Missions

Annihilation Protocol

Suggested size: Any

Summary

Obliterate the enemy by destroying their primary Command Center.

Setup

Each player's starting Command Center is their Primary Command Center.

Rules

The Primary Command Center is the mission objective.

Rebuilt Command Centers do not replace the Primary Command Center for this mission.

Win Condition

A player wins immediately if they destroy the opponent's Primary Command Center while their own Primary Command Center remains intact.

If both Primary Command Centers are destroyed in the same turn or simultaneous effect, use the tiebreaker.

Tiebreaker

The player with the highest percentage of health left on their Command Center is the winner.

If tied, the player with the most remaining Presence value on the Battlefield wins.

If tied, the player with the most total resources remaining wins.

Daemon Node Breach

Suggested size: Any

Summary

A corrupted hyperspace node lies dormant in the battlefield. Players fight to control, cleanse, exploit, or destroy it.

Setup

Place one Daemon Node at the center of the battlefield.

Rules

A unit that is not a building or Worker within 2 inches of the Daemon Node, that is not suppressed, may perform the Interact Action. If they do, they can't perform any other actions such as shoot or advance.

When a unit interacts with the Daemon Node, roll 1d6.

RollResult
1Daemon backlash: the unit suffers 2 Cohesion damage.
2-3No effect.
4-5Gain 1 Victory Point.
6Gain 2 Victory Points and choose one enemy unit within 6 inches to become Suppressed.

Win Condition

The first player to 8 Victory Points wins.

Data Uplink

Suggested size: Any

Summary

Upload critical data from uplink nodes scattered across the map.

Setup

Place 4 Uplink Nodes equidistant across the battlefield.

Rules

To upload data, a unit must control an Uplink Node and perform the Interact Action.

The unit must remain within 1 inch of the Uplink Node until the controlling player's next End Phase without moving, attacking, becoming engaged, or being destroyed.

When the upload completes, that Uplink Node is spent for that player.

Each player can score each Uplink Node only once.

Win Condition

The first player to upload data from 3 different Uplink Nodes wins.

Tiebreaker

If the round limit is reached, the player with the most completed uploads wins.

If tied, the player with the most total presence within 2 inches of Uplink Nodes wins.

Dominate the Battlefield

Suggested size: Any

Summary

Control key strategic zones to assert dominance over the battlefield.

Setup

Divide the battlefield into 4 equal quadrants. The scoring zone is only in no man's land.

Rules

A player controls a quadrant in the scoring zone if they have greater total Presence in that quadrant than every opponent at the end of their turn.

A unit can only control one quadrant at a time.

If a unit is exactly on a border, its controller chooses which quadrant it counts as occupying.

Scoring

At the end of each player's turn, that player scores 1 Victory Point if they control more of the quadrants.

Win Condition

The first player to reach 10 Victory Points wins.

Tiebreaker

If the round limit is reached, the player controlling the most quadrants wins.

If tied, the player who has the most presence on the battlefield wins.

Power Relay Control

Suggested size: Any

Summary

Control vital power relay stations to dominate the battlefield.

Setup

Place 3 Power Relays on the map:

1 in the center

2 others 12 inches away from the center in opposite directions

Rules

A unit must control a relay for 1 full turn using the interact action within 2" to claim it. Doing so means you cannot shoot, advance, or do any other actions.

If an enemy is within 4" and has greater or equal Presence then you can not claim the objective.

Win Condition

1 Victory Point at the end of each turn for each relay they control

+2 Victory Points if they control all 3 relays

The first player to 12 Victory Points wins.

Resource War

Suggested size: Any

Summary

Harvest more resources than your opponent before the battlefield is exhausted.

Setup

Use normal resource placement.

Scoring

At the end of each round, each player scores:

1 Victory Point if they gathered more Carbon than the opponent that round

1 Victory Point if they gathered more Crystals than the opponent that round

1 Victory Point if they depleted a node that round

Win Condition

The first player to 10 Victory Points wins.

If the round limit is reached, the player with the most Victory Points wins.

Secure the Artifact

Suggested size: Any

Summary

Retrieve an ancient alien artifact from the center of the battlefield and return it to your Command Center.

Setup

Place one Artifact marker at the center of the battlefield.

Rules

Any Infantry unit can pick up the Artifact by moving into contact with it or entering its hex.

A unit carrying the Artifact suffers -2 Movement.

A unit must use their action to hold the Artifact, so cannot shoot, advance or any other action.

If the carrier is destroyed, the Artifact is dropped at the location of its destruction.

The Artifact can then be retrieved by another eligible unit.

A unit carrying the Artifact cannot enter a Transport unless the Transport has a rule allowing Artifact transport.

Win Condition

A player wins immediately if a friendly unit carrying the Artifact ends a turn within 1 inch of that player's Command Center.

Tiebreaker

If the round limit is reached, the winner is the player whose unit is carrying the Artifact.

If neither player carries it, the winner is the player with the closest eligible unit to the Artifact.

Warlord's Wrath

Suggested size: Any

Summary

Eliminate the enemy's military forces to crush their resistance.

Scoring

Points are awarded immediately upon destroying enemy units or buildings.

Destroyed AssetVictory Points
Worker0
Field Unit1
Heavy Unit2
Special Unit3
Non-Core Building3
⟦gloss:command-centerCommand Center⟧

Win Condition

The first player to score 15 Victory Points wins.

Tiebreaker

If the round limit is reached, the player with the most Victory Points wins.

If tied, the player who destroyed the highest total Deployment Point value wins.