UW Scenario Pack

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Urban War Scenarios

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Scenario Pack

Twenty four new scenarios for
Urban War: Strike-Team Actions

Contents

Introduction
Scenario Special Rules
Aerial Insertion
Bodyguard
Capturing Models
Capturing Objectives
Loot
Non-combatant

Standard Missions
Vendetta
Capture Missions
Three Sisters
Domination
Looting Missions
Pillage
Salvage
Capture the Flag
Search & Rescue
Headhunting Missions
Assassination
Kidnapping
Atrocity
Breakout Missions
Flank March
Breakthrough
Escape
Regroup
Killing Jar
Scout Missions
Recon
Forward Observation
Bug Hunt
Last Stand Missions
Blaze of Glory
Drop Zone
The Last Fortress
Demolition Missions
Sabotage
Havoc
Juggernaut

Introduction

Scenario
Special Rules
The scenarios in this supplement are far more varied than
the basic four in the main rulebook, and require an
equally varied set of new rules to cover them fully. Some
common rules have been provided here for convenience.
Some of these may not appear in the scenarios in this
supplement. These special rules have instead been
provided to add a bit of variation to existing scenarios if
both players agree to their use, or to use as building
blocks in creating new scenarios.
Aerial Insertion
In the modern battlefield, speed is vital, and there are few
faster ways to deploy to the field than by air.
The team using the Aerial Insertion deployment rule
declares any point on the table as the target for his
incoming forces, and rolls a direction dice and 1d10 for
scatter from this point – on a result of “1”, “2”, “9” or “10”,
and additional d10 is rolled and the two results are added.
The models may be placed anywhere within 4” of the
resulting point, or as close to it as possible if they do not
all fit in that area. If there are any elevated pieces of
passable terrain in this area, troops are placed on the
highest level. If the scattered point is off the table, the
attacker deploys as many models as possible in any ontable deployment area, and the remaining models are
placed within 4” of the closest edge to this point at the
beginning of turn 2. Models with special deployment rules
may use them as normal.
Any models placed in contact with an enemy during
deployment are assumed to be engaged in close combat
at the beginning of the game.
Bodyguard
A soldier assigned to protect an important figure will put
their life above his own, often taking great risks to ensure
their safety.
A scenario using this rule will specify a target for the
bodyguard rule. A new Overwatch action is available to
any model in the same team as the target: Shield.
If the target is hit by a non-template ranged attack, and a
model under Overwatch has a sufficiently high Move stat
to be able to reach a point on the shot's path from its
current position under a regular Move action, it may
attempt the Shield action. In order to carry out this action,
the Overwatch model must pass a Command Check
subject to the same modifiers as a Disruption Shot. If
successful they have reacted in time. They are moved
the minimum distance possible to reach the shot's path,
and the hit is transferred to them. If the Command
Check is failed, they have not reacted in time, do not
move, and the hit is resolved on the target as normal.
Only one model may attempt a Shield action during any
single activation. For example, if the firer takes a followon action and hits again, no model may attempt to Shield
this second hit.

Capturing Models
Some missions will require that a target model be
captured alive instead of killed. This works as follows.
In order to capture a model, referred to as the target, an
attacking model must “kill” it with one of the following
weapons: Force Baton, Hand Grenade (Ironglass
Earsplitter only) or Improvised Weapons (any model may
opt to use this method, regardless of armament). If the
target is wounded by any of these weapons, they are
knocked unconscious and are treated as a Loot counter.

Capturing Objectives
Many missions require that an object or piece of ground
be captured and held from the enemy. These are
commonly referred to as objectives.
An objective counts as occupied by one force if there is at
least one unpanicked model of that force within or in
base-to-base contact with that objective, and if no enemy
models are within or in base-to-base contact with the
objective.
If an objective has no models of either force within or in
base-to-base contact, or all models within or in base-tobase contact are in panic, it is considered unoccupied.
If an objective has models of both forces within or in
base-to-base contact, or all models within or in base-tobase contact are engaged in close combat with enemy
models, it is considered contested.

Loot
In some missions, one or both teams will have been sent
to secure an item small enough to be carried by any
human-sized model. This can be anything from vital
documents or computer disks, to a wounded comrade.
This object, referred to as loot, is represented by a
counter no larger than a 30mm base (the size of the
plastic order counter is recommended). The counter can
be a fully modelled playing piece, a scrap of paper, a
spare order counter etc.
A model may pick up a supply counter simply by moving
into base contact with a supplies marker at any stage of
its turn - keep the marker next to the model that is
carrying it. Models of SZ1 as well as models with the
“Impetuous” special rule cannot pick up supply counters.
Due to the weight and bulk of the supply containers, a
single model of ST 4 or below that carries a supply
counter can only move with half of its movement rate –
this includes all movement through special movement
skills like Fast or Jump Trooper. For example, a Colonial
marine can only move 2” (or rush 4”); a Dragonfly using
her Graviton Wings can only jump 5”.
Models of ST5 and above can move their full movement
while carrying a container, and also benefit fully from
special movement skills.
Supply markers cannot be carried through Koralon
portals.
Two friendly models of ST4 or below can team up
carrying a container, thus offsetting the movement
penalty. Treat this like you would a weapon team: If both
models start a turn in base-to-base contact with each
other and the supply marker, treat both as if they
comprise a single model, as per the weapon team rules in
the special rules section.
When teamed up, the only actions open to the carrying
models are Move, Rush, Disruption Shot, Snap Shot and
Aimed Shot – just like for a light support weapon. Note
that, as per the weapon team rules, only one model in the
team may actually shoot its weapon – the other is doing
nothing but assisting in carrying the supplies.
When teamed up, the carrying models may benefit from
special movement skills like Fast or Jump Trooper as
long as both models have the relevant skill.

Non-combatant
Several encounters will feature civilians caught in the
firing line for one reason or another. If a scenario
features a non-combatant, the following rules apply.
The non-combatant uses the profile of a Punk type Militia
as described on page 80 of the rulebook, and carries no
weaponry or equipment nor does it have any special
rules, unless otherwise stated in the scenario.

Vendetta
In a prolonged conflict, small patrols are likely to run into
their counterparts over and over. As they recognize this
they will often develop a sense of rivalry that goes beyond
the enmity of their factions, and becomes personal.
When this happens they will often volunteer for
assignments that give them the chance to confront their
foe, and even the mission objectives can become
secondary to revenge.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium density urban area, with the terrain
representing any suitable Iskandian theme.
Once terrain has been set up, both players roll a d10, with
the winner choosing a board edge as their deployment
edge. The other player is assigned the opposite edge.
Starting with the winner, players deploy their models
alternately within 8” of their respective table edges.

Deployment Map

Special Rules
An Eye For An Eye
Before deployment, both players secretly assign a
number to each model in their force (starting from 1 and
going up) and take a note of them, telling their opponent
the total number of models in the force. Both players
then secretly choose two numbers between 1 and the
number of enemy units, and again make a note of this.
The models represented by those numbers will be that
player's targets.
When a model is placed on the table, it's number is
announced.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 66% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for both players is to cause as many
casualties to the other team as possible, and making sure
that the two target models are among them.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each enemy killed, the player receives victory
points equal to half that model's points cost.

For each target enemy killed, the player receives
victory points equal to double that model's points
cost.
The winner is the player with the most victory points at the
end of the game.

