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Mission: Get to the Chopper!

Forces Available:
Each player is allowed 2000 A.P. to build a company. This mission does not use reinforcement rules. Both
companies are attackers.
Primary objectives:
Evacuating an infantry fighter: 1 VP

Evacuating an armored vehicle: 2 VP

Special Rules:
Indoors: All containers are considered to be infinitely tall and block los. They can be leapt over with the
Rocket Jump or Anti-grav abilities but a unit may not end its movement on top of them.
All in: All the assault units enter the game in the first round. They cannot be kept in reserve.
Nanocataclysm: At the end of each control phase, each container is moved forward 20 cm towards the
opposite edge of the table. Every fighter or element of terrain pushed or touched by a container is eliminated. Once they are moved the containers must once again form an unbroken, impassable line. What lies
beyond the line is immediately destroyed by a sea of nanomachines!
Nanotechnological chaos: At the end of each control phase, one of the two players moves a ter rain element
block to any position on the battlefield, then his opponent moves a different block, taking turns until
each of them has moved a block of low walls and a block of high walls. The oldest player starts first in
even numbered rounds and the younger player starts first in odd numbered rounds. Each player may move
a single block of 3 low walls which can be arranged however the player wishes but must all be in contact
with at least one of the other low walls in the block. Each player may also move a single block of 2
high walls which can be arranged however the player wishes but must both be in contact with each other.
These high walls are infinitely tall and block LOS. They can be leapt over with the Rocket Jump or
Anti-grav abilities but a unit may not end its movement on top of them. A player can choose to move a
block and keep it in the same location in which it started. Each block may only be moved once per
round. A block may never be positioned in such a way that it cuts off the only point of access to an area
for a type 2 AFV base or smaller to pass through.
Evacuating the fighters: All the fighters in a unit are evacuated when its leader gets beyond the limits of the
battlefield. Evacuation can only happen via the two exits indicated on the map.
Ceasefire: The game ends when there are no more units on the battlefield. The winner is the player with
the most VP. If both players have the same number, the game ends in a tie. A player cannot score more
than 20 VP for this mission. Should a player abandon the game his opponent is automatically awarded a
number of VP equal to the maximum.

Mission: Fog of War

Forces Available:
Each player is allowed 2500 A.P. to build a company. The Assault forces will be 2000 A.P. or less, with
500 A.P. or less of reinforcements. Both companies are attackers.
Primary objectives:
Controlling a Nanogenerator: 2 VP
Secondary Objectives:
Capturing a starting container: 50 RP
Controlling a starting container: 100 RP
Special Rules:
Reinforcements and reserves: One of the neutral accesses to the battlefield is an access hatch. Only infantry
units may enter the game via this access. Use two cards face down to represent this hatch.
Advanced Recon: Before the game starts each player selects 3 different elements of terrain from the terrain
box. Starting with the oldest player, they take turns placing a terrain element until all elements are placed.
Each element must be at least 10 cm away from another element. Starting with the youngest player, they
then take turns placing a single Nanogenerator within 40 cm of the center of the board. Each
Nanogenerator must be at least 20 cm away from another Nanogenerator.
Magnetic particle storm: At the beginning of each tactical phase the youngest player rolls 2d6. The sum of
the dice sets the maximum range band of vision for each unit on the battlefield as the storm intensifies or
dissipates. If any unit fires on another unit and the distance is greater than the range band for the round the
shot is lost entirely. This applies to indirect fire weapons as well as the detonator goes haywire and fails to
trigger. Flamers alone can redirect the shots to a unit in range per the special rules for flamers. Laser
taggers must also be within the vision range band for the round in order to tag a target. A successfully
tagged target can be shot with locked shot or indirect fire weaponry regardless of the range band for the
round. Infra-red goggles also only work within the range band for the round.
Ceasefire: The game ends when there are no more units on the battlefield. The winner is the player with
the most VP. If both players have the same number, the game ends in a tie. A player cannot score more
than 20 VP for this mission. Should a player abandon the game his opponent is automatically awarded a
number of VP equal to the maximum.

