DFA mission library
Imported from the supplied packs. Scheduled tracks preserve a copy of their selected mission. Workbook source colors determine which pack supplies a rolled mission; similarly named missions can have different layouts and objectives.
Pitched Battle
Pitched Battle
DFA Missions v6.0.pdf · PDF page 7
Setup and deployment
MISSION SETUP Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Destroy 20% of the Enemy Force [+2] Destroy 40% of the Enemy Force [+3] Destroy 75% of the Enemy Force [+5) Destroy 100% of the Enemy Force Secondary Objectives [+1] Destroy Enemy Unit Only award the primary objective points at the end of the game based on the number of enemy units destroyed (round down when calculating percentage); the primary objective awards are not cumulative. VICTORY CONDITIONS No special conditions. ESCALATION PARAMETERS Level Low Med High Modifier 1.0x 1.1x 1.2x
Special rules
MISSION SPECIAL RULES Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Intercept
Intercept
DFA Missions v6.0.pdf · PDF page 8
Setup and deployment
MISSION SETUP Assets: Label objective markers 1 through 6. Starting with the defender, each force alternates placing markers. The markers must be 12" from any home edges, and at least 6" away from side edges and other markers. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Secure Asset Secondary Objectives [+1] Destroy Enemy Unit [+3] Perfect Timing If a unit is within 3" of a hot objective marker and there are no enemy units within 3" of that marker, then the unit controls the marker. A crippled unit cannot control a marker. If a force controls a marker for two consecutive end phases, then that force scores the Secure Asset primary objective, and the marker is removed from play. If a force scores the Secure Asset twice in one turn, they additionally score the Perfect Timing secondary objective. VICTORY CONDITIONS If neither force has at least 2 primary objective points, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.85x 0.95x 1.1x
Special rules
MISSION SPECIAL RULES Asset Hot: Starting on turn 1 in the end phase, the attacker rolls 1d6. The objective marker that corresponds to the result goes hot (see mission objectives). Reroll any markers that have already gone hot. After the 5th marker goes hot, remove the remaining marker that has not gone hot from the battlegrid. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Seize Ground
Seize Ground
DFA Missions v6.0.pdf · PDF page 9
Setup and deployment
MISSION SETUP Objective Area: Divide the battlegrid into four equally sized quadrants. No Man’s Land: No Man's Land is a 6" radius circle at the center of the battlegrid and does not count as being part of any quadrant. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Ground Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Full Control If a unit's base is completely within a quadrant, the unit is contesting that quadrant. A crippled unit cannot contest a quadrant. If a unit's base is in multiple quadrants or even partially within No Man’s Land, it is not contesting any quadrants. If a quadrant is contested by units belonging only to one force, then that force controls that quadrant. In the end phase of each turn, sum the number of quadrants that each force is controlling. The force that is controlling the greatest number of quadrants scores the Ground Control primary objective. If a force controls all four quadrants, they also score the Full Control secondary objective. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.8x 1.0x 1.2x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score the Ground Control primary objective on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Take & Hold
Take & Hold
DFA Missions v6.0.pdf · PDF page 10
Setup and deployment
MISSION SETUP Mission Critical Objective: Place a single objective marker in the center of the battlegrid. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Hold the Objective Secondary Objectives [+1] Destroy Enemy Unit [+3] Seal the Perimeter If any part of a unit's is base is within 3" of the objective marker, then that unit is contesting the marker. Crippled mechs cannot contest the marker. If units from only one force are contesting the marker in the end phase, then that force scores the Hold the Objective primary objective. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.95x 1.1x 1.25x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score the Hold the Objective primary objective on turn 1. Objective Secured: If one force accumulates 5 or more primary objective points and they have a unit contesting the marker, they score the Seal the Perimeter secondary objective. If the opposing force has less than 3 primary objective points, the mission immediately ends. Calculate the objective points for each force and determine a winner normally. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Conquest
Conquest
DFA Missions v6.0.pdf · PDF page 11
Setup and deployment
MISSION SETUP Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically. HQ: After picking sides, each team (starting with the attacker) must place an HQ marker that is 6” - 12” from their home edge, and up to 6” away from the line connecting home edges. Firebase: After placing headquarters, each team (starting with the attacker) must place a firebase marker that is 18” - 24” from their home edge, and 3” - 12” away from their right-side edge.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Sector Control Secondary Objectives [+1] Destroy Enemy Unit [+1] Capture Enemy HQ During the end phase, if a unit is within 3" of an objective marker and there are no enemy units within 3” of marker, then that unit is controlling the marker. A crippled unit cannot control a marker. If a unit is controlling an enemy Firebase marker, it scores one control point. If a unit is controlling an enemy HQ marker, it scores the Capture Enemy HQ secondary objective and two control points. If a force controls both its own Firebase marker and HQ marker, that force scores one control point. The force with the greatest number of control points in a turn scores the Sector Control primary objective. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.75x 1.0x 1.25x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score any primary objectives on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Battle Lines