Three Sisters

Special Rules
Capturing Objectives

Objectives critical to the war effort aren't always isolated
objects. Teams are frequently sent to secure areas
containing a number of key items. Indeed, securing
these areas often has a larger impact on both sides than
capturing a solitary objective, which makes them hotly
contested areas.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 66% break point.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. Place three objectives on the table,
each no more than 8” across. The first should go in the
centre, the other two either side as shown in the
deployment map. Ideally, these objectives should offer
cover and some elevation – such as a multi-level
command building or a hilltop bunker. The rest of the
table should feature medium density terrain, with an
emphasis on soft cover over hard cover.
Once terrain has been set up, both players roll a d10, with
the winner choosing a board edge as their deployment
edge. The other player is assigned the opposite edge.
Starting with the winner, players deploy their models
alternately within 6” of their respective table edges.
Deployment Map

Game Length
The game has no fixed turn count. Starting from turn 6,
roll a d10 and add the current turn number to the score.
If the result is 12 or greater, the game ends. The game
will also end if one of the following criteria have been met:

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
Both sides are competing to hold as many of the
objectives as possible, while preventing their opponent
from doing the same.
Victory points are awarded as follows:

For each terrain objective occupied by a player at
the end of the game, the player receives 75
victory points.

For each unoccupied objective that is adjacent to
an objective occupied by a player, the player
receives 50 victory points.

For each contested objective that is adjacent to
an objective occupied by a player, the player
receives 25 victory points.

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
The winner is the player with the most victory points at the
end of the game.

Domination

Special Rules
Capturing Objectives

While some objectives must be secured completely,
others need only be held for a limited duration – a force
may be raiding a supply cache or downloading sensitive
data from enemy computer systems. Although it is in
their best interests to hold them as long as possible,
every second they hold the objective does more damage
to the enemy.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 66% break point.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature fairly dense
terrain, with plenty of ruined and/or multi-level accessible
buildings, wrecked vehicles, piles of rubble and other
similar features. Either player should roll a d10 and
consult the following table to see how many objectives
are placed:
d10 score
# of Objectives
1-3
3
4-7
4
8-10
5
Players place objectives alternately (with a dice-off to
determine who places first) no closer than 12” to any
table edge or 8” to any other objective.
Once terrain has been set up, both players roll a d10, with
the winner choosing a board edge as their deployment
edge. The other player is assigned the opposite edge.
Starting with the winner, players deploy their models
alternately within 6” of their respective table edges.
Deployment Map

Game Length
The game has no fixed turn count. Starting from turn 6,
roll a d10 and add the current turn number to the score.
If the result is 12 or greater, the game ends. The game
will also end if one of the following criteria have been met:

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
Both sides are competing to hold as many of the
objectives as possible for as long as possible, while
preventing their opponent from doing the same.
Victory points are awarded as follows:

For each objective held by a player at the end of a
turn, the player receives 15 victory points. These
points are awarded at the end of every turn, so
keep track of them during the game.

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.
The winner is the player with the most victory points at the
end of the game.

Pillage
Supplies are always in dire need in any armed conflict.
Even in the best-organised forces, logistics can break
down, and even the most disciplined troops can be prone
to snatching and stockpiling supplies. Oftentimes, units
even go out on unsanctioned sorties just to grab the odd
stock of this or that. And it’s not unknown for them to
bump into the enemy during such a “shopping spree”,
turning an afternoon’s foraging into a running battle to
grab what you can and beat a hasty retreat.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium density urban area, with a variety of
trash heaps, rubble, supply crates, storage tanks etc.
After terrain has been placed, divide the table into four
quarters. Five Loot Markers are placed on the battlefield;
one directly in the centre and one on the centre point of
each table quarter. The Loot Markers represent the
supplies both forces are attempting to secure.
Once the Loot Markers have been placed, both players
roll a d10, with the winner choosing a table quarter as
their territory. The other player is assigned the opposite
quarter. Starting with the winner, players deploy their
models alternately within 6” of the table edges in their
respective territories.

Deployment Map

Special Rules
Loot
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

All Loot Markers have been moved to the players'
deployment zones.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.

Objectives and Victory Conditions
The objective for both players is to secure as many Loot
Markers as possible and drop them off in their respective
deployment zones.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each enemy killed, the player receives victory
points equal to half that model's points cost.

For every Loot Marker in the player's deployment
zone at the end of the game, the player receives
50 victory points.
The winner is the player with the most victory points at the
end of the game.

Salvage

Deployment Map

In the chaos of an urban theatre, soldiers quickly learn
not to solely depend on the stream of supplies coming to
them from main base. Supply lines can get cut, logistics
may break down, or replacement parts may simply be
unavailable. Hence, pretty much starting the moment
soldiers get deployed to a particular war zone, they are
prone to scrounge, swindle, or downright steal anything
they can get their hand on, hiding the goods in their bunks
or, in case of regular inspections, somewhere off base
that is assumed to be relatively safe and easy to get at.
With Iskandria's rapidly shifting lines of combat and zones
of influence, it happens more often than not that soldiers
suddenly find their secret stashes in no-man’s land, or
even in enemy-held territory.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium density urban area, with a variety of
walls, ruined corners, razorwire, abandoned bunkers and
fortifications.
After terrain has been placed both players roll a d10 and
divide the result by 3 (rounding up). The resulting value is
the number of Loot Markers the player gets to place,
representing the hidden stashes his force is attempting to
retrieve. In addition, each player is given two “false lead”
markers, representing stashes that have already been
looted or destroyed, or are simply decoys. Both types of
marker should appear identical from above, but be
labelled underneath to indicate their type.
After setting up the terrain, both players roll a d10, with
the winner choosing to deploy their markers first or
second. Markers are placed alternately with their labelled
side down, no closer than 6” to any other marker or any
table edge. Any markers that cannot be placed according
to these criteria are discarded.
Once all markers have been placed both players roll a 10,
with the winner choosing their deployment edge. The
other player is assigned the opposite edge. Starting with
the winner, models are deployed alternately within 6” of
their respective deployment edges.

Special Rules
Loot
When a model moves into base contact with a marker, it
can choose to reveal it. If a “false lead” marker is
revealed, remove it. If a Loot Marker is revealed, the
model picks it up as normal.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

All Loot Markers have been moved to the players'
deployment zones.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for both players is to find and secure as
many Loot Markers as possible and drop them off in their
respective deployment zones.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each enemy killed, the player receives victory
points equal to half that model's points cost.

For every Loot Marker in the player's deployment
zone at the end of the game, the player receives
40 victory points.
The winner is the player with the most victory points at the
end of the game.

Capture the
Flag
When supplies start to dwindle, one or both sides may
resort to raiding enemy bases to replenish them. As a
strike team leaves its base to conduct such a raid,
scouting parties may report the vulnerability of their base
to the enemy, who will take the opportunity to carry out a
raid of their own. What results is a chaotic fight between
both sides to protect their own base and raid the enemy's
at the same time.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium density urban area, with a variety of
trash heaps, rubble, supply crates, storage tanks etc.
Each player also places one fortification (such as a
sandbagged encampment) within 6” of a board edge.
Both players roll a d10, with the winner choosing a table
edge to place their fortifications by – the other player
places theirs by the opposite edge. A single loot counter
is placed inside each fortification, referred to as the “flag”.
Starting with the winner, players deploy their models
alternately within 6” of their respective table edges.

