PILLAGE
The most common and straightforward of objectives, the attackers are attempting to steal whatever they can carry and burn the rest. There are several iterations of the Pillage objective. Players can choose which one to use or, if they wish, roll a D6 to determine their mission objective.
Plunder (D6 roll of 1-2)
In this mission, the attackers are attempting to steal as much as possible.
To play games with a Plunder objective, you will need five 'Loot' counters.
These can be anything from small coins to modelled piles of weapons. At the
start of the game, starting with the defending player, each player takes
it in turns to place a Loot counter. Counters may only be placed on the quayside
(you may not place them in the water, for example) and may not be placed
closer than 6"/14cm to another counter, or 3"/8cm to a board edge.
Attackers (or defenders) may drag Loot counters by moving into base contact
with them. Once a model is alongside a Loot counter, it can complete its
move normally, dragging the loot alongside. If the model doing the dragging
is engaged in close combat, it will drop the loot. At the end of the game
the attacker wins if he has successfully stolen three or more Loot counters.
Loot counters are considered stolen if they have been taken aboard a boat
that then leaves the board.
Burn the Village! (D6 roll of 3-4)
Houses and fortifications can be rebuilt, but it takes time and effort. Destroy
your opponent's base of operations and you can win a significant advantage
in the fight to come. There must be at least five buildings on the quayside
to play this mission objective. To win the game, the attacking player must
burn at least three of the five buildings. Attackers may attempt to set fire
to a building during the Fight phase, providing that they are in base contact
and have performed no action other than moving that turn. The attacking player
may roll a D6 for each of his models that are trying to fire a building. On
each roll of a 5 or 6, the fire catches hold - indicate this with a suitable
marker. At the start of each turn, before priority is rolled, add an additional
marker to the building as the fire rages through its structure. If the winning
roll for priority is lower than the number of Fire counters on a building,
it collapses, replace it with a pile of rubble. Any models inside the building
suffer a single Strength 10 hit (as well as any falling damage) and are knocked
to the ground). Defending models may attempt to douse the flames on a building
in the Fight phase, providing that they are in base contact and have performed
no action other than moving that turn. The defending player may roll a D6 for
each of his models that are trying to douse the flames. For each roll of a
6, they have been partially successful - remove a marker.
Destroy the Fleet (D6 roll of a 5-6)
This raid has come at a time when several enemy vessels have been moored up
alongside the quayside, and the attackers take their chance to scupper these
ships. The defending player must deploy five boats along the quayside to
play this mission objective. To win the game, the attacking player must burn
at least three of the five boats. Boats are set alight and put out exactly
as described for buildings. Due to the flammable nature of boats, any vessel
touching a boat that is on fire will itself be set alight at the start of
the Priority phase if the defender rolls a 4 or more on a D6 - place
a single Fire counter to show this. If a boat is destroyed due to the Fire
counters on it, any models onboard take a single Strength 5 hit and are dumped
ignomiously into the water.
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The Corsairs of Umbar are some of the most fearsome of Sauron's allies. |
RAID
There is nothing fancy about a Raid mission. The attacker simply wishes to cause as much damage as possible to his enemy, for as little loss in return. There are several variations on the Raid objectives though. Players can choose which one to use or, if they wish, roll a D6 to determine their mission.
Headhunt (D6 roll of 1-2)
In this mission, the attacker is trying to kill a specific enemy character,
hoping that his loss will demoralise that foe. At the start of the game,
before both sides have deployed, the attacker chooses one Hero in the enemy
force to be his target.
At the end of the game the attacker scores:
- 5 points for each wound inflicted the nominated Hero
- 10 points for killing the nominated Hero
- 1 point for each other casualty inflicted on the enemy
While the defender scores:
- 1 point for each enemy Warrior slain
- 5 points for each enemy unnamed Hero slain
- 10 points for each enemy named Hero slain
Note that models that leave the board due to failed Courage tests do not count as slain in this scenario, but models that are slain as a result of drowning (or other natural causes) do form part of the tally.
Next: Mission Narratives and Different Types of Seafarer
Previous: Mission Objectives
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