Squares of an Objective Marker, score 2 MP.
At the end of the Turn, if no enemy Unit is within 2 Squares of your Deployment Zone, score 1 MP.
At the end of the Turn, if your Squad controls more Objective Markers than the enemy, score 1 MP.
At the end of the Turn, if at least 3 of your Standing Units have performed at least one Ranged Combat Action each, score 1 MP.
Your Units may perform the following Mission Action on an Objective Marker you control once during the battle:
Plant Tracker (1 ACT
): Score 1 MP. This action can only be performed once in the battle.
Once during the battle, when one of your Units performs a Melee Combat action, select one successful strike that the enemy Unit did not save. Instead of inflicting DAM for that strike, score 1 MP. Note that the enemy Unit must still be Standing at the end of that Combat to score this Secondary Objective.
At the end of the Turn, if your Squad has any remaining TOs, score 1 MP.
Reroll
Select one of the available Secondary Objectives.