Deployment Map

Special Rules
Loot
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 66% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

Either player captures both flags.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for both players is to secure the enemy flag
while preventing the enemy from stealing their own.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each enemy killed, the player receives victory
points equal to half that model's points cost.

For every flag in the player's fortification at the
end of the game, the player receives 100 victory
points.
The winner is the player with the most victory points at the
end of the game.

Search &
Rescue
The city of Ikandria is densely populated, and although
the heavily fought over areas are sometimes evacuated,
sometimes a conflict arises before this can be done, or
fighting spills over into a population center. Or perhaps a
community simply didn't want to leave. Whatever the
case, these groups often become the target of evacuation
efforts to save them from the deterioration of the buildings
they shelter in. Even the Koralon will compete to secure
living human subjects, although their reasons for doing so
are probably best not to be thought about.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should represent a rundown and desolate area, with damaged and ruined
buildings, trash and rubble heaps, wrecked vehicles and
machinery and other such features.
Once terrain has been set up, select ten counters to
represent civilians. If neither player is using any in their
strike-team, militia models would be a good choice. In
either case, they should be numbered 1 to 10. There are
placed randomly on the battlefield: starting at the centre
of the board, roll 2d10 and a direction dice, and place the
civilian marker at the resulting point. Should the model
scatter on to impassable terrain, the model is instead
placed on the closest edge of the terrain. If a model is
scattered off the table or into a player deployment zone,
the dice are re-rolled.
After markers have been placed, both players roll a d10,
with the winner choosing a board quarter as their territory.
The other player is assigned the opposite quarter.
Starting with the winner, players deploy their models
alternately within 6” of their respective table quarter
edges.
Deployment Map

Special Rules
Loot
For the purposes of this mission, civilians are treated in
the same manner as Loot counters.
Urban Decay
The area being evacuated is quite literally falling apart,
with crumbling buildings liable to fall apart at the slightest
provocation. Starting from turn two roll a d10 at the start
of the turn, and if it is still on the table, remove the civilian
counter with the corresponding number.
If the civilian was being carried by a model or team, or
was in base contact with models from both sides, these
models must make a Command check. Any model that
fails takes a single S6 hit. So long as one model that was
in contact with or carrying the civilian passes it's
Command check, the civilian marker remains on the
table.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

All remaining civilian markers have been moved
to the players' deployment zones.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
Both sides are trying to retrieve as many civilians as
possible from the area before they are killed, and bring
them back to their deployment zones for safety.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each enemy model killed, the player receives
victory points equal to half the model's cost.

For each civilian counter in the player's
deployment zone at the end of the game, the
player receives 50 victory points.
The winner is the player with the most victory points at the
end of the game.

Assassination

Special Rules

Every military force relies on its leadership to carry out
battlefield operations effectively. Because of this, it is
often more efficient to simply eliminate command figures
on the field to defeat the enemy, instead of destroying
their force outright. Such assassination attempts require
careful planning and intelligence if the attacker wants to
make a quick clean kill, or else they'll have a considerable
escort force to deal with.

Strategic Withdrawal
The standard strategic withdrawal rules apply to the
attacking force, which has a 50% break point. The
defending team will not check for strategic withdrawal
while their leader is alive, regardless of casualties.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
The leader of the defending team is the attacker's target.
The defender may assign up to 75pts of his Strike-team
as the target's bodyguard.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium density urban area. There should
not be any long, unobstructed lines of sight from any table
edge to the centre of the table, so as to prevent first-turn
sniping of the target.
Once terrain have been placed, the defender chooses
which table edge he will deploy his reinforcements at.
The attacker is assigned the opposite edge for
deployment.
The first models to be placed are the target and the
bodyguards. The defender places them within 6” of the
centre of the table.
After they have been placed, starting with the attacker,
both players deploy models alternately within 6” of their
respective deployment edges.
Deployment Map

Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The leader of the defending team is killed.

The attacking team makes a strategic withdrawal.

Either strike-team is completely obliterated.

Objectives and Victory Conditions
The objective for the attacker is to kill the leader of the
defending team. The defender must prevent this from
happening, and drive off the attacking force.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

If the leader of the defending team is killed, the
attacker receives 150 victory points.

If the leader of the defending team survives the
game, the defender receives 75 victory points.

If the leader of the defending team is within 6” of
the centre of the table at the end of the game, the
defender receives an additional 75 victory points.
The winner is the player with the most victory points at the
end of the game.

Kidnapping
There are many reasons for someone to “disappear” in
an urban warzone. Whether they be an important political
figure, scientist, someone with sensitive information or
just an innocent bystander, the chaotic surroundings are
almost perfect for removing them without too much
attention. Sometimes however, the attempt is noticed by
the followers or friends of the victim.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one is designated as the attacker, the other is the
defender. 300pts is the recommended size.
The defender may assign up to 75pts of his Strike-team
as the target's captors, the remainder will be his
perimeter models.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium to heavy density urban area with a
number of run-down buildings, shanties and ruins. There
should be one building in the centre of the board large
enough to hold the target and his captors, with as few
straight routes from the central building to any table edge
as possible.
Once terrain have been placed, the defender places the
target and one of the captors in the central building, and
chooses one table edge as his escape route. The
attacker is assigned the other three edge zones for
deployment zones, as shown on the map below. He
cannot place a second model in any of the zones until all
have at least one model in them, and none of the zones
may have no more than one more than any other zone.
The defender then places any additional captors inside
the building, and any perimeter models within 10”, but no
closer than 6”, to the centre of the table. This perimeter
zone is divided into quarters, and follows the same
placement order rules as the attacker's deployment
zones.
Deployment Map

Special Rules
Non-Combatant
The target model is a non-combatant. In addition, the
target is subject to the following control rules.
The target person will always be activated along with the
model that has currently taken control of him, and will
always stay in base-to-base contact with this model. If he
is uncontrolled (that is: not being in base-to-base contact
with any single model, or being in base-to-base contact
with both attacker and defender models), roll a deviation
dice and a D10 and move the target person into that
direction for a number of inches indicated by the D10. On
a roll of 9 or 10 the target person is panicked and stays
where it is.
A model can take control of the target person by moving
into base-to-base contact with him. If both the attacker
and defender have models in base-to-base contact with
the target person, he is assumed to be uncontrolled.
Only non-mounted infantry models can ever take control
of the target person.
The target person never rolls for command / psychology
tests.
The target person cannot be shot at or attacked in close
combat by either the attacker or defender. He can still be
affected by area effects like template weapons, but
cannot be the primary target of said template. The target
person will never instigate close combat by himself.

Strategic Withdrawal
The standard strategic withdrawal rules apply to the
attacking force, which has a 60% break point. The
defending team will not check for strategic withdrawal.

Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The target is escorted off the table.

The target is killed.

The attacking team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for both teams is to escort the target off the
table. The defender must escort the target off the chosen
escape edge, and the attacker may escort the target off
any of his deployment edges.
Victory points are awarded as follows:

For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.

For each defending model killed, the attacker
receives victory points equal to that model's cost.

If the target is escorted off the table, the team that
did so receives 100 victory points.
The winner is the player with the most victory points at the
end of the game.

