Post by The Supreme Emissary on Feb 1, 2017 23:47:21 GMT -5
Survivors & Exterminators
Strike Forces are inspired by the surviving marines of the Isstvan V Drop Site Massacre. In a Victory is Vengeance campaign these represent the Loyalist survivors or the Traitor extermination squads. This post will cover the creation of a Strike Force.
Heroes
A character model that acts as your permanent commander. He can gain experience and never dies but suffers injuries that may be healed.
Leaders
Character models that gain experience but can die.
Troops
Non-character models that make up the bulk of your Strike Force. Can include vehicles.
Resources
This is a persistent set of stats that effectively determines the strength of your Strike Force beyond just the units profiles. Each of the 3 resources have 5 grades that determine their in-game effect. Depending on the grade you may gain a bonus or suffer a penalty. Playing a campaign will cause the resource grades to fluctuate.
Ammunition - Starts Lacking. This is the value that determines the result of your 'Out of Ammo' tests.
Armour - Starts Lacking. This has various effects that slow you down or grant re-rolls, Plentiful being the Neutral grade.
Personnel - Starts Plentiful. This is how many points of Troops you get to field in a mission (200-350p)
Supply Points
These points are rewarded after games and are used to pay for several things over the coarse of a campaign. You need to keep a running tally of the points you earn each battle. Everyone starts at 0 and gains some depending on the mission and how well they do.
1: pay the upkeep or level up one of your resource grades.
2: purchase new wargear in between games for Heroes or Leaders.
3: purchase additional leader models. Can still only have up to 2. This is how you replace them when they die.
4: Can purchase temporary Troops good for one mission.
Action Points
These points represent your Hero's experience. These points accumulate over the coarse of a campaign and can be spent on several effects or upgrades. These are earned by playing games and completing certain actions.
1: Strike Forces start with 3 points.
2: Each Leader model adds 2 points at the start of a game.
Roles
Paragon: Gain 1 AP at the end of your movement phase for each friendly unit (model) that can draw Line of Sight to the Hero and in which all the models are further from the enemy than the Hero. Effectively as long as your Hero is out front you can generate AP for every other unit you have that can see him. Risky business but you can accrue a lot of AP at the start.
Slayer: Gain 1 AP for each enemy model killed by the Hero (includes Sweeping Advances). Doesn't matter if its shooting or assault.
Strategist: Gain 2 AP when the Hero or a friendly unit/model uses his Leadership to pass a Morale or Pinning check whilst within 6" of him. (see Battle Leader) This may not sound like much but in 30k and more in a Strike Force came, this will come up a lot more than you might expect.
Marksman: Gain 1 AP for each successful shooting Hit roll he makes. This can be amazing with a ranged weapon with lots of shots like Rotor Cannons, but what about Templates and Blasts?
Martyr: Gain 1 AP for every Hit the hero suffers. Also, if the Hero is removed as a casualty gain 3 AP. If you want to play a tanky Hero this might work out for you but don't be in a hurry to die since you still have to worry about Consequences.
Duelist: Gain 1 AP for each wound the Hero inflicts in close combat, but not those models killed in a sweeping advance. This may appeal to a melee Hero but it begs getting into melee with weaker enemies.
Creating your Strike Force
1 - Choose up to 3 non-unique character models from the Astartes faction. They do not have to be the same legion but they must be a Character. This includes unit Sergeants or similar (use the point value for adding models to their respective unit, adding +10p for Sgt type models). Models with the Chosen special rule like Command Squads allow you to choose whether to use them as Leader, Heroes or Troops. You can upgrade each model as you would normally. The final point total for these 3 models cannot exceed 150 points. If you have any left over points, add half that value (round down) to your starting Supply Points.
2 - Nominate 1 model to be your permanent Hero, the other 2 will be Leaders. The Hero gains Lessons of War, Battle Leader and Consequences of Failure special rules. The Leaders gain the Tactical Insights and Battle Leader special rules.
3 - Assign your Hero a Role. This indicates their battlefield personality and dictates how they can gain Action Points during a game.
4 - Choose your Rank and File Troops. These can vary between missions, do not gain experience and once killed are removed permanently. You can choose any models from the Legion Astartes army list except Super-heavies or Characters. You do not have to select complete units rather you buy models individually and pay points according to their add on cost. You can then upgrade them as normal and their unit wargear/upgrade restrictions still apply (like for every 5 Legion Terminators you can have a heavy weapon, still applies).