Mission: Guard it with your life Soldier!

Forces Available:
Each player is allowed 2000 A.P. to build a company. This mission does not use reinforcement rules. Both
companies are attackers.
Primary objectives:
Controlling a zone on your opponents side of the board: 2 VP
Controlling a zone on your side of the board: 1 VP
Secondary Objectives:
None
Special Rules:
Advanced Recon: Before the game starts each player selects 4 different elements of terrain from the terrain
box. Starting with the oldest player, they take turns placing a terrain element until all elements are placed.
Each element must be at least 10 cm away from another element.
Ceasefire: The game ends when there are no more units on the battlefield. The winner is the player with
the most VP. If both players have the same number, the game ends in a tie. A player cannot score more
than 20 VP for this mission. Should a player abandon the game his opponent is automatically awarded a
number of VP equal to the maximum.

Mission: Seek and Destroy

Forces Available:
Each player is allowed 2500 A.P. to build a company. The Assault forces will be 2000 A.P. or less, with
500 A.P. or less of reinforcements. Both companies are attackers.
Primary objectives:
Eliminating an infantry unit: 2 VP
Eliminating a unit of AFVs: 1 VP
Eliminating an officer: 1 VP
Secondary Objectives:
Capturing a starting container: 50 RP
Controlling a starting container: 100 RP
Special Rules:
Advanced Recon: Before the game starts each player selects 3 different elements of terrain from the terrain
box. Starting with the oldest player, they take turns placing a terrain element until all elements are placed.
Each element must be at least 10 cm away from another element.
Ceasefire: The game is over after round 6. The player who has the most victory points wins. If all the
players have the same number of VP the game is a draw. The maximum VP a player can accrue for this
mission is equal to the total VP obtainable from killing the less numerous players entire force. If this
number is less than 15, then whichever opponent kills the opposing army to the man is awarded 15 VP.

AT-43 Tournament Special Rules:


Authority opposition:
The players perform an Authority opposition with their respective Commanders. They each roll a die and
add their Commanders Authority to the result.
If a player gets a 1 on the die, he automatically loses the Authority opposition.
If all the players get the same total result, they all re-roll the Authority opposition.
If the die shows a 6, the player gets to choose if he wants to re-roll the die and add the new result to the
previous 6 . However, if the re-rolled die shows a 1 , the Authority opposition is lost! The die can continue
to be re-rolled as long as it shows a 6. If a game effect allows a player to roll several dice, only the best one
is kept. If he chooses to re-roll a 6, any other die that rolled a different result is discarded.
If several players roll a 6, the player whose Commander has the lowest Authority re-rolls first.
The player who obtains the highest final result wins the Authority opposition. In case of a tie, the test is rerolled.
Terrain Box:

Some missions require you to select a number of different terrain pieces from the terrain box.
Examples of differing terrain are low walls, high walls, containers, buildings, trees, barricades,
and bunkers.
Any bunker, container, or high wall placed by a player may be considered to be infinitely tall and
block LOS. They can be leapt over with the Rocket Jump or Anti-grav abilities but a unit
may not end its movement on top of them. A player must notify his opponent which elements are
infinitely high. I suggest using a token or die to mark them so nobody forgets.
Additionally, there may not be enough actual containers and wall pieces to accommodate all the
tables. In situations like this, I will give each table at least 1 actual container and some templates
of the same size. Measure lines of sight across these templates as if they were 3d terrain, and feel
free to move the actual container on top of the template to determine los and height. I will have a
few extra floating containers which can be used for this same purpose. Just give me a shout.

Scoring:
There will be scoring sheets to keep track of VPs as well as how many AP you killed / lost, and the
sportsmanship rating of your opponent (1-10) for each round. The tournament will be decided based on the
VP, with net AP scores becoming the tie-breakers if needed.

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