Atrocity
One of the ugly realities of war is that civilians die. When
the bullets start flying, it's almost inevitable that they will
end up in the crossfire sooner or later. No matter how
advanced targeting systems become, or how well trained
the soldiers are, someone will end up in the wrong place
at the wrong time.
But sometimes it is not an accident. The Koralon have no
reservations about killing humans, and even the Triads,
Gladiators and Junkers will brutally execute their own
brands of justice. Whatever secret objectives the “death
squads” of the other powers have had, remains unknown.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one is designated as the attacker, the other is the
defender. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. For this scenario, the terrain should
represent a medium density urban area. Because of the
civilian presence, the likes of apartment blocks, refugee
encampments, improvised shelters and wrecked civilian
vehicles would be recommended features to include.
Once terrain has been set up, select ten counters to
represent civilians. If neither player is using any in their
strike-team, militia models would be a good choice. In
either case, they should be numbered 1 to 10. There are
placed randomly on the battlefield: starting at the centre
of the board, roll 2d10 and a direction dice, and place the
civilian marker at the resulting point. Should the model
scatter on to impassable terrain, the model is instead
placed on the closest edge of the terrain. If a model is
scattered off the table or into a player deployment zone,
the dice are re-rolled.
After they have been placed both players roll a d10, with
the winner choosing his deployment edge. The other
player is assigned the opposite edge. Starting with the
winner, both players deploy models alternately within 6” of
their respective deployment edges.
Deployment Map

Special Rules
Non-combatant
The civilians in this scenario use the Non-combatant
special rules. They will always be moved before both
players activate their models. Wherever possible, they
will Rush 8”, in a manner determined by the following:

If no model from either team is within LOS of the
civilian, roll a direction dice for the direction of
movement. If the movement would take them off
the table, they stop in contact with the table edge.

If the civilian begins with or comes into LOS of
one or more attacking model(s), it will be moved
directly away from the attacking model(s),
adjusting movement accordingly for any additional
models that come into LOS. If the civilian cannot
move without moving closer to an attacking
model, it will move towards the nearest cover. If
no cover is available, they will not move.

If the civilian begins with or comes into LOS of
one or more defending model(s), it will be moved
towards the defending player's deployment zone.

If the civilian begins with or comes into LOS of
one or more model(s) from both sides, it will be
moved towards the defending player's deployment
zone. However, if this would take it closer to an
attacking model, move the civilian towards the
nearest defending model instead. If this would
take it closer to an attacking model, move the
civilian towards the nearest cover.
Once a civilian reaches the defender's deployment zone,
it will move off the table in the next turn automatically and
be considered as having “escaped”. A civilian will never
willingly move into base contact with an attacking model.
All defending models gain a +1 bonus to Shock and
Morale checks in this scenario.
Strategic Withdrawal
The standard strategic withdrawal rules apply to the
attacking force, which has a 50% break point. The
defending team will not check for strategic withdrawal
while their leader is alive, regardless of casualties.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

All the civilians have either escaped or been
killed.

The attacking team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to massacre as many
civilians as possible, while the defender must try to safely
escort them out of the combat zone.
Victory points are awarded as follows:

For each civilian killed, the attacker receives 25
victory points.

For each civilian model that escapes, the
defender receives 25 victory points.

For each enemy model killed, the player receives
victory points equal to half the model's points
cost.
The winner is the player with the most victory points at the
end of the game.

Flank March
The redeployment of forces is always a difficult task in
times of war. Troops are often vulnerable to attack in
these maneuvers, so great effort must be taken to hide
their movements from the enemy. In the war-torn streets
of Iskandria, mechanized redeployment is all but
impossible due to the deterioration of the streets and
roadways, so the troops must cross the city by foot. In
many cases they encounter enemy forces, making the
ensuing battle doubly difficult – they must drive off the
enemy and preserve enough forces for arriving at their
intended destination.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one is designated as the attacker, the other is the
defender. 300pts is the recommended size.
Of the defending force, only 100pts of troops are
deployed at the beginning. The rest are reinforcements
that arrive during the game.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should include features
along the lines of broken roads with rubble and
roadblocks, walkways, canals, bridges and abandoned
fortifications. There should not be any direct lines of sight
between the two players' deployment zones if possible.
Once terrain has been placed, the attacker chooses his
deployment edge. Players deploy models alternately in
their respective deployment zones, which are shown in
the map below. The defender only places 100pts of his
force at this stage.
Deployment Map

Special Rules
Reinforcements
At the beginning of turns 2-4, the defender may bring on
additional reinforcements. On the second and third turns,
up to 100pts of the remaining models may be brought on.
Any further remaining models are deployed at the
beginning of turn 4. In all cases, these reinforcements
are placed in the defender's original deployment zone,
and are free to act as normal on the turn they arrive.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The attacking team has completely exited the
table through their escape edge.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The attacker's objective is to move as many of his models
as possible off the edge directly opposite his deployment
zone. The defender must try to prevent this from
happening.
Victory points are awarded as follows:

For each model on the attacking team that exits
by the escape edge, the attacker receives victory
points equal to double the model's cost.

For each defending model killed, the attacker
receives victory points equal to that model's cost.

For each attacking model killed, the defender
receives victory points equal to double that
model's cost.

For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.

Breakthrough

Special Rules

Elite strike -teams are often sent to strike behind enemy
lines in order to destroy key objectives, carry out raids or
any number of crucial missions. But sometimes their
escape can go awry, and they end up having to break
through an enemy force to get home safely.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one is designated as the attacker, the other is the
defender. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should have medium
density terrain, including ruined and/or multi-level
buildings, as well as features like lines of broken roads
with rubble and roadblocks, walkways, canals, bridges
and abandoned fortifications.
Once terrain has been placed, both players roll a d10,
with the winner choosing their deployment edge and who
deploys first. The other player is assigned the opposite
edge. Players deploy models alternately within 8” of their
respective board edges.
Deployment Map

Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The attacking team has completely exited the
table through their escape edge.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The attacker's objective is to move as many of his models
as possible off the edge directly opposite his deployment
zone. The defender must try to prevent this from
happening.
Victory points are awarded as follows:

For each model on the attacking team that exits
by the escape edge, the attacker receives victory
points equal to double the model's cost.

For each defending model killed, the attacker
receives victory points equal to that model's cost.

For each attacking model killed, the defender
receives victory points equal to double that
model's cost.

For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.

Escape
It is any soldier's nightmare to be trapped behind enemy
lines, completely cut off from support. Life expectancy in
that situation is short, so desperate measures are often
taken to escape. A strike-team caught behind enemy
lines may feel it necessary to steal an enemy vehicle in
order to make their getaway. Such an action is risky, as
they will have to overcome enemy defenses in the area in
order to do so.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one is designated as the attacker, the other is the
defender. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should have medium
density terrain, including ruined and/or multi-level
buildings, as well as features like lines of broken roads
with rubble and roadblocks, walkways, canals, bridges
and abandoned fortifications. The defender then chooses
a board edge to be his deployment area, and places a
suitable escape vehicle within 6” of the centre of this edge
such as an APC, or a VTOL on a landing pad. The area
12” around it should represent a basic encampment.
Once terrain has been placed, both players roll a d10,
who deploys first. Players deploy models alternately
within 8” of their respective board edges – the defender's
is the edge chosen earlier, the attacker's is the edge
directly opposite.
Deployment Map

Special Rules
Escape Vehicle
The attacker's team is aiming to hijack the enemy vehicle
in order to escape. Any attacking model in base contact
with the vehicle at the beginning of a turn (after the
counter phase) that is not shocked or engaged in close
combat may enter the vehicle. They are then removed
from the table and presumed to be aboard the vehicle for
victory point purposes.
If the attacker has models in the vehicle, he may declare
at the beginning of any turn that he is making his escape.
The game will end at the end of that turn. At the end of
turn 8, the vehicle will be considered to have escaped if
any attacking models are aboard.
If the vehicle contains attacking models, the defender
may attack it. The vehicle is treated as a model with T7,
W4. Any model attempting to attack the vehicle must
pass a Command Check to do so.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The attacker makes his escape.

