GF - Abyssal Rifts

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Mission Background Objectives Special Rules

The dies of war have moved deep under Before the game beings, count the total Abyssal Rifts: Before the game begins,
the seas of this planet, with the inky number of units in each player’s army, roll one die for each rift and assign it a
darkness making it difficult to find the with combined units and heroes joining number equal to the roll.
enemy, much less kill them. In these units counting as one.
Rift Monsters: At the beginning of each
crushing conditions, entire units go
Before deployment, players have to set round, roll one die. All units inside rifts
missing without traces.
up a total of 6 objective markers. with that number must immediately take
The Battlefield The players roll-off to see who goes
a dangerous terrain test.

For this mission you’ll need a 6’x4’ table first, and then alternate in placing one Rift Protection: Whenever units inside a
with at least 10-15 pieces of terrain on it, objective marker each outside of the rift take wounds from any source other
of which at least half must large area deployment zones, and at least 9” away than the rift beings rule, roll one die for
terrain features, which count as rifts. from other objectives. each. On a 5+ it is ignored.

At the end of each round, if a unit is Unpredictable Depths: At the beginning


The Armies
within 3” of a marker whilst enemies of each round, roll one die, and apply the
For this mission you’ll need two armies aren’t, then the objective is seized and effect until the end of the round:
of equal point cost, and players may not remains seized even after leaving.
Result Event
take any aircraft.
Pinned units can’t seize markers, and if 1 Depth Quakes - All units must
Deployment units from both sides are contesting a take a morale test, if failed,
marker then it becomes neutral again. they are Pinned.
The players roll-off, and the winner 2 Heavy Currents - All units get
picks zone A or B to be their deployment At the end of each round players get 1 VP -1” on Advance and -2” on Rush
zone, with their opponent taking the for each objective marker they seized, and Charge actions.
and at the end of the last round players 3 Low Visibility - Units can’t
opposite. Then the players alternate in
shoot at targets over 18” away.
placing one unit each within their get 3 VPs for each marker instead.
4-6 All Clear - No effect.
deployment zone, starting with the Players also get 1 VP for destroying at
player that won the deployment roll-off. least half of the units in the enemy army,
First Turn as well as 1 VP if they destroyed the
most expensive unit in the enemy army.
The player that has won the deployment
The game ends after 4 rounds, and the
roll-off gets the first turn.
player that scored most VPs wins.

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