Shadow War Mission: Retrieval

There is valuable information in a debris field scattered over the battle field. The kill teams are trying to retrieve as much possible intelligence as possible.

Terrain

Each player takes it in turns to place a piece of terrain, either a structure or a connecting walkway, until there is no more terrain to place or the players agree that there is enough. It is suggested that the terrain is set up within an area of 4′ by 4′, or slightly smaller, so that the kill teams start off a reasonable distance apart.

Once you have placed the terrain you must place Loot counters on the battlefield to represent items of value. Five (5) Loot counters will placed on the board. The first Loot counter will be placed as close the center of the board as possible. The other 4 will be divided between the players and they will roll off to determine who places first. Each counter has to be with in 4″ of another counter, but no closer than 2″ from any other counter.

For example, player 1 places a Loot counter 3″ from the center Loot counter, then player 2 places a Loot counter 2″ from the second one. Then player 1 places his last Loot counter 4″ from the center counter in the opposite direction from his first counter.

Note that the counters are placed before deciding which edge the kill teams will play from, so it is a good idea to put the counters towards the middle of the battlefield.

Kill Team Deployment

Each player rolls a dice. The low scorer chooses which battlefield edge they wish to set up on, and places all of their kill team within 8″ of that edge. Their opponent then sets up within 8″ of the opposite battlefield edge.

Starting the Game

The players roll off. The winner takes the first turn.

Picking up Loot

Loot counters may be picked up by any model that passes over them during its movement. A fighter can carry any number of pieces of loot without affecting their movement or ability to shoot or fight. Fighters who go out of action drop any Loot counters they were carrying where they happen to be at the time. Remove the model but leave the counters in place. Models can transfer loot to other models in base-to- base contact during the shooting phase, but neither model may shoot during that turn. If a fighter takes an enemy out of action in hand-to-hand combat they automatically capture any loot their opponent is carrying.

Ending the Game

The fight continues until one of the kill teams is driven off or until one kill team has the majority of the loot in its possession as described below. If a kill team fails a bottle test, or one player volunteers to bottle out, the game ends immediately. The kill team that bottles out loses and the winner is left in possession of the battlefield. The winner can claim any Loot counters that are loose on the battlefield when the game ends. If a kill team succeeds in capturing more than half of the Loot counters, and the fighters carrying them are within 8″ of their own battlefield edge at the start of their turn, then the game ends and that kill team has won.

Special

After the game is over, each kill team has the time to examine the loot they have claimed. Players roll a dice for each Loot counter in their possession at the end of the game; if they roll one or more 6s, they earn one additional promethium cache.

To determine if any sensitive information was found, each team rolls a D6 for each Loot counter they control. The team that rolls more 5’s or 6’s have found important intelligence. If there is a tie for, re-roll all dice. It is entirely possible that there was now actionable intelligence (no one rolls a 5 or a 6).

The team that finds actionable intelligence gains an extra 50 points to spend on their up coming 40K mission.  It is entirely possible that there was now actionable intelligence (no one rolls a 5 or a 6), then no one gets the bonus 50 points for the 40K game.

NOTE: Based on Scavengers mission in the Shadow Wars: Armageddon rule book.