The vehicle is destroyed.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.

Objectives and Victory Conditions
The attacker's objective is to board the vehicle with as
many models as possible and escape with it. The
defender must prevent this from happening, even by
destroying the escape vehicle of necessary.
Victory points are awarded as follows:

If the vehicle makes its escape, then for each
model on the attacking team that is aboard, the
attacker receives victory points equal to double
the model's cost.

For each defending model killed, the attacker
receives victory points equal to half that model's
cost.

For each attacking model killed, the defender
receives victory points equal to double that
model's cost.

For each surviving model on the defending force
at the end of the game, the defender receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.
If no attacking models have boarded the vehicle after
eight turns, the defender wins automatically – there is no
need to count victory points for either side.

Regroup
It is often said that no battle plan survives contact with the
enemy, and on the streets of Iskandria this often proves
true. Forces can become scattered and isolated among
the narrow streets and ruined buildings as a firefight goes
on. Eventually, both sides will attempt to regroup, either
to withdraw from the field or instead renew their attack.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. Terrain should be very densely
packed, ideally with multi-level buildings and walkways
forming a maze-like layout. There should be plenty of
ruined buildings, barricades, fortifications and other
obstacles to obscure line of sight and break up any
lengthy lanes of open ground.
Once terrain has been set up both players roll a d10, with
the winner choosing who will choose deployment edges
and place first.
For deployment, each player starts from a point 16” from
the other player's deployment edge and 24” from either
side edge. He then rolls 2d10 and a direction dice,
placing the model the distance shown on the 2d10 on the
direction shown from the starting point. Should the model
scatter on to impassable terrain, the model is instead
placed on the closest edge of the terrain. If a model is
scattered off the table, the dice are re-rolled. Any models
in contact with an enemy are assumed to be engaged in
close combat at the beginning of the game.
Models with the Drop Trooper or Hydra Surface Vent
rules cannot use their special deployment rules, and are
deployed using this method. For weapon teams, the
gunner and one loader are deployed together in base
contact, and any additional loaders are deployed
separately.
Deployment Map

Special Rules
Strategic Withdrawal
This scenario is essentially a large-scale strategic
withdrawal acted out. Neither force has a break point,
since they have already broken.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

Either player moves their last remaining model of
their board edge.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for both players is to retreat as many
models off their board edge as possible.
Victory points are awarded as follows:

For each model that exits by its own board edge,
the player receives victory points equal to double
the model's cost.

For each enemy model killed, the player receives
victory points equal to that model's cost.
The winner is the player with the most victory points at the
end of the game.

Killing Jar
Mechanized redeployment is all but impossible in the
ruined streets of Iskandria, and so the troops must march
across the city to reach their new assignment.
Unfortunately for them, ambushing these forces is easy in
the dense urban terrain. A relief force can quickly find
itself surrounded by a heavily dug in force, pouring
firepower on them from all directions. In these situations
only two options are available: fight or flight.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one is designated as the attacker, the other is the
defender. 300pts is the recommended size.
Of the defending force, at least 150pts must be spend on
light or heavy support weapons (in lieu of support
weaponry, Syntha forces use Loadout II Teratosynths,
Macrosynths or Prometheus Macrosynths, and Koralon
forces use Larvan Leaders, Loadout II Broodmasters and
Stingers). If you don't have 150pts of support weapons
available, use unambiguous proxy models.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Place
two elevated areas approximately 12” wide along the left
and right edges of the table – these can be cliffs,
buildings or any similar unclimbable feature. These areas
should be about 6” high, and completely inaccessible
from gound level. Remaining terrain should be placed
upon the battlefield in any mutually agreeable manner, but
the ground should only feature fairly light cover.
Once terrain has been placed, both players roll a d10,
with the winner choosing whether to deploy first or
second. Both players deploy models alternately in their
respective deployment zones as shown below. The
defender must place his support weapons in his support
deployment zones, and his non-support troops in the
central zone. Each support zone must have at least one
support weapon deployed in it.
Deployment Map

Special Rules
Strategic Withdrawal
The standard strategic withdrawal rules apply to the
defending team, which has a 50% break point. The
attacking team will not test for strategic withdrawal.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The attacking team has completely exited the
table through their escape edge.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The attacker's objective is to move as many of his models
as possible off the edge directly opposite his deployment
zone. The defender must try to prevent this from
happening.
Victory points are awarded as follows:

For each model on the attacking team that exits
by the escape edge, the attacker receives victory
points equal to double the model's cost.

For each defending model killed, the attacker
receives victory points equal to half that model's
cost.

For each attacking model killed, the defender
receives victory points equal to double that
model's cost.

If the defender is forced to withdraw, all attacking
models still on the table are assumed to have
escaped for the purposes of awarding victory
points.
The winner is the player with the most victory points at the
end of the game.

Recon
Despite the high-tech alternatives, there are still times
when gathering intelligence on the enemy requires the
direct approach. The risk of these highly trained scouts
coming under attack is offset by the value of their firsthand observations.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.
Of the defender's troops, 100pts may be assigned as
sentries. The remaining forces are reinforcements.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature light to
medium terrain, enough for the attackers to cover their
approach but not to reach the objectives completely
unseen. Suitable terrain would be ruined buildings,
wrecked vehicles, piles of rubble and other similar
features.
Place three pieces of enclosed scenery between 12” and
18” of the defending player's chosen board edge. These
are the objectives, and should be small buildings,
sandbagged emplacements or any other suitable
strongpoint. Objectives should be at least 6” apart from
each other.
The defender first places his sentries on or within 6” of
the objectives. Players then alternate deployment of the
remaining models, the defender's within 6” of his board
edge, the attacker's within 6” of the opposite edge.
Deployment Map

Special Rules
Scouting
Any of the attacker's models can scout an objective. To
do so, the model must have LOS to the objective and be
within Short range (12”) of it, and spend one action under
Snap-fire or Lock-fire to scout it. A model cannot scout
when panicked or engaged in close combat The model
cannot carry out any other actions while scouting, but can
carry out subsequent follow-on actions if it is normally
able to do so. Only one objective can be scouted per
action.
When a model spends an action scouting an objective, it
takes an unmodified Command check. If passed, that
objective is considered “discovered” for the purposes of
the scenario victory conditions. If the check is failed, the
objective remains “undiscovered” for the time being. If an
attacking model enters an objective, it is considered to be
“discovered” automatically, without the need for a
scouting action or Command check.
“Discovered” objectives should be marked with a counter
to prevent confusion.
Sentries
At least one sentry must be in or within 6” of each
objective at all times if possible.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point. The defender's sentries
do not count towards the break point, and only the
reinforcements are removed if they make a strategic
withdrawal.
Game Length
The game lasts for six turns, or until one of the following
criteria have been met:

The attacking team makes a strategic withdrawal.

