Destroy the Facility

Mission Briefing

Intelligence has been received of a facility in a desolate area of space just outside the Veil. Your faction has been sent in to verify. The potential site of the facility is too exposed for it to be taken and held, so your orders are to destroy it in a rapid raid.

Mission Rules

Setting:

The narrative setting for this mission is Sector Mechanicus. If possible you should use as much Sector Mechanicus or industrial style terrain as possible. You will need to have at least 3 larger Sector Mechanicus (or industrial terrain) features that are at least 4” in height, width, or length. 

Determine Roles:

The Defender is the faction with the fewest Crusade points. If both players have the same number of Crusade points the players can decide or roll for it. 

Objectives:

You will need to have at least 3 larger Sector Mechanicus (or industrial terrain) features that are at least 4” in height, width, or length. There should be at least one large terrain feature in the Defenders deployment zone. Once the terrain is placed, the defender choses three larger pieces of terrain to be the vital machinery that the Attacker must blow up; mark each piece of terrain with an objective marker. No more than one vital machine can be in the Defender’s deployment zone; the rest must be in no man’s land. Place objective markers on each of the chosen terrain features. 

Special Rules: 

If the Attacker controls the vital machine they can attempt to destroy the machine using the Set Charge Action. Use the whole terrain feature as the objective marker when determining if a player has control of it. 

If the Defender controls a vital machine that has had a charge set, the Defender can attempt to disarm the charge by using the Disarm Charge Action.

Set Charge Action

This action can be performed by an INFANTRY unit if they control the vital machine at the end of their Movement Phase. This action is complete at the end of the Attacker’s turn. Successfully completing this action is worth 10 Victory Points.

Disarm Charge Action

 If the Defender controls the vital machine with a charge set, and there are no enemy units within 3” of the terrain feature, the defender can attempt to neutralize the charge. This action can be performed by an INFANTRY unit and will be complete at the end of the Defender’s turn. When this action is complete, the Defender rolls a D6; on a 3+ the charge is disarmed. On a 1 or a 2 the explosive expert detonated the charge by accident; all units within 3” of the terrain take D3 Mortal Wounds in the explosion and the vital machine is destroyed (remove the objective marker). Successfully completing this action is worth 15 Victory Points

End of Battle 

At the end of the last Battle Turn all armed charges will explode and destroy the vital machine. When the charge explodes, it will deal D3 Mortal Wounds to any unit that is within 3” from the exploding machine. 

Determine Victor

At the end of the Battle, the Defender gets 20 Victory Points for each vital machine that has not been destroyed and the Attacker gets 25 Victory Points for each vital machine that has been destroyed.

Victor Bonus

If the Defender wins the mission they gain 2 Requisition Points instead of 1; if the Attacker wins the mission they may choose two units for Marked for Greatness rather than just one.

Based on Sector Mechanicus Kill Team Mission Destroy the Facility