FIRST FIELD EXERCISE / EXPERIMENTAL MISSION
The Ruined Crossing
Two companies approach a shattered crossing. Three abandoned landmarks lie between them, each guarded by hostile survivors of the Falls. Take the ground, hold it and survive the thing that arrives in round two.
THE MISSION LEDGER
An encounter in five rounds
A straightforward first campaign mission for two legal 400-point companies (or 500 points each as a standalone game). The objective markers are the focus of the battle; combat, cover, neutral patrols and an unpredictable environmental event give players a chance to try the core rules together.
01 / PREPARE THE GROUND
Before the first activation
- Place 8–12 terrain pieces, including at least three full-cover obstacles and two areas of difficult ground.
- Set three objective markers on the centre line, approximately 10 inches apart.
- Defend each marker with a separate three-model Wasteland Mutant patrol.
- Roll off using D6. The winner chooses a battlefield edge; both sides deploy within the opposing six-inch strips. Reroll ties.
- Both players complete their Command Phases, then fill the activation bag with one token per surviving formation.
Wasteland Mutants
M 5 · W 1 · Hit 4+ · T 3 · Save 5+ · A 1 · D 1
When two of the three mutants are defeated, the last one flees. Each patrol activates with one token and is hostile to both armies and cryptids.02 / TAKE THE LANDMARKS
Clear, then control
Mutants must be cleared before an objective can be claimed. A non-retreated player model within 2 inches can control a cleared marker if no enemy contests it. A Skirmisher cannot score during the round it Uncloaks.
03 / COUNT THE VICTORY
Points at each round end
At the end of rounds 2–5, score 1 victory point for each uncontested, cleared objective held. An agreed secondary is worth 2 points per side. A relic extraction is worth 3 points, or 5 in Relic Recovery.
04 / EXPECT THE WILDERNESS
The second-round event
At the start of round two, resolve the usual province cryptid or radiation storm. The event does not remove mutant defenders. In Cryptid Hunt, each full five actual Wounds dealt to the creature earns 1 victory point.
A NOTE FOR PLAYTESTERS
Record what happens
Time each round. Note which special rules required explanation, whether a Core-heavy force takes longer than two hours, whether two Captain orders and four Officers change tactical choices, and how often Heavy units survive or move.
This mission is experimental. Five rounds decide the result, with a tie counted as a draw.