Either strike-team is completely obliterated.

Objectives and Victory Conditions
The objective for the attacker is to scout out the enemy
objectives to gather as much data as possible. The
defender must try to drive back the attacker, and prevent
their objectives from being discovered.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each position discovered, the attacker
receives 100 victory points.

For each position that remains undiscovered, the
defender receives 100 victory points.
The winner is the player with the most victory points at the
end of the game.

Forward
Observation
The movement of small groups of infantry is still difficult
to detect with current technology, and any of these small
teams could wreak havoc if allowed to infiltrate. Because
of this, large forces employ skirmish lines of their own
infantry to sweep the surrounding area in order to detect
these enemy teams.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value. 300pts is the recommended size.
In this scenario, both teams may only consist of models
that are normally mounted on small (30mm) bases. Only
the base size that originally came with the miniature
counts for this – miniatures that have been based on to
larger bases instead of their 30mm ones are fine.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature dende,
heavy terrain, with plenty of obstructions to LOS and a
variety of approaches to almost any point on the
battlefield. There should no no ideal defensive positions.
After terrain has been placed both players roll a d10, with
the winner choosing their deployment edge and whether
to deploy first or second. The other player is assigned the
opposite edge. Players place their hidden setup counters
alternately within 8” of their respective board edges.
Deployment Map

Special Rules
Hidden Setup
Both players are assigned a number of counters (such as
empty bases) equal to the models in their strike team.
These should be numbered, and a record kept of which
counter represents which model – each player should
keep his list hidden from the other, and if possible, keep
his models and force selection hidden as well.
Both players are also given five dummy counters,
identical in appearance to the hidden setup counters.
These are deployed at the same time as the other
counters.
Concealed models (i.e: the counter representing them)
are not assigned orders. Instead, they may simply move
up to 6” when activated.
If a counter comes into LOS of an enemy, it is removed
and, if not a dummy, replaced with the model it
represented. If the counter hadn't been activated, the
model may subsequently be issued orders relevant to the
current phase (e.g. a model revealed during the Lock-fire
phase must be given Lock-fire orders). If a counter is
revealed during its own activation, the model replacing it
counts as having been activated, and if above CAL 0,
cannot roll for any available follow-on actions in that turn.
A player can voluntarily reveal an unactivated counter –
this does not count as an activation, so the model may be
issued orders.
Dummy counters cannot reveal enemy counters.
Announce that the counter is a dummy before the enemy
counter that came into LOS is removed. Note that
dummies that “spot” each other are both removed.
Fog of War
Fog of War limits all LOS to a maximum of 18” range.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts for six turns, or until one of the following
criteria have been met:

Either team is completely withdrawn, either
voluntarily or by strategic withdrawal.

Either strike-team is completely revealed.
Models on either team can voluntarily withdraw by moving
of their deployment edge once five or more enemy
models have been revealed.
Objectives and Victory Conditions
Both teams are trying to reveal at least five enemy
models, while concealing as many of their own forces as
possible. Dummy counters do not count towards this
total.
Victory points are awarded as follows:

For each enemy model revealed, the player gains
victory points equal to that model's cost.
The winner is the player with the most victory points at the
end of the game.

Bug Hunt
With the hotly contested air space making air
reconnaissance too risky, and spy satellites all but
impossible to maintain for similar reasons up in space,
Iskandria's factions must increasingly rely on good old
fashioned listening posts to keep an eye on the enemy.
Each force has its own means of gathering data from
autonomous devices (or creatures in the case of the
Koralon), and regular patrols are carried out to find and
destroy such devices belonging to the enemy.

The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature medium to
dense terrain, with plenty of ruined and/or multi-level
buildings, wrecked vehicles, piles of rubble and other
similar features.
Once terrain has been placed, take nine counters
representing the listening devices, such as empty bases
or cardboard counters. Mark five counters with an "o", for
objective – these are the actual listening devices. Mark
down the remaining four with an "x", for blank – these are
false leads.
Divide the table into nine sections as shown below,
shuffle the counters and place one face-down roughly into
the centre of each of the nine sections. Counters should
be placed higher than ground level whenever possible,
and must be placed where they can actually be reached
by models, so not on impassable terrain for example.
Once terrain and counters have been placed, the
defending player is allowed to inspect four counters – put
the counters back on the table face-down after looking at
them. Then, the defender may nominate the table edge
from where he will set up. The attacker will set up from
the opposite table edge.
Players roll a d10 with the winner picking whether to
deploy first or second. Players deploy their models
alternately within 6” of their respective table edges.
Once all units have been placed, the defending player is
allowed to inspect the remaining five counters that he
hasn’t inspected yet, and should now know exactly where
his listening devices are.

Special Rules
Listening Devices:
An attacking model that starts its activation in base to
base contact with one of the counters, and that is neither
panicked nor engaged in hand to hand combat, may
forego its activation in order to inspect that counter. Turn
the counter over. If the counter shows an “o”, one of the
listening devices has been found and is automatically
destroyed. If the counter shows an “x”, no listening
device is found at this location – simply remove the
counter.
Inspection of counters is declared in the overwatch
phase. A model forgoing its activation to inspect a counter
thus cannot gain additional actions, and also does not get
to benefit from overwatch orders.

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.
Game Length
The game lasts until one of the following criteria have
been met:

All five listening devices are destroyed.

Either team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to find and destroy as
many listening devices as possible. The defender must
prevent this from happening by driving back the attacker.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For each enemy model killed, the player receives
victory points equal to half that model's cost.

For each listening device destroyed, the attacker
receives 50 victory points.

For each listening device still intact at the end of
the game, the defender receives 50 victory points.
The winner is the player with the most victory points at the
end of the game.
Deployment Map

Blaze of Glory
While warfare is a grim affair at the best of times, in some
circumstances a force can become so desperate that
even simple survival is a slim hope. Rearguards, last
stands, diversions... in all these cases and many others, a
force resigns to the knowledge that they are likely to be
wiped out by a vastly superior force, and prepare to sell
their lives dearly.
The Strike-teams
This scenario is for two opposing strike-teams, one
attacker and one defender. The defending force consists
of 170pts of troops, and the attacking force has 300pts.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature medium
density terrain, with no ideal defensive positions. Suitable
terrain would be ruined buildings, wrecked vehicles, piles
of rubble, collapsed walkways, craters and other similar
features.
The attacking player sets up first, placing his entire force
within 6” of his chosen board edge. The defender then
places his force within 6” of the opposite edge.
Deployment Map

Special Rules
Strategic Withdrawal
The standard strategic withdrawal rules apply to the
attacking team, which has a 50% break point. The
defender does not check for strategic withdrawal,
regardless of casualties.
Game Length
The game lasts until one of the following criteria have
been met:

The attacking team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the defender is to inflict as many
casualties on the enemy with his limited strength, while
the attacker attempts to obliterate the defender's inferior
force.
Victory points are awarded as follows:

For each attacking model killed, the defender
receives victory points equal to the model's cost.

If the scenario lasts less than 6 turns, the attacker
receives victory points for each defending model
killed equal to double that model's cost.

If the scenario lasts longer than 6 turns, the
attacker receives victory points for each
defending model killed equal to half that model's
cost.
The winner is the player with the most victory points at the
end of the game.
If the attacking force makes a strategic withdrawal, the
defender wins automatically, regardless of the victory
points earned by both sides.