5 - Supply Points can be spent to purchase additional models that will only be used for one mission.
Transports
The dedicated transport rule is not used. Transport vehicles can carry a number of appropriate models in any combination up to the vehicle's transport capacity. Transports that come in from reserve do not function normally either. Each model embarked upon one must roll individually to come in from reserves as well.
Models = Units
Each model is treated as an individual unit just like a Kill Team game. However, models of a similar type (infantry includes bikes and those with bulky, then there's Bikes) can be made into an Ad-hoc unit. An Ad-Hoc unit acts as a single unit like we're used to but some restrictions may apply (Jump infantry lose some benefits of their Jump Packs in a unit of non-jump infantry).
Tactical Strike Warfare
A modification on how missions are played using Strike Forces.
Strike Force
Again, all models are treated as separate units UNLESS they are organized into Ad-Hoc units.
Ad-Hoc Units
All models start as separate units. When deployed they may be grouped into Ad-Hoc units. These groupings can only include models of the same type, no more than 10 models. These models cannot leave or join another unit UNLESS they join a Hero/Leader model in the process. For Ad-Hoc units, Hero/Leader models are treated like Independent Characters joining a normal unit (not part of the 10 model limit).
Splitting & Merging Ad-Hoc Units
When a Hero/Leader model leaves an Ad-Hoc unit, they can take any number of models with them, forming a new Ad-Hoc unit. The same can be done in reverse, so long as the newly re/formed Ad-Hoc unit does not exceed 10 models. Ad-Hoc units cannot be split and merged in the same turn.
Ad-Hoc Unit Composition
Ad-Hoc units can be made up of models from different Unit Entries. They can feature different Sub-Types, but their Primary Type must be the same. Infantry can join Jump Infantry but Infantry cannot join Bikes. Special rules for different sub-types then lose their effect (like Jump packs). Point is keep like with like.
Eye of the Storm
Normal morale rules don't apply. Morale and Pinning tests are taken under these conditions (unless otherwise stated).
Pinning: At the end of shooting phase, before morale checks, roll for any pinning weapons or wounds (saved or not) take a single pinning test at -1Ld for each additional enemy unit that inflicted a potential pinning test on it.
Morale: At the end of shooting, units that suffered unsaved wounds and is not pinned (see above) takes a morale check at -1Ld for each additional enemy unit that inflicted a potential morale check on the unit. At the end of assault in which the unit has lost a close combat (usually by suffering more wounds than they inflicted) it must pass a morale test to hold its ground. If it fails it Falls Back. Units take this check at -1Ld for each wound they lost combat by.
Reaction Fire
An additional Overwatch type. Any unit not engaged or falling back may attempt a Reaction Fire instead of a normal Overwatch. Only Pistol, Assault and Rapid Fire weapons may attempt this, Heavy weapons if the unit has relentless. Models that cannot make a Reaction Fire shot may still make an Overwatch shot. Pinned units cannot make Reaction shots. Blasts can't be used, Templates can make their D3 auto hits if their Reaction test is passed. A unit can make only 1 reaction shot in a round. They mostly work JUST like overwatch except the shooting unit must make an Initiative check (roll a d6 at/under their majority I stat) and it uses their full BS. If they FAIL that test they may still attempt their normal overwatch, so they loose nothing by attempting a reaction shot. However if they succeed they lose the ability to use Counter-Attack if they had it.
Integrated Support
Transports may carry a number of models up to its capacity using normal limitations but they can be in any combination of models. Just like a Super heavy transport can carry any number of units so long as it has capacity.
Up Close and Personal
CHallenges are not used. Moral Support, Glorious Intervention and Look Out Sir are not used in close combat. Models are only engaged in combat when in base contact during their initiative step. Wounds in close combat can only be inflicted to enemy models in base contact with your own. Consolidatoin is D3".
Broken Edicts
Only Hero/Leader models my use the Psyker rules. They must also expend action points to use their powers, rather than warp charges. Brotherhood units can only activate their powers if a Hero/Leader has joined them to use their Action Points.
Out of Ammo
All ranged weapons have Out of Ammo. That means if the roll a natural 1 to hit it must pass an ammo test for that weapon using the resource chart. only one test is made for a weapon in a phase, no matter the number of 1s. If it fails it may only make Snap Shots, cannot fire Reaction shots until the end of your next Shooting phase. Vehicles are treated the same way but one-use weapons are ignored.
