MISSION: MUTANT PURGE

BACKGROUND:  Mutants have been looting munitions factories from their lairs in the underhive below.
GAME 1: PLUG THE HOLE
SUMMARY: Mutants will enter play through the entry points.  Find Demolition charges and use them to  shut down the entry points.
SET UP: Place 2 bogus blip and 8 random blips per player in hard to reach locations across the board.  Place 3 entry points per player, spread evenly around the board.  (these can be manhole covers, grates, vents, archways, pipes, tunnels, etc).  Mark these entry points with a red die.

SPECIAL RULES: Treat bogus blips as demo charges.  Treat ambush blips as mutants.
 
 MUTANTS M  A  H  Weapon  MELEE  Notes PTS
Mutant 6 1 1 Arquebus: ooo W X  OOO  X= kills user. 3

DESTROYING ENTRY POINTS:   To destroy an entry point, the attacker (or the demo charge) must be within 1" of the entry point and must make an attack that does 4 or more damage (+P counts).  If it doesn't, the entry point is unharmed.  Melee isn't sufficient to collapse an entry point unless a meltabomb is used.   It takes an action to place a demo charge.  A demo charge blows up at the end of the turn of the model that placed it!   Demo charges add an additional +1 to the roll vs. entry points.  Once destroyed, remove the red die (and any easily removable terrain).  The player that destroyed the entry point must now place the red die on any other entry point remaining! (Note however that no entry point should ever have more than 5 red dice on it).

ENTRY POINTS:  At the beginning of the enemy turn, roll a red die for each entry point and consult the chart below to see what kind of unpleasantness arises from the depths...  (a roll of zero means no one comes out).   Remember that each time an entry point is shut down, the player who shut it down must add a red die to another entry point!  When rolling for an entry point that has multiple dice, check the table for each die when rolling for that entry point.

GAME ENDS WHEN: All entrances are shut down.

REWARDS:
+1 CAP for every 2 entrances shut down (round down).
Player who shuts down the most entrances: +1 EXP.
Earn LOY for kill totals also (consult the pts. values on the chart).
 
 

GAME 2: THE USUAL SUSPECTS
SUMMARY:  Barge into the depths of the underhive and capture mutants for interrogation.
SET UP:  Place 10 random blips per player across the board.

AMBUSH:   Your forces have the jump on the mutants this time- sort of.  For each ambush blip, roll the following dice...
o+1:  Roll a white die and add +1 for the number of mutants (if 3 or more rolled, replace 3 mutants with 1 big mutant).
O: Roll a RED die to determine the number of ambushing mutants that attack you!  The rest simply stand there when revealed.
All mutants may take a normal turn during the ENEMY TURN, whether they were alert at time of reveal or not.
 
 MUTANTS M  A  H  Weapon  MELEE  Notes PTS
Mutant 6 1 1 Arquebus: ooo W X  OOO  X= kills user. 3
Biggun' 6 1 3 Harpoon / Cannon / Burner OOOOO+P Heavy. 10
Harpoon: OO Line W -- Reload.    Cannon: OO FT W X KB Reload.    Burner:  OO FT W X Burn Reload.

GAME ENDS WHEN: All blips and mutants are resolved.

REWARDS:
1 white die of LOY for every mutant captured (regardless of type).  Max earnable from capture: 2.
 
 

GAME 3: FIRE TRAP
SUMMARY:  Brave the uprising mutants and arson fires to rescue innocent civilians.
SET UP:  Place 10 random blips per player across the board.  Use the ADVERSE CONDITIONS for URBAN RUINS.

SPECIAL RULES: If you find a LOOT or a BOGUS blip, roll a white die and add 1: you find that many civilians huddled where the blip lies.  To rescue a civilian, you must assign them to one of your adjacent models-- you may not have more than two civilians assigned to each
model. The civilian will move with that model until you get them to a board edge, at which point they will be rescued. Civilians have a move
of 6, no armor, and 1 hit, and roll 1 white in melee- they can be affected by hazards and will be the preferred target for any enemies
revealed by Ambush blips.

AMBUSH:   1 white die plus 1 mutants.  For every three mutants, replace them with one Biggun'.
THEY'RE COMING:  More mutants are closing on your location as time goes on.  Keep track of the number of turns played- for every 6 turns, increase the "ambush roll" by another white die.
THEY'RE HERE!  Once all the blips have been resolved, whether there are still civilians on the board or not,  the mutants spring their trap!  Select one board edge and indicate 1 exit per player on that edge.  Troops and civilians can ONLY exit the board by these exits, the other board edges are sealed up!   At the beginning of each enemy turn, roll 2 red dice for each exit and place that many mutants there (they may take a normal turn on the turn they are placed).  Remember to replace every 3 mutants with a Biggun.   Mutants will stand in the exit and fire if they have a target in range, otherwise they will move to a position where they can fire.  Mutants will melee troops that come within 6" of an exit.  Mutants that cannot reach an enemy that turn will move to block the nearest exit.

GAME ENDS WHEN: All troops have escaped or been killed!

REWARDS: +1 LOY or CAP for every three civilians rescued.

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