Drop Zone
The initial assault on a fortified position is always the
bloodiest. In cases where ground would be too costly to
fight across, troops are simply airlifted past it and dropped
behind the enemy lines to secure landing zones for the
main forces. Such actions are desperate fights against
overwhelming forces, with no lines of retreat for the
attacker. The only way to survive is to secure the area for
landing reinforcements.
The Strike-teams
This scenario is for two opposing strike-teams, one
attacker and one defender. The attacking force consists
of 170pts of troops, and the defending force has 300pts.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature light to
medium terrain, with a number of open spaces suitable
for landing craft to arrive. Suitable features include
concrete yards, broken ground, piles of rubble, small
buildings, shacks and light fortifications.
The defending player sets up his entire force first. For
each model, roll a direction dice, moving the model 3d10”
in this direction from the centre point of the board.
Should the model scatter on to impassable terrain, the
model is instead placed on the closest edge of the terrain.
If a model is scattered off the table, the dice are re-rolled.
Models with Drop Trooper or other special deployment
rules (such as Koralon Hydra) may use their special
deployment as normal, but are still subject to the “Caught
With Their Pants Down” special rule.
The attacker deploys using the Aerial Insertion special
rule.
Any models placed in contact with an enemy during
deployment are assumed to be engaged in close combat
at the beginning of the game.
Deployment Map

Special Rules
Aerial Inserion
The attacker deploys using the Aerial Insertion special
rule.
Caught With Their Pants Down
The defending force is initially spread out and completely
unprepared for an attack. When the attackers strike, the
various idle and off-duty soldiers must shake off their
surprise in order to counter-attack. On the first turn, the
defender may only issue orders to and activate two
models in his force – the remaining models forgo their
turn. On turn two, those two defending models and a
further two may be issued orders and be activated. On
turn three, another four models are able to activate (for a
total of eight). From turn four, the entire defending force
may be issued orders and activated as normal. Should
an active model become a casualty during the first three
turns, an inactive model cannot be activated in its place.
Example: On turn one, the defender may activate two
models. On turn two, he can activate those two and a
further two One of those four is killed before it can act, so
only three activations take place. On turn three, he may
activate four of his inactive models plus the three
surviving models that had been activated before.
Strategic Withdrawal
The standard strategic withdrawal rules apply to the
defending team, which has a 50% break point. The
attacker does not check for strategic withdrawal,
regardless of casualties.
Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The defending team makes a strategic
withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to drive off the defender's
force as quickly as possible. The defender must try to
rally their forces and destroy the attackers. There are no
victory points in this scenario.
If the defending force is obliterated or makes a strategic
withdrawal, the attacker is the winner.
If the defending force survives for eight turns or
obliterates the attacking force completely, the defender is
the winner.

The Last
Fortress
For as long as organized warfare has existed,
fortifications and strongpoints have been the backbone of
any defensive strategy. Iskandria is no exception, and
many fortifications can be found protecting key access
routes into sectors of the city. Any force attempting to
invade a sector must first overcome these defenses
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. The
defender first places one large fortification (capable of
holding at least 10 small-based models) at the centre of
his board edge, and two small fortifications (capable of
holding no more than 6 small-based models) between 10”
and 18” from his chosen board edge but no closer than 8”
to another fortification. These fortifications can be
represented by bunkers, fortified buildings, sandbagged
positions, or any similar defensive structures. Remaining
terrain should be placed upon the battlefield in any
mutually agreeable manner. Areas within 12” of
fortifications should feature fairly light cover such as
razorwire and craters, and areas outwith this should
feature medium density terrain, such as dragon's teeth
tank traps, wrecked vehicles, piles of rubble and other
similar features.
The defending player sets up his entire force first, placing
them inside the fortifications (observing the rules for the
capacity of each fortification). The attacker then places
his force within 8” of his deployment edge.
Deployment Map

Special Rules
Fortifications
The fortifications confer a 6+ cover save to any models
using them as cover.
Reinforced Foundation
Hydra Surface Vents may not be placed within 8” of any
fortification.
Once more into the Breach
At the start of each turn, the attacker may place any of his
casualties from the last turn within 8” of his table edge as
reinforcements. They may be given orders and activated
as normal.
Strategic Withdrawal
In any turn during which the attacker suffers 100pts or
more of casualties, he has to make a withdrawal check.
The defending player does not have to check for strategic
withdrawal.
Game Length
The game lasts until one of the following criteria have
been met:

The attacking team makes a strategic withdrawal.

The defending team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to kill the defending force
as quickly as possible to allow the main attack group to
come through unchallenged. The defender must hold the
line for as long as possible, perhaps even driving off the
attacker completely.
Victory points are awarded as follows:

For each defending model killed, the defender
receives victory points equal to double the
model's cost.

For each attacking model killed, the defender
receives victory points equal to the model's cost.

If the attacker is forced to withdraw, the defender
receives 150 victory points.
The winner is the player with the most victory points at the
end of the game.

Sabotage
There are always installations that are important during
any conflict – command or listening posts, defense turrets
fuel depots, ammo dumps, or other supply stores. In
some cases, it is prudent to capture them. In others, their
destruction is the best course of action, and a specialist
team is sent in with explosive charges to carry out this
mission.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.
Of the defender's troops, 100pts may be assigned as
sentries. The remaining forces are reinforcements.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The centre of the board should
feature a building representing the target installation, with
some light fortifications (such as low walls, fences and
barricades) around it. The area 12” around the
installation should be fairly sparsely covered, and the rest
of medium density urban terrain.
The defender first places his sentries adjacent to the
objective. The attacker chooses one board edge to be
his deployment edge and places his troops within 6” of
that edge. The defender is assigned the opposite edge
as his reinforcement edge.
Deployment Map

Special Rules
Reinforcements
The defender may place his reinforcements within 6” of
his reinforcement edge at the beginning of turn three, and
is free to give them orders and activate them as normal.
Demo Charges
Demo Charges are cumbersome and dangerous, so it is
left to the “grunts” to carry them. Only Gladiator
Secutors, Junker Auxilia or Legionnaires, Syntha
Androsynths, Triad Retainers, VASA Suppressors or
Viridian Colonial Marines carry demo charges, and
obviously only those on the attacking team.
A model that is in base contact with the objective at the
end of a turn, and is not panicked, shocked or engaged in
close combat, may place a charge on the objective.
The charge will explode at the end of the turn after which
it was placed. It will completely destroy the installation,
and shower the surrounding area with debris. All models
within 8” of the objective will take a S6 hit.
Reinforced Foundation
Hydra Surface Vents may not be placed within 8” of the
objective.
The attacker has Initiative on the first turn.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point. The defender's sentries
do not count towards the break point.

Game Length
The game lasts for six turns, or until one of the following
criteria have been met:

The objective is destroyed.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to destroy the enemy
installation, while the defender must prevent this from
happening by driving off the attacker.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

If the objective is destroyed, the attacker receives
100 victory points.

If the objective is not destroyed by the end of the
game, the defender receives 100 victory points.
The winner is the player with the most victory points at the
end of the game.