Heroes & Leaders
Hero gains Lesson of War, Battle Leader and Consequences of Failure. Leaders gain Tactical Insight and Battle Leader.
Lessons of War
This models gains and uses Action Points, associated with their Role.
Action Points
Track these between missions as they carry over and generate in game. When making a test for a Hero/Leader you can spend 1 AP to re-roll the result. They can also spend 1 AP to gain Adamantium Will, Eternal Warrior, Fearless or Fleet for the rest of your turn. Use AP in the same way you use warp charges to activate powers. At the end of a game where a Hero isn't removed as a casualty it may spend 10AP to upgrade its WS, BS, S, T, I or W by +1. Each can only be upgraded once. Or it can spend 10AP to remove a Consequences penalty.
Consequences of Failure
If a Hero is removed as a casualty it suffers a penalty, roll/choose a result on the Consequences table. This penalty remains in effect for the rest of the campaign unless the player can get it removed.
Redemption & Atonement
After suffering a Consequence a Hero my roll/choose a a result on the R&A table as an objective to complete in the next game. If they succeed they can remove their most recent Consequence.
Tactical Insights
Hero/Leaders each add 2AP at the beginning of each game.
Battle Leader
Models in 6" of a Hero/Leader and LoS can use their Leadership value for morale and pinning outside the assault phase.
Consequences
1 Shaken: The Hero and any unit he's joined roll +1d6 for all Leadership and Morale checks, keeping the highest 2. If this Consequence is selected twice, this penalty applies to all his friendly models in 6".
2 Marked: Enemy Heroes get Prefered Enemy against your Hero. If taken twice they also gain Hatred for your Hero.
3 Bloodied: Your Hero and a unit he joins may only move 4", can't run, Jump or Thrust and suffers -2 to charge and difficult terrain rolls. If taken again, all open terrain is Difficult and all Difficult is Dangerous.
4 Dishonoured: Your Hero cannot join units and friendly units cannot charge into combats he is apart of. If taken again units in 6" can no longer use his Ld.
5 Maimed: Your hero must re-roll one of his successful close combat hits in any assault phase. If taken again then he must re-roll all his successes.
6 Blinded: Your hero must re-roll his successful shooting hits for ranges greater than 12". If taken again re-roll them all.
Redemption & Atonement
1 Return to Glory: He must end the game in the enemy DZ and spend no more than 1 turn in reserve or his own DZ.
2 Martial Dominance: He must remove more enemy models from play in close combat than any other hero in that game.
3 Unfaltering Resolve: He and a unit he is part of must pass more morale checks or pinning tests than any other Hero present. May not be taken by a Fearless Hero.
4 Unfailing Skill: He has to kill more enemies with shooting attacks than other Heroes present.
5 Bloody Revenge: If an enemy Hero is present in this game and the game he earned his last consequence in, he must cause 1 unsaved wound to that hero.
6 Act of Faith: If the Strike Force wins their game with 50%+ more VP than the enemy.
Battlefield Setup
Most missions are played on a 4'x4' table.
Choose your Troops
How many points you have to spend on troops changes with your Resources so you may have to add/subtract between games. Best to have several lists prepared.
Operational Deadline
Games are played on a 30-45 minute time limit rather than a turn count.
Mission Special Rules
Tactical Reserves
When rolling for reserves, roll separately for each model. Models that come in together can create an Ad-Hoc unit. They may also be embarked on a vehicle that comes in with them. Only Flyers may Deep Strike in these missions unless they say otherwise, meaning Drop Pods are generally out.
Among the Horde
Exterminator models that are not Hero/Leaders removed as casualties are immediately placed in reserve to re-enter the table as normal.
Overwhelming Force
Exterminator Strike Forces double their Troop point allotment for the mission.
Missions
There's only one named mission in the set and that's the final Legendary mission. The others use a choice of deployment zones and objectives to create different combinations.
Strike Forces are inspired by the surviving marines of the Isstvan V Drop Site Massacre. In a Victory is Vengeance campaign these represent the Loyalist survivors or the Traitor extermination squads. This post will cover the creation of a Strike Force.
Heroes
A character model that acts as your permanent commander. He can gain experience and never dies but suffers injuries that may be healed.