Battle Lines
DFA Missions v6.0.pdf · PDF page 12
Setup and deployment
MISSION SETUP Draw The Line: After selecting home edges place five objective markers across the midfield line at the center of the map between both edges. Starting with one marker at dead center on the midfield line, place two more markers to each side at 9" spacing. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Majority Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Routed! During the end phase, the force with the highest total size rating* of all non-crippled units within 3" of an objective marker is controlling that marker. If the total is a tie, neither force is controlling the marker. The force controlling the greatest number of markers (minimum 2) scores the Majority Control objective and triggers Move the Line special rule. *always use the Alpha Strike size rating (even in Classic BattleTech) and sum across all units within 3” of a given objective to determine the total size rating per force. VICTORY CONDITIONS If one force triggers the Routed! special rule, they automatically win the primary objective. Note you cannot score Majority Control without controlling at least 2 markers. ESCALATION PARAMETERS Level Low Med High Modifier 0.9x 1.05x 1.2x
Special rules
MISSION SPECIAL RULES Move the Line: When either force scores the Majority Control objective, all five objective markers must be advanced 6" directly away from the scoring force’s home edge. If one force retreats, move the line automatically to that force’s table edge. Routed!: If one force moves the line onto the enemy’s home edge (at 0”), they automatically win the primary objective as detailed in the Victory Conditions and score the Routed! secondary objective. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Supply Chain
Supply Chain
DFA Missions v6.0.pdf · PDF page 13
Setup and deployment
MISSION SETUP Objective Placement: Label objective markers 1 through 6. The defender takes the even numbers, and the attacker takes the odd numbers. Starting with the defender, each force alternates placing markers in any order. The first marker placed must be placed between 6” and 8”, the next between 12” and 14”, and the last between 18” and 20” of the placing force’s home edge. All markers must be at least 12” away from other markers and 6” away from any side edge. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Chain Control Secondary Objectives [+1] Destroy Enemy Unit [+3] Supply Chain Secured During the end phase, if a unit is within 3" of an objective marker and there are no enemy units within 3” of marker, then that unit is controlling the marker. If one force is controlling more than 1 marker in numerical sequence, they score control points equivalent to the number of objectives in sequence held. Objectives 6 and 1 count as being in sequence. The force with the greatest number of control points scores the Chain Control primary objective. For example, if one force holds objectives 5, 6, and 1, they would score the 3 control points. VICTORY CONDITIONS If neither force has at least 2 primary objective points, the primary objective is considered a draw. If one force triggers the End-to-End special rule, they automatically win the primary objective. ESCALATION PARAMETERS Level Low Med High Modifier 0.9x 1.05x 1.2x
Special rules
MISSION SPECIAL RULES Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends. End-to-End: If one force controls all six objective markers, they automatically win the primary objective as detailed in the Victory Conditions and score the Supply Chain Secured! secondary objective..

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Area Denial
Area Denial
DFA Missions v6.0.pdf · PDF page 14
Setup and deployment
MISSION SETUP Objective Area: Divide the battlegrid into eight zones by first dividing it into four equally sized quadrants, then bisecting these quadrants through the corners adjacent to the center of the battlegrid. No Man's Land: No Man's Land is a 9" radius circle at the center of the battlegrid and does not count as being part of any zone. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from the right-most 6” of their home edge, and the 6” length along the adjacent right-side edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Ground Control Secondary Objectives [+1] Destroy Enemy Unit If a unit's base is completely within a zone, the unit is contesting that zone. A crippled unit cannot contest a zone. If a unit's base is in multiple zone or partially in No Man’s Land, it is not contesting any zones. During the end phase, the force with the highest total size rating* of all non-crippled units contesting a zone scores a control point. If the total is a tie, neither scores for that zone. The force with the greatest number of control points scores the Ground Control objective. *always use the Alpha Strike size rating (even in Classic BattleTech) and sum across all units within 3” of a given objective to determine the total size rating per force. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.95x 1.05x 1.25x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score the Ground Control primary objective on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Strongholds
Strongholds
DFA Missions v6.0.pdf · PDF page 15
Setup and deployment
MISSION SETUP Objective Placement: Place one objective marker 9” from the center-point, towards the attacker’s home edge, and