Havoc
Not every covert operation to destroy enemy assets is a
surgical strike against a single target. In many cases, the
strike team is tasked with causing as much widespread
destruction as possible which can be used to demoralize
or distract the enemy. Because Iskandria's airspace is
too heavily contested to conduct air strikes, this job falls
to the troops on the ground.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.
Of the defender's troops, as many as four groups of two
models (not necessarily of the same type) may be
assigned as sentries - the total value of the sentries may
not exceed 150pts. The remaining forces are
reinforcements.

Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. Place five terrain objectives fairly
evenly along the diagonal of the table, each with a base
no greater than 4” across. Ideally, these should be
features that are prone to exploding in a spectacular
manner, such as fuel or gas tanks, or ammo dumps, etc.
The rest of the board should feature light to medium
terrain, with an emphasis of soft cover over heavy cover.
The defender places each pair of sentries within 4” of any
objective. The sentries must be placed in their respective
pairs, with each of the pair within 2” of the other, and no
two pairs within 12” of each other. Deployment alternates
between sentry pairs and attacking models, with the
attacker deploying his remaining forces when all sentries
are placed. The attacker may place his troops within 6” of
the edges of his chosen table quarter, as shown below.
Deployment Map

Special Rules
Reinforcements
The defender may place his reinforcements within 6” of
his reinforcement quarter edges at the beginning of turn
three, and is free to give them orders and activate them
as normal.
Demo Charges
Demo Charges are cumbersome and dangerous, so it is
left to the “grunts” to carry them. Only Gladiator
Secutors, Junker Auxilia or Legionnaires, Syntha
Androsynths, Triad Retainers, VASA Suppressors or
Viridian Colonial Marines carry demo charges, and
obviously only those on the attacking team.
A model that is in base contact with the objective at the
end of a turn, and is not panicked, shocked or engaged in
close combat, may place a charge on the objective.
The charge will explode at the end of the turn after which
it was placed. It will completely destroy the objective, and
shower the surrounding area with debris. All models
within 12” of the objective will take a S2 hit (although the
targets explode spectacularly, they will rarelycause severe
damage to the surrounding area).
Reinforced Foundation
Hydra Surface Vents may not be placed within 8” of the
objective.
The attacker has Initiative on the first turn.
Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point. The defender's sentries
do not count towards the break point.
Game Length
The game lasts for six turns, or until one of the following
criteria have been met:

All the objectives are destroyed.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to destroy as many
enemy objectives as possible, while the defender must
prevent this from happening by driving off the attacker.
Victory points are awarded as follows:

For each surviving model at the end of the game,
the player receives victory points equal to the
model's cost.

For every objective that is destroyed, the attacker
receives 25 victory points.

For every objective that has not been destroyed
by the end of the game, the defender receives 25
victory points.
The winner is the player with the most victory points at the
end of the game.

Juggernaut
Military vehicles are rarely seen in combat in Iskandria,
and rarest of all are the TROLs – Tracked Robotic
Ordnance Launchers. These massive, heavily armoured
and mostly autonomous behemoths were originally built
for heavy bombardment and siege warfare, but have
become largely obsolete both as a result of technological
advancement, and the nature of the current conflict. At
the start of the Koralon invasion less than two dozen
TROLs were present on the planet, most of them
abandoned and forgotten. With the forces on Iskandria
largely cut off from support they are now making use of
any hardware they can find on the planet, and even the
TROLs are being awakened and pressed into service
once more.
The Strike-teams
This scenario is for two opposing strike-teams of equal
value, one attacker and one defender. 300pts is the
recommended size.
In addition to his strike-team the defender is given a
TROL, a huge robotic siege tank. This massive vehicle
should be 8-10” long, and 6-8” wide, and can be
represented by anything from a shoebox to a properly
modelled “miniature”.
Deployment and Terrain
This scenario is best played out on a 4'x4' table. Terrain
should be placed upon the battlefield in any mutually
agreeable manner. The board should feature light to
medium terrain featuring the likes of roadblocks, tank
traps, sandbagged emplacements, craters, ruins and
rubble. The TROL should be given at least two, clear,
distinct routes by which to cross the table. The TROL is
placed within 8” of a deployment edge chosen by the
defender.
Players roll a d10 with the winner picking whether to
deploy first or second. Players deploy their models
alternately within 8” of their respective table edges – the
defender places within the TROL deployment zone, and
the attacker in the zone directly opposite.

Deployment Map

Special Rules
TROL
The TROL moves up to 6” per turn, and must move
directly towards the TROL exit table edge if possible. The
TROL can ignore rough terrain and obstacles of up to 1”
high. If the TROL cannot move directly towards the exit
table edge, it will take the shortest possible unobstructed
route that will allow it to move directly towards the exit
table edge in the following turns. The TROL can make
one turn of up to 90° during its movement. The TROL
cannot remain stationary, it must move a minimum of 1”
during its turn.
The TROL always moves at the end of the turn after all
other models have been activated.
The TROL is not affected in its movement by other
models. Friend or foe are simply run over if they stand in
the way. All models that are in base-to-base contact with
the TROL at the start of its movement, or that come into
base-to-base contact during the TROLs movement, must
make a CD check to get out of the way of the behemoth.
Models that fail the CD check suffer a ST8 hit. Models
that make the CD check, or that survive the impact, are
moved to the nearest side of the behemoth.
The TROL's main weapons are huge siege cannons and
missile racks, devastating in siege combat – however,
using these against individual infantry models is like trying
to hit a fly with a sledgehammer. Therefore, the TROL's
main guns will not be used in this scenario.
The TROL is heavily armoured and more or less
impervious to hand-held infantry weapons. All attacks
against the TROL save for trackburster charges are
considered ineffective.
Trackburster Charges
The TROL has two sets of tracks – one the left side, and
one on the right. Each track needs to be taken out in
order to stop the TROL in its tracks. To place a
trackburster charge, a model must move into base-tobase contact with the TROL and make a CD check. If the
check is passed, the charge has been placed and will
explode at the end of the turn after the TROL has
completed its movement. If the check is failed, the model
failed to affix the charge properly. A model can only try to
place a trackburster charge once per turn, although it can
use subsequent activations to move away from the TROL
after trying to place a charge.
If one of the TROLs tracks is destroyed, half all
movement for the TROL in subsequent turns. If both
tracks are destroyed, the TROL is immobilised.
Initiative
The attacker always gets the initiative in the first turn

Strategic Withdrawal
The standard strategic withdrawal rules apply. Both
teams have a 50% break point.

Game Length
The game lasts for eight turns, or until one of the
following criteria have been met:

The TROL is immobilised.

Either strike-team makes a strategic withdrawal.

Either strike-team is completely obliterated.
Objectives and Victory Conditions
The objective for the attacker is to immobilise the enemy
TROL and drive away the defending team. The defender
must escape with the TROL and protect it from the
attackers.
Victory points are awarded as follows:

For each track of the TROL destroyed, the
attacker receives 50 victory points.

If the TROL leaves the table by the escape edge,
the defender receives 100 victory points.

If the defender is forced to withdraw before the
TROL is immobilised, the attacker receives 25
victory points.

If the defender is forced to withdraw after the
TROL is immobilised, the attacker receives 25
victory points.

If the attacker is forced to withdraw before the
TROL is immobilised, the defender receives 50
victory points.

If the attacker is forced to withdraw after the
TROL is immobilised, the defender receives 25
victory points.

For each enemy model killed, the player receives
victory points equal to the model's cost.
The winner is the player with the most victory points at the
end of the game.

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