Attacker's Overview. Your are leading a force on a surprise raid deep in enemy territory. Your mission is to sneak through enemy lines and destroy an important installation. This could be a fuel or ammo dump, a command bunker, a bridge or a communications station.
Defender's Overview. You command the forces defending an important installation against any enemy attack. Reserves are available in case of attack.
Scenario Special Rules
Sabotage missions use the Infiltrators, Random Game Length, Reserves and Sentries scenario special rules.
Set-Up
- Place the objective of the raid in the centre of the table. This can be a command post, a fuel dump, an ammo dump, a radio mast or anything else you can put together out of your scenery collection.
- The defender may set up any of his Troops and HQ units anywhere within 8" of the objective. He does not have to set them all up, but he must deploy at least one unit. Any forces not deployed are in reserve.
- The defender gets a variable number of sentries to place depending on which army he is commanding (see the scenario special rules). These sentries do not cost any extra points. The sentries are placed anywhere on the table which is not within 12" of a short table edge, and not in the defender's deployment zone.
- The attacker chooses one of the short table edges as his board edge. If the attacker has any troops that can infiltrate then he may deploy them up to 12" onto the board from his table edge in the area shown on the map.
- The attacker takes the first turn, moving as much of his army as he chooses onto the board, and leaving the rest to come on as reserves.
Diagram: Sabotage Mission Set-Up. A rectangular table with the objective marked in the centre of a circle labelled "8"" (the defender's deployment radius around it). A 12"-wide strip along one short table edge is marked as the "Attacker's board edge". The long edges are numbered 2-5 and the opposite short edge is numbered 6, for the defender's reserves table (see Reserves).
Mission Objective
For this raid all the attacking forces have been issued with demo charges to destroy the objective and complete their mission. The objective cannot be destroyed by firing at it, only by placing demo charges. To place a demo charge successfully, the model must assault the objective in its assault phase and remain in contact until its next assault phase. At this point the charge is set and the objective is destroyed. Boom!
The attacker wins if he destroys his objective, otherwise the defender wins.
Reserves
The attacker's reserves enter from his table edge. The defender's reserves enter from a random board edge, as indicated on the map (roll a D6). Only begin rolling for the defender's Reserves after the alarm has been raised. The first turn they can appear they arrive on a 4+, the next turn a 3+, and so on, as usual.
Game Length
The game lasts for a variable number of turns.
Line of Retreat
Troops which are forced to fall back will do so towards their closest board edge by the shortest route possible, using the normal Fall Back rules.