Helldivers edition:
Defending faction uses horde roller for unit spawning but only when enemy is within 6 inches of
objective.
Attacker fully deep strikes entire army start turn 1 but must roll. Turn 1 needs 5 to land. Turn 2 needs 4
and so on. Units must use scatter die when dropping in. Pick a point 9 inches from enemy and roll
scatter. Units with deep strike come in automatically without rolling for entry or scatter dice. All units
can move shoot and charge from deep strike.
All objectives are held by defending team with certain units starting on objective at game start.
Attacker win: Warlord must perform warp ritual on 3 objectives then must extract. No other unit needs
to extract for all units to make it safe off of surface.
Attacker loses: Warlord is killed repeatedly and cannot redeploy.
If a unit is killed it may be returned to reserves for another deep strike. If the unit survives the second
reinsertion it still must take an out of action test on a 1. However if the unit dies a second time it must
take an out of action on a 3-. If the unit is returned to reserves a 3rd time, deployed and dies it will
automatically fail an out of action and cannot be deployed the remainder of the game.
The attacker starts with 3 re-insertion tokens. These are used for free re-insertions of a killed unit
without triggering an out of action test for that instance. However the re-insertion rule above still
applies if the unit dies a second time it will out of action test on a 1-3 unless it uses another token and
finally if it dies a 3rd time it will auto suffer from an out of action failure unless you use your 3rd token.
Tokens can be used on any unit for the 1st, 2nd or 3rd death. Any unused tokens will give the player 1
extra xp to give to a single unit. If 3 tokens remain the player will receive an extra RP if they win.
What can the attacker gain?
After the 3 main objectives are held the attacker can complete bonus objecctives if possible.
Kill the warlord: The unit that slays the enemy warlord will automatically learn one of the abilities from
that warlord.
Destroy enemy mecanincum factorium: No additional vehicles can spawn on map. Any units on this
objective marker will receive 2 xp as a result
Destroy enemy Command bunker: Officers and character will no longer spawn with infantry. Any units
on this objective marker will receive 2 xp as a result
Destroy enemy Cannon Battery: Artillery will no longer spawn. Any units on this objective marker will
receive 2 xp as a result
Destroy enemy Armory: Elite troops will no longer spawn with infantry. Any units on this objective
marker will receive 2 xp as a result
Dark Pact xp agenda:
Terminators 3
Raptors 3
Chosen 1
Chaos Lord jump pack kill agenda:
Units kills 3
Character kills 1
Warlord