Leaders
Character models that gain experience but can die.
Troops
Non-character models that make up the bulk of your Strike Force. Can include vehicles.
Resources
This is a persistent set of stats that effectively determines the strength of your Strike Force beyond just the units profiles. Each of the 3 resources have 5 grades that determine their in-game effect. Depending on the grade you may gain a bonus or suffer a penalty. Playing a campaign will cause the resource grades to fluctuate.
Ammunition - Starts Lacking. This is the value that determines the result of your 'Out of Ammo' tests.
Armour - Starts Lacking. This has various effects that slow you down or grant re-rolls, Plentiful being the Neutral grade.
Personnel - Starts Plentiful. This is how many points of Troops you get to field in a mission (200-350p)
Supply Points
These points are rewarded after games and are used to pay for several things over the coarse of a campaign. You need to keep a running tally of the points you earn each battle. Everyone starts at 0 and gains some depending on the mission and how well they do.
1: pay the upkeep or level up one of your resource grades.
2: purchase new wargear in between games for Heroes or Leaders.
3: purchase additional leader models. Can still only have up to 2. This is how you replace them when they die.
4: Can purchase temporary Troops good for one mission.
Grade | Upkeep | Ammo Roll | Personnel | Armour (applies to all models in your strike force) |
Abundant | 15 Supplies | 2+ | 350p | Re-roll Difficult terrain, Initiative, or Charge fails. |
Plentiful | 10 Supplies | 3+ | 300p | No Effect |
Lacking | 5 Supplies | 4+ | 275p | Roll +1d6 for Run, Difficult Terrain, and Charge, discard the highest. |
Scarce | 1 Supply | 5+ | 250p | No Run, Turbo-boost or Sweeps. Roll +1d6 for Difficult Terrain and Charge, discard highest |
Non-Existant | 0 Supply | 6+ | 200p | No Run, Turbo-boost, sweeps or Overwatch. Roll +1d6 for Difficult terrain or charge, discard the highest. Initiative -1. |
Action Points
These points represent your Hero's experience. These points accumulate over the coarse of a campaign and can be spent on several effects or upgrades. These are earned by playing games and completing certain actions.
1: Strike Forces start with 3 points.
2: Each Leader model adds 2 points at the start of a game.
Roles
Paragon: Gain 1 AP at the end of your movement phase for each friendly unit (model) that can draw Line of Sight to the Hero and in which all the models are further from the enemy than the Hero. Effectively as long as your Hero is out front you can generate AP for every other unit you have that can see him. Risky business but you can accrue a lot of AP at the start.
Slayer: Gain 1 AP for each enemy model killed by the Hero (includes Sweeping Advances). Doesn't matter if its shooting or assault.
Strategist: Gain 2 AP when the Hero or a friendly unit/model uses his Leadership to pass a Morale or Pinning check whilst within 6" of him. (see Battle Leader) This may not sound like much but in 30k and more in a Strike Force came, this will come up a lot more than you might expect.
Marksman: Gain 1 AP for each successful shooting Hit roll he makes. This can be amazing with a ranged weapon with lots of shots like Rotor Cannons, but what about Templates and Blasts?
Martyr: Gain 1 AP for every Hit the hero suffers. Also, if the Hero is removed as a casualty gain 3 AP. If you want to play a tanky Hero this might work out for you but don't be in a hurry to die since you still have to worry about Consequences.
Duelist: Gain 1 AP for each wound the Hero inflicts in close combat, but not those models killed in a sweeping advance. This may appeal to a melee Hero but it begs getting into melee with weaker enemies.
Creating your Strike Force
1 - Choose up to 3 non-unique character models from the Astartes faction. They do not have to be the same legion but they must be a Character. This includes unit Sergeants or similar (use the point value for adding models to their respective unit, adding +10p for Sgt type models). Models with the Chosen special rule like Command Squads allow you to choose whether to use them as Leader, Heroes or Troops. You can upgrade each model as you would normally. The final point total for these 3 models cannot exceed 150 points. If you have any left over points, add half that value (round down) to your starting Supply Points.
2 - Nominate 1 model to be your permanent Hero, the other 2 will be Leaders. The Hero gains Lessons of War, Battle Leader and Consequences of Failure special rules. The Leaders gain the Tactical Insights and Battle Leader special rules.
3 - Assign your Hero a Role. This indicates their battlefield personality and dictates how they can gain Action Points during a game.
