RED ELF
SECURE AND CONTROL

The battlefield is strewn with discarded equipment, wounded comrades, supplies and the other detritus of war that, for various reasons, you wish to recover. You must fight off the enemy while scouring the field to secure as much plunder as you can.

OBJECTIVE: LOOT

The items to be secured are represented by a total of D3+2 Loot counters. Each player alternates placing a Loot counter until they are all on the table. Toss a coin to see who places a counter first. A counter may not be placed in impassable terrain, nor may one be placed within 12" of a table edge or another counter.

At the end of the game you control a Loot counter if there is at least one of your scoring units, and no enemy scoring units, within 6" of it.

In Alpha missions, the player wily the most Loot counters wins.

Victory Point rules are used in the Gamma and Omega missions. See the Special Rules section for details.

SCENARIO SPECIAL RULES

Alpha: None.

Gamma: Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.

Omega: Escalation, Concealment, Infiltrate, Deep Strike, Dusk & Dawn, Victory Points, Random Game Length.

SET-UP

1 Place Loot counters on the battlefield, as described in Mission Objective.

2 Both players roll a dice, the winner chooses which of the long table edges to deploy in. His opponent gets the opposite deployment zone, so both forces start along opposite long board edges.

3 Starling with the player that scored highest, the players take it in turns deploying a unit at a time in their deployment zone, until all their available models are on the tabletop. No unit may be deployed more than 12" from their own long table edge. Players must deploy their units in the following order - Heavy Support first, then Troops, followed by Elites, HQ and finally Fast Attack.

4 Roll a D6. Highest score may choose whether to go first or second.

RESERVES: When available, reserves move on from the player's deployment zone board, edge.
GAME LENGTH: The game lasts for 6 turns. The Omega game may last longer.