New places to conquer, deserve new ways to battle

arkhamknight1

Here we go with the new missions from the Flash-Arrow book.

First up we look at the two missions designed to be played with the Gotham location rules (see earlier post).

Ambush in Gotham

A patrol finds itself trapped in another gang’s turf and must fight to escape with their lives.

Game Length: 6 rounds.

Special Deployment:

The two crews must be nominated Attacker (crew A) and Defender (crew B). Crew A will always be the crew with the highest number of models. If both crews have the same number of models, flip a coin or roll a die to decide which is which. The Attacker splits his crew into two equal-sized groups, and deploys one in each of his deployment zones. The Defender then places all of his models in the Defender Deployment Zone.

Objectives:

Crew B must place an objective marker in each of the enemy’s two deployment zones. All other objectives are placed as normal.

Bonus VP’s:

Bring me his head: 3 VP’s to any player if their opponent’s Boss is KO or Casualty when the game ends.

Hurry Up! Get over there!: If the Defender (Crew B) has their Boss in the runaway Zone and not KO when the game ends, they gain 4 extra VP’s. If not, the Attacker (Crew A) gains 3 VP’s.

CAM04992

Fight for Gotham

The criminals of Gotham are renowned for their savagery, and will fight anyone, at any time, if it means they can further their goals.

Game Length: 6 rounds.

Objectives:

Objective markers are placed as normal.

Bonus VP’s:

For every two enemy henchmen that you have made casualties, you gain 1 additional VP at the end of the game.

For each enemy Free Agent or Sidekick you have made a casualty, you gain 1 additional VP at the end of the game.

For each enemy Leader or Boss you have made a casualty, you gain 2 additional VP’s at the end of the game.

CAM04993

Star (or Starling) City missions.

Failed Exchange

Two crews meet to exchange a valuable package, but trigger fingers soon get twitchy, and something goes wrong…

Game Length: 6 rounds.

Objectives:

All objectives must be placed in the opponent’s deployment zone, no closer than 10cm to a board edge. This rule supercedes the usual rules for objective placement.

Bonus VP’s:

Take it Quickly: The first player to control two of their own objectives wins 4 extra VP’s. If both players meet this criteria in the same round, they both gain 2 extra VP’s.

You’ll Pay for This: If, at the end of the game, your opponent has less than half their starting number of models still in play, you gain 2 extra VP’s.

CAM04994

Hard Fight

The crews have laid claim to valuable resources, carving out their own territory in the crime-ridden streets of Star City. And neither will be moved without a fight…

Game Length: 6  rounds

Objectives:

Each player must place all of his objectives in their own objective zone (see map). This rule supercedes the usual rules for objective placement.

Bonus VP’s:

We’re the Best: the first player to control one of their own objectives gains 2 extra VP’s. If both players achieve this goal in the same round, no extra VP’s are gained.

Alpha Crew: At the end of the game, the player with the highest Reputation points worth of model in their own Objective Zone gains 2 extra VP’s.

CAM04995

Lian Yu missions.

Infiltration

A covert team infiltrates the island, determined to plant a vital GPS transponder in their opponent’s base of operations.

Game Length: 6 rounds.

Objectives:

Objective markers are placed as normal.

Bonus VP’s:

Each player places 2 GPS markers in the GPS zone (these markers should be about the size of a standard 30mm base). A GPS marker can be picked up with a Manipulate action, and moved by spending 1MC (like Loot). It can be dropped at any time as a free action, but must be able to fit in the new location within 5cm. A character cannot pick up or move more than one GPS marker at the same time.

If a model becomes KO or a Casualty, it automatically drops any GPS marker carried. The GPS marker can also be stolen as the target of a Thief special attack instead of a weapon.

At the end of the game, each player is awarded 4 VP’s for each GPS marker in their opponent’s deployment zone.

CAM04996

Jungle Fight

Two rival factions fight over a bitterly contested part of the island. Control over this vital strongpoint will mean control over supplies and resources for the foreseeable future.

Game Length: 6 rounds.

Objectives:

All objectives must be placed in the central zone. Movement within this central zone is impaired.

Bonus VP’s:

The more the better!: 4 VP’s are awarded to the first player to control two objectives at the same time. If both players achieve this goal in the same round , then no VP’s are awarded.

Behind enemy lines: At the end of the game, any player that has at least one character in the opponent’s deployment zone gains 2 extra VP’s.

CAM04997

Central City missions.

Streetfight

A faction has been disturbed in the middle of a heist or turf war, and must now fight its way across the city to safety.

Game Length: 6 rounds.

Objectives:

Objective markers are placed as normal.

Bonus VP’s:

This city will be mine: 2 extra VP’s are awarded for making the opponent’s Boss a casualty.

In the end, I always win: The player who controls the most objectives at the end of the final round gains 2 extra VP’s.

CAM04998

Defend the Goods

A crew has been caught out while awaiting a valuable resupply of goods, and must fight to protect its stash.

Game Length: 6 rounds.

Objectives:

Objective markers are placed as normal.

Special Deployment:

The two crews must be nominated Attacker (Crew A) and Defender (Crew B). Crew A will always be the crew with the highest number of models. If both crews have the same number of models, flip a coin or roll a dice to decide which is which. The Attacker splits his crew into two equal-sized groups, and deploys one in each of his deployment zones. The Defender then places all of their models in the central zone.

Bonus VP’s:

You can’t have that!: The first player to control an objective in a round in which the opponent doesn’t control any objectives gains 1 extra VP.

It’s mine, all mine!: At the end of the game, if your opponent doesn’t control any objectives you gain 2 extra VP’s.

CAM04999

And finally Gorilla City missions.

Fight for Technology.

Outsiders descend upon the fabled Gorilla City to rob it of its advanced technology. However, they find the inhabitants of this mysterious land reluctant to give up their secrets.

Game Length: 6 rounds.

Objectives:

Objectives markers are placed as normal. In addition, each player takes it in turn to place 2 High Tech markers (approx 30mm round) in the High Tech Zone. These cannot be placed within 10cm of each other, or of any objective.

High Tech markers are considered Small Obstacles and Objectives. They cannot be affected by strategies or other character special rules.

Bonus VP’s:

A model gains 2 bonus VP’s when it controls a High Tech marker.

CAM05000

The Monkey Lab

The crews break into the legendary laboratories of Gorilla City in search of high tech loot. They must use all their stealth and cunning to evade the advanced security of the labs.

Game length: 6 rounds.

Objectives:

All objectives must be placed in the Special Objective Zone.

Bonus VP’s:

Hurry Up, take it all: 3 VP’s to the first player to control one of their own objectives. If both players control one of their own objectives in the same round, then each player receives 1 VP instead.

Noise!: 1 VP to the first player to strike an enemy model.

CAM05001

There has been some discussion on the diagrams for some of these missions (especially the deployment zone sizes of the Infiltration mission) but no official answer as yet. In the meantime I would suggest that if you are going to play one of these missions that you and your opponent agree to it before hand and set up the terrain accordingly so that it doesn’t reduce the already small zones to an unplayable level.

At present these missions are location specific and tied with their associated special rules, however I don’t see any reason you could combine the location rules with the different missions (or the original ones from the main rulebook) if agreed with your opponent before hand – for example, Fight for Technology could be in Central City as a raid on Star Labs, or in Star City raiding Palmer Tech of Kord Industries.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: