Shadow War Mission: Sabotage

The approximate location of an important piece of enemy equipment has been learned and a kill team has been dispatched to take it out. The problem is that the intelligence is sketchy, there is no idea how well it is protected or exactly where it is located. Once the kill team has located the area they will divide into two smaller groups so as to avoid tipping their presence off. 

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 terrain has been set up the Defender set up a small piece of terrain, like a comm tower or weapons crates or fuel barrels anywhere in their deployment zone that that has line of sight from at least 12” away in at least two directions. See Special Rules for more information on the objective marker.

Kill Team Deployment

Each player rolls a dice. The low scorer chooses which battlefield edge they wish to set up on. Once sides have been determined each kill team will place an objective marker anywhere within 8″ of the center of the board. The player that chose their battlefield edge first is the Defender and sets up their kill team within 8″ of that edge. Their opponent, the Attacker, then sets up within 8″ of  a random side of the board – 1 right of Defender’s edge, 2 left of Defender’s edge, 3-6 opposite. The Attacker may not set up in the Defender’s deployment zone (8″ from the Defender’s table edge).

The Defender rolls a D6 to see how many start Sentries they have; 1-2 = 4 fighters, 3-4 = 5 fighters, 5-6 = 6 fighters. The rest are in reserve and may enter from their table edge when the alarm is sounded. Sentries must start at least 6″ away from the center of the objective

The attacker starts with D6 more fighters than the defender starts with, the rest (if any) start in reserve and may enter from their starting table edge once the alarm sounds.  

Sentries

Sentries move up to D6-3 inches per turn, rolling separately for each sentry. If the distance is negative then the attacking player can move the sentry model instead, though they cannot move them into an obviously harmful position (such as walk them straight off a ledge). For example, a roll of 1 gives a move of -2, so the attacker moves the sentry up to 2″.

Starting the Game

The Attacker takes the first turn.

Special Rules

Objective markers should be 3D and of similar size, for example a stack of 3 or 4 ammo crates. Objective markers should be between 1/2″ to 1″ tall. In order to destroy the enemy’s objective a kill team must inflict 2 wounds at a toughness of 5.

Ending the Game

The game ends when the objective has been destroyed, if a kill team fails a bottle test, or one player volunteers to bottle out. The kill team that bottles out loses and the other kill team wins.