Objectives
Objectives are the way that a player gains Victory Points (VPs) in order to secure the win in a game. Each objective gives a set directive for achieving their respective victory points. Objectives come in two varieties: Primary and Secondary.
Primary Objectives are publicly known objectives that all players are trying to score, such as control points. These objectives are largely a score every turn sort of situation but can sometimes be a one time score. To determine Primary Objective, roll a d8 and divide it by two, rounding up.
King of the Hill: players set up an objective at the center of the board. At the end of each turn, whoever has the only models within 4” of the objective score 3VP.
Sector Control: Players set up d3 + 2 objectives. At the end of any turn where a player has the only models within 3” of an objective, they hold that point. Players hold any points they control until another player takes it from them. At the end of every turn that a player owns an objective, that player scores 1 VP.
Capture the Flag: each player sets up an objective marker within their deployment zone. An enemy captures the flag when they have a model within 3” of this marker. When captured, it attaches itself to that unit until that unit is destroyed or disorder, in which case it gets placed within 2” of that unit. An enemy scores 5 VP when they get it back to their own Deployment zone.
Intel Download: Players set up 2d3 + 1 objectives. Any unit can spend an order to attempt to download data when in base contact with the objective. When they do so, roll a d8 and on an 5+, that objective’s data has been decrypted. Once an objective has had its data decrypted, the player that successfully decrypted it gains 2 VP and that objective is removed.
Secondary Objectives are a secret objective that each player can receive which gives them a unique additional way to score VPs that is separate from their opponent. In order to determine the Secondary Objective roll a d10 and divide by 2, rounding up.
Big Game Hunter: Gain a VP whenever you would defeat a Heavy Unit
Assault Doctrine: Gain a VP whenever you win a melee by totally removing the enemy unit.
Covering Fire: Gain a VP whenever an enemy unit is given 10 Suppression tokens in one attack.
Encircling Tactics: Gain a VP whenever a unit enters the Deployment zone of the enemy and no enemy units are within 10" of them.
Domination: Gain a VP whenever you remove 2 units from the board in a single Turn.
Battle Size
The size of the armies called the Battle Size determines the amount of Objectives as well as the number of VP needed in order to win the game.
Skirmish: up to 1000 points worth of units, 1 Primary Objective, 0 Secondary Objectives, and 5 VP to win.
Encounter: 1001 to 2000 points worth of units, 2 Primary Objectives, 1 Secondary Objectives, and 10 VP to win.
Battle: 2001 up to 3000 points worth of units, 2 Primary Objectives, 2 Secondary Objectives, and 15 VP to win.
Massacre: every 1000 points worth of units above 3000 should add a Secondary Objective and 5 more VP to win.
Game Setup
Players should pick a table that is around 4' by 6' in order to have enough room to play. If players wanted a more exact amount of space for their game, they can match it to the specific Battle Size.
Skirmish: a 4 foot by 4 foot table
Encounter: a 4 foot by 6 foot table
Battle: a 6 foot by 6 foot table
Massacre: an 8 foot by 8 foot table
Players should feel free to place terrain however they would like, as long as all players are in aggreement on the type of terrain each piece is and which pieces are considered Scatter vs Area. Scatter terrain is any terrain that is only the physical representation of the terrain, such as a wall. Area terrain represents a type of terrain in a specified area, such as a buildings.
Each player then picks a Table edge opposite of each other (odd numbers of players may have to modify deployment zones to make sure spacing is even) and get 12" from that edge as their deployment zone.