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PIRATE RAID mission
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DESIGNED FOR 3 PLAYERS
UNIT
| ALL
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HQ
| 1-2
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ELITES
| 0-3
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TROOPS
| 2-6
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FAST ATTACK
| 0-3
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HEAVY SUPPORT
| 0-3
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OVERVIEW
A guard unit is assigned to protect an important artifact (or data disk or stolen specimen or whatever). Meanwhile, two raiding forces are seeking the object, either to deprive others of it, or for their own nefarious ends.
SCENARIO SPECIAL RULES
Hidden Set-Up, Reserves and Random Game Length rules are used. Each player picks an equally sized force using the Standard Mission Organisation chart.
SET-UP
1
The defending player may place the scenery and deploy troops as per the hidden set-up rules. The defender's deployment zone is a 12" by 18" area in the center of the board with the 18" lengths lying parallel to the short board edges.
2
The two attacking players roll D6s. The winner picks a short board edge and deploys a single unit within 6" of this board edge. The other attacker places a unit within 6" of the opposite board edge. All other attacker units are held in reserve. The defender then replaces hidden set-up counters with models.
3
Each player rolls a D6 to see who goes first, with the highest rolling player taking the first turn.
MISSION OBJECTIVE
The defender places something to represent the objective within his deployment zone. Attacking players must assault this objective to win the game (this works in exactly the same way as the objective in the Sabotage mission). An attacker that successfully gains access to the 'artifact' wins. If neither attacker gains access, the defender wins.
RESERVES
The attacking players bring on reserves via their own board edge. Roll a D6 for each unit and consult the following chart:
Turn 1 2 3 4 5+
D6 Required 6+ 5+ 4+ 3+ 2+
GAME LENGTH
The game uses the Random Game Lenght rules.
LINE OF RETREAT
Attacking troops that are forced to fall back do so towards their own table edge. Defending troops that are forced to fall back do so to the center of the board where they automatically rally (works exactly as described in Breakout Mission).
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