4 - Choose your Rank and File Troops. These can vary between missions, do not gain experience and once killed are removed permanently. You can choose any models from the Legion Astartes army list except Super-heavies or Characters. You do not have to select complete units rather you buy models individually and pay points according to their add on cost. You can then upgrade them as normal and their unit wargear/upgrade restrictions still apply (like for every 5 Legion Terminators you can have a heavy weapon, still applies).
5 - Supply Points can be spent to purchase additional models that will only be used for one mission.
Transports
The dedicated transport rule is not used. Transport vehicles can carry a number of appropriate models in any combination up to the vehicle's transport capacity. Transports that come in from reserve do not function normally either. Each model embarked upon one must roll individually to come in from reserves as well.
Models = Units
Each model is treated as an individual unit just like a Kill Team game. However, models of a similar type (infantry includes bikes and those with bulky, then there's Bikes) can be made into an Ad-hoc unit. An Ad-Hoc unit acts as a single unit like we're used to but some restrictions may apply (Jump infantry lose some benefits of their Jump Packs in a unit of non-jump infantry).
Tactical Strike Warfare
A modification on how missions are played using Strike Forces.
Strike Force
Again, all models are treated as separate units UNLESS they are organized into Ad-Hoc units.
Ad-Hoc Units
All models start as separate units. When deployed they may be grouped into Ad-Hoc units. These groupings can only include models of the same type, no more than 10 models. These models cannot leave or join another unit UNLESS they join a Hero/Leader model in the process. For Ad-Hoc units, Hero/Leader models are treated like Independent Characters joining a normal unit (not part of the 10 model limit).
Splitting & Merging Ad-Hoc Units
When a Hero/Leader model leaves an Ad-Hoc unit, they can take any number of models with them, forming a new Ad-Hoc unit. The same can be done in reverse, so long as the newly re/formed Ad-Hoc unit does not exceed 10 models. Ad-Hoc units cannot be split and merged in the same turn.
Ad-Hoc Unit Composition
Ad-Hoc units can be made up of models from different Unit Entries. They can feature different Sub-Types, but their Primary Type must be the same. Infantry can join Jump Infantry but Infantry cannot join Bikes. Special rules for different sub-types then lose their effect (like Jump packs). Point is keep like with like.
Eye of the Storm
Normal morale rules don't apply. Morale and Pinning tests are taken under these conditions (unless otherwise stated).
Pinning: At the end of shooting phase, before morale checks, roll for any pinning weapons or wounds (saved or not) take a single pinning test at -1Ld for each additional enemy unit that inflicted a potential pinning test on it.
Morale: At the end of shooting, units that suffered unsaved wounds and is not pinned (see above) takes a morale check at -1Ld for each additional enemy unit that inflicted a potential morale check on the unit. At the end of assault in which the unit has lost a close combat (usually by suffering more wounds than they inflicted) it must pass a morale test to hold its ground. If it fails it Falls Back. Units take this check at -1Ld for each wound they lost combat by.
Reaction Fire
An additional Overwatch type. Any unit not engaged or falling back may attempt a Reaction Fire instead of a normal Overwatch. Only Pistol, Assault and Rapid Fire weapons may attempt this, Heavy weapons if the unit has relentless. Models that cannot make a Reaction Fire shot may still make an Overwatch shot. Pinned units cannot make Reaction shots. Blasts can't be used, Templates can make their D3 auto hits if their Reaction test is passed. A unit can make only 1 reaction shot in a round. They mostly work JUST like overwatch except the shooting unit must make an Initiative check (roll a d6 at/under their majority I stat) and it uses their full BS. If they FAIL that test they may still attempt their normal overwatch, so they loose nothing by attempting a reaction shot. However if they succeed they lose the ability to use Counter-Attack if they had it.
Integrated Support
Transports may carry a number of models up to its capacity using normal limitations but they can be in any combination of models. Just like a Super heavy transport can carry any number of units so long as it has capacity.
Up Close and Personal
CHallenges are not used. Moral Support, Glorious Intervention and Look Out Sir are not used in close combat. Models are only engaged in combat when in base contact during their initiative step. Wounds in close combat can only be inflicted to enemy models in base contact with your own. Consolidatoin is D3".
Broken Edicts
Only Hero/Leader models my use the Psyker rules. They must also expend action points to use their powers, rather than warp charges. Brotherhood units can only activate their powers if a Hero/Leader has joined them to use their Action Points.
Out of Ammo
All ranged weapons have Out of Ammo. That means if the roll a natural 1 to hit it must pass an ammo test for that weapon using the resource chart. only one test is made for a weapon in a phase, no matter the number of 1s. If it fails it may only make Snap Shots, cannot fire Reaction shots until the end of your next Shooting phase. Vehicles are treated the same way but one-use weapons are ignored.
Heroes & Leaders
Hero gains Lesson of War, Battle Leader and Consequences of Failure. Leaders gain Tactical Insight and Battle Leader.
Lessons of War
This models gains and uses Action Points, associated with their Role.
Action Points
Track these between missions as they carry over and generate in game. When making a test for a Hero/Leader you can spend 1 AP to re-roll the result. They can also spend 1 AP to gain Adamantium Will, Eternal Warrior, Fearless or Fleet for the rest of your turn. Use AP in the same way you use warp charges to activate powers. At the end of a game where a Hero isn't removed as a casualty it may spend 10AP to upgrade its WS, BS, S, T, I or W by +1. Each can only be upgraded once. Or it can spend 10AP to remove a Consequences penalty.
Consequences of Failure
If a Hero is removed as a casualty it suffers a penalty, roll/choose a result on the Consequences table. This penalty remains in effect for the rest of the campaign unless the player can get it removed.
Redemption & Atonement
After suffering a Consequence a Hero my roll/choose a a result on the R&A table as an objective to complete in the next game. If they succeed they can remove their most recent Consequence.
Tactical Insights
Hero/Leaders each add 2AP at the beginning of each game.
Battle Leader
Models in 6" of a Hero/Leader and LoS can use their Leadership value for morale and pinning outside the assault phase.
Consequences
1 Shaken: The Hero and any unit he's joined roll +1d6 for all Leadership and Morale checks, keeping the highest 2. If this Consequence is selected twice, this penalty applies to all his friendly models in 6".
2 Marked: Enemy Heroes get Prefered Enemy against your Hero. If taken twice they also gain Hatred for your Hero.
3 Bloodied: Your Hero and a unit he joins may only move 4", can't run, Jump or Thrust and suffers -2 to charge and difficult terrain rolls. If taken again, all open terrain is Difficult and all Difficult is Dangerous.
4 Dishonoured: Your Hero cannot join units and friendly units cannot charge into combats he is apart of. If taken again units in 6" can no longer use his Ld.
5 Maimed: Your hero must re-roll one of his successful close combat hits in any assault phase. If taken again then he must re-roll all his successes.
6 Blinded: Your hero must re-roll his successful shooting hits for ranges greater than 12". If taken again re-roll them all.
Redemption & Atonement
1 Return to Glory: He must end the game in the enemy DZ and spend no more than 1 turn in reserve or his own DZ.
2 Martial Dominance: He must remove more enemy models from play in close combat than any other hero in that game.
3 Unfaltering Resolve: He and a unit he is part of must pass more morale checks or pinning tests than any other Hero present. May not be taken by a Fearless Hero.
4 Unfailing Skill: He has to kill more enemies with shooting attacks than other Heroes present.
5 Bloody Revenge: If an enemy Hero is present in this game and the game he earned his last consequence in, he must cause 1 unsaved wound to that hero.
6 Act of Faith: If the Strike Force wins their game with 50%+ more VP than the enemy.
Battlefield Setup
Most missions are played on a 4'x4' table.
Choose your Troops
How many points you have to spend on troops changes with your Resources so you may have to add/subtract between games. Best to have several lists prepared.
Operational Deadline
Games are played on a 30-45 minute time limit rather than a turn count.
Mission Special Rules
Tactical Reserves
When rolling for reserves, roll separately for each model. Models that come in together can create an Ad-Hoc unit. They may also be embarked on a vehicle that comes in with them. Only Flyers may Deep Strike in these missions unless they say otherwise, meaning Drop Pods are generally out.
Among the Horde
Exterminator models that are not Hero/Leaders removed as casualties are immediately placed in reserve to re-enter the table as normal.
Overwhelming Force
Exterminator Strike Forces double their Troop point allotment for the mission.
Missions
There's only one named mission in the set and that's the final Legendary mission. The others use a choice of deployment zones and objectives to create different combinations.