These
new rules for Lost Patrol present additional weapon options for the Scout
player, allowing you to use Space Marine scouts with Sniper rifles in your
games. These rules also provide the Scout Player with some additional assets,
which offer some assistance in navigating the perils jungle of Moraz III, and
some additional rules for both players which allow you to tailor the difficulty
of the game.
SQUAD SELECTION
Before each game, the Scout player must
choose their squad of 5 miniatures from the following options:
1 Scout Sergeant armed with a chainsword
and bolt pistol
and
1 Scout Heavy armed with either a heavy
bolter or a missile launcher
and
0-3 Scout Snipers armed with sniper rifles
or
0-3 Scouts armed with either a boltgun,
shotgun, or bolt pistol & combat blade.
DIFFICULTY LEVEL
Before setting up, the players should
determine the difficulty level for the game. The difficulty rating chosen
denotes how many assets the Scout Player will receive, with each asset making
easier for the scout player to win.
Easy: The Scout player receives three assets.
Normal: The Scout player receives two assets.
Hard: The Scout player receives one asset.
Nightmare: The Scout player does not receive any assets.
Once you have chosen the difficulty level
of the Scout player should roll the required number of dice and use the Asset
table below to determine the assets they receive. If you roll the same number
more than once, reroll the dice until you get a different result.
Note that in matched play, where both
players play each side once and see who can get furthest through the stack of
tiles, the difficulty level should be the same for both games.
NEW WARGEAR
The following new weapons are available to
scout squads in Lost Patrol:
Sniper rifle: a scout with a sniper rifle cannot take a Move and
Fire action during the same turn. Roll 1 dice. A roll of a 5 or 6 is a hit and
removes one Genestealer from the target tile.
Missile Launcher: Roll 1 dice per Genestealer on the target tile. Each
roll of a 6 is a hit and removes one Genestealer from the target tile.
ASSET TABLE
1. Scanners: At the end of Step 3 of each turn, you may secretly
look at the top 3 tiles of the draw stack and then return them in any order you
wish.
2. Frag Grenades: You may re-roll your dice when determining your
score during an Assault. You must accept the result of the second roll, even if
it is worse than the first.
3. Crack Shots: Add +1 toy your dice score when taking a Fire
action.
4. Homing Beacon: During Setup, shuffle the drop ship tile into the
bottom 10 tiles of the stack instead of placing it at the bottom.
5. Jungle Fighters: Scouts ignore the effects of tangleweed when they
take a Move action.
6. Tyranid Hunters: Add +1 to your dice score in an Assault. This
is in addition to any other modifiers that apply.
NEW RULES FOR THE GENSTEALER PLAYER
Ambush: The Scout player must subtract -1 from their dice
score in an Assault if you are attacking them through the jungle (i.e. not
along a jungle path).
Lost Patrol: Scout Squad Arsenal Upgrade PDF
https://www.dropbox.com/s/n2wmp68e2benbyi/Lost%20Patrol_Scout%20Squad%20Arsenal%20Upgrade.pdf?dl=0
Thank You!!!
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