Sequence of Play
Roll d6 and add the Faction Intelligence Resource to determine the Faction's Strategic Initiative. In the event of a Tie, the Faction with the Higher Intelligence score wins. If this is still tied, roll again.
The Faction with highest initiative is the 'Attacker' and may select which Faction is the 'Defender' that they play against. The faction with the next highest score selects defenders to play against until there are no more players to pair of for missions.
Once this is determined, determine which mission will be played (Roll on table on page 203).
Attackers and Defenders will form Kill teams per the instructions of the missions. The mission will provide the base available Unit Points and will be modified by the Factions Morale.
Morale
'1' -10 Unit Points
'2' - 5 Unit Points
'3' ~ No Adjustment
'4' + 2 Unit Points
'5' + 5 Unit Points
'6' +10 Unit Points
The mission is played out and resolved, per the Core Rules.
After the mission, experience is allocated to each unit per the Core Rules.
After the mission, each model that survivors the mission gets a roll for bonus Experience. The target value is the Factions Material score or less. If this roll is make the model (or Fire Team) gains a bonus Experience point for the mission.
After the mission, each Faction that engaged in combat may add one new unit to their roster.
After all missions are resolved, all factions (even if they didn't participate in combat), may roll against the Factions Territory score. If they roll the score or less they may add one new unit to their roster.
A faction is considered 'Broken' when one of their Faction resources is 'zero'.
A faction 'wins' when it is the last 'unbroken' faction.
If all factions break at the same time, then the Faction with the highest accumulated Resources is the winner. In the event of a tie, the two factions play off one mission to break the tie.
This message was last edited by the GM at 03:04, Sun 26 Jan 2020.