Echoes of Thracia Mission Parameters


Echoes of Thracia Tactical Objectives (18 Card Objectives)

Players begin their turns by generating (drawing) cards from their deck so that they have three active card objectives for their turn. Card objectives may be completed at the end of the player’s turn - the achieved objective is placed aside and its Victory Points are added to the player’s tally. If the generated objective is completely impossible to achieve during the game, the card may be discarded immediately after it is drawn and replaced with another.

At the end of the player's each turn they have the option to discard a single active card. This will then be replaced at the beginning of their next turn along with any completed objectives so that they again have three active cards for their turn.

For the purpose of scoring points from objective markers, any single marker may not be used to complete several card objectives during a single turn.

1: Area Control: Score 1 Victory Point if you control any two Objectives with Scoring Units.
2. Area Control: Score 1 Victory Point if you control two Objectives with an even number with Scoring Units.
3. Area Control: Score 1 Victory Point if you control two Objectives with an odd number with Scoring Units.
4. Area Control: Score 1 Victory Point if you control one Objective with an odd number and one Objective with an even number with Scoring Units.
5. Area Control: Score 1 Victory Point if you control more Objectives with Scoring Units than your Opponent currently controls with theirs. This mission cannot be achieved during the first turn; if you generate this objective during your first turn, generate a new card and shuffle this one back into your deck.
6. Area Control: Score 1 Victory Point if you control any three Objectives with any non-flyer, non-dreadnought units.
7. Sever the Head: Score 1 Victory Point if you killed a character model this turn.
8. Batter the Lines: Score 1 Victory Point if you inflicted a wound or inflicted at least one point of Hull Damage on three or more separate enemy units.
9. Counter-Reconnaissance: Score 1 Victory Point if you destroy an enemy Independent Character or a Character in a Legion Recon Squad.
10. Prized Target: Score 1 Victory Point if you destroy the enemy unit with the currently highest points cost in the opponent’s army.
11. Sow Terror: Score 1 Victory Point if the enemy failed a Morale Check as a consequence of suffering casualties or losing a close combat this turn.
12. Drive them Back: Score 1 Victory Point if your Scoring Unit controls an objective that had enemy models within 3" at the start of your turn.
13. Boots on the ground: Score 1 Victory Point if you have a different Infantry unit at least partly within each table quarter (four units required).
14. Advance on all Fronts: Score 1 Victory Point if you have no friendly non-fortification models on your own deployment zone.
15. Arrowhead: Score 1 Victory Point if you have at least a single non-flyer model completely within the enemy deployment zone at the end of your turn.
16. Flanking Maneuver: Score 1 Victory Point if you have two non-flyer units within 6” of the same short table edge outside of your Deployment Zone.
17. Reinforce Perimeter: Score 1 Victory Point if you have three non-flyer units completely within your deployment zone at the end of your turn. This mission cannot be achieved during the first turn; if you draw this objective during your first turn, draw a new card and shuffle this one back into your deck.
18. Intimidation: Score 1 Victory Point if no enemy models are within 12" of the center of the board. This mission cannot be achieved during the first turn; if you generate this objective during your first turn, generate a new card and shuffle this one back into your deck.

Errata:

- 12 Drive them back, edited (objective held by enemy -> objective that had enemy models within 3")
- Harbinger of the Legion units cannot achieve or deny any objective marker based objectives
- 5 Area control, edited (cannot be achieved on the first turn)





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