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Headhunter Award

Pick one character in your army, and secretly write it down on the back of your score sheet in the
space provided (it may change from game to game), keep a tally of the number of models it has
killed for the tournament, the player with the highest total wins.
All infantry, Jump Infantry, beasts, jet pack infantry, bikes, jet bikes and cavalry are worth 1 point
All Monstrous creatures and vehicles are worth 2 points (this includes Flyers and Flying Monstrous
Creatures).
Survivor award
Pick one model (any model not a fortification) in your Army that can be easily identified and
secretly write it down on the back of your score sheet in the space provided (it may change from
game to game), you gain one point for each game this model survives the game. The model with
the highest Tally wins

Assassinate:
A player who kills his opponent’s HQ choice(s) during a game receives an additional 3 secondary
battle points (only 3 points are available for each player per game regardless of the number
of HQ choices of his opponent).

Discretionary Objectives (DOs) –


Warlord players are able to directly impact not only the overall campaign plan, but also the
tactical objectives of each mission. Before each Nightfighter game, the winning Faction will
get to choose 3 discretionary objectives while the losing Faction will choose two. These five
objectives will be in play for all players regardless of Faction or terrain type. Each player will
independently choose three secondary objectives that they will personally be pursuing in
that game. Players simultaneously reveal their chosen objectives before rolling any dice.
1. Counter-Reconnaissance – If, at the end of the game, you’ve never completed one of YOUR
player turns with 2 or more enemy units in your deployment zone, earn 2 VPs.
2. “We need to take them alive!”-At the start of the game, nominate 3 enemy units. At the end
of the game you score 2 VP if at least two of these units are still alive.
3. Gunning for a promotion – Before deploying, nominate one of your non-independent
character units. This unit scores 1 VP every time it destroys an enemy unit. (Max 2 VPs)
4. The center must hold - Place an objective marker at the center of the table if one does not
already exist. Starting with the second turn, you earn 1 VP at the end of each game turn you
control this objective. (Max 2 VPs)
5. Salvage operations - Whenever an enemy vehicle is destroyed, you place a 25mm base-sized
(standard infantry base) salvage marker within base contact of the wreck (or the center of
the crater if it exploded). At the end of the movement phase, if one of your non-vehicle units
is in base with the salvage marker, remove it from play and score 1 VP (Max 2 VPs).
6. Covert Strike Team - Secretly nominate three of your non-flyer units at the start of the game
(write on a piece of paper). You score 1 VP for each of these units that end the game alive
and wholly within the enemy deployment zone (Max 2 VPs).
7. Terminate with extreme prejudice - At the start of the game, count all the character models
in the enemy army. You earn 1 VP if you kill at least half of these characters. You earn 2 VP if
you kill more than 3/4ths (rounding up).
8. “...like sh*t through a goose!” - End the game with a non-flyer heavy support unit in the
enemy deployment zone and gain 2 VPs.
9. Evacuate COBs -During deployment, place three 25mm base-sized (standard infantry base)
civilian markers on the battlefield at least 12” from your deployment zone. At the start of the
movement phase, units can pick up the civilian. Treat the civilian as a relic except that unit
can move up to 12” per phase. Gain 1 VP for each token that you successfully escort off your
long table edge. (Units that escort a civilian off the table are removed from the game but do
not count as casualties). Max 2 VPs.
10. Pursuit-Cause an enemy unit to flee off the long board edge and gain 2 VPs.

Clear the LZ: Have no enemy units within any part of your deployment zone at end game.
+1VP

Lead By Example: Have you commander on the battle field at the end of the game.
+1VP

Forward Base: Have your most expensive Scoring Unit finish over 50% starting strength
controlling or contesting the center objective. + 2 VP

Across Enemy Line: Have your Commander in your opponent’s deployment zone at end of
game. +1 VP

Priority Targets: Destroy all your opponents non-troop units. +1 VP

Battlefield Dominance: If you control twice the amount of terrain pieces as your opponent at
the end of the game. +2 VP

Without A Home: If your opponent controls no terrain pieces in his deployment zone at the end
of the game. +2 VP

Denial of Entry: If your opponent controls no terrain pieces in your deployment zone at the end
of the game. +1 VP

Protecting What Is Ours: If you control the objective in your deployment zone at the end of the
game. +2 VP

Hold the Line: Have no enemy units within any part of your deployment zone at end game.
+2 VP

Taking What Is Theirs: If your opponent’s objective is controlled or contested by you.


+1 VP

Overwhelming Victory: If you double your opponent’s victory point total. +2 VP


Crush Their Spirit: If your opponents highest point unit is dead or fleeing at the end of the
game. +2 VP

Self-Preservation: If you limited your opponent to under 100 victory points.


+1 VP

Sever the Head: If your opponent’s commander is dead or fleeing at the end of the games.
+2 VP

Against All Odds: If your highest point unit is still alive at the end of the game. +1 VP

PRIMARY OBJECTIVE
Primary (CutOff the Head of the Snake): Kill the opposing player’s commander. If both players
accomplish this, then score this objective as a draw (Scoring: Win = 12, Draw = 6, Loss = 0)
PRIMARY OBJECTIVE BONUSES
Death Dealer: If your commander was the one to issue the coup de grace to your opponent’s
commander (your commander must have taken his last wound either by combat or shooting,
running them down does not count). + VP3
He Bleeds, Yet He Lives: If your opponent’s commander is wounded. +1 VP
There Is No Honor in Hiding: If your opponent’s commander did not participate in any combats
(wuss!). +1 VP

Secondary (Avoid the Ambush): You have stumbled on the patrol that is actively hunting you as
well. Get your commander off the board. Your commander must exit the board off the
enemy’s table edge. Both players may accomplish this objective. (Scoring: Win = 8, Draw = 4,
Loss = 0)
SECONDARY OBJECTIVE BONUSES
Worthy Retinue: If your highest point unit made it off the board with your commander.
+2 VP
Left Behind: If your opponent’s commander did not make it off the table. +1 VP
His Armor Remains Pristine: If your commander is unscathed (not wounded or dead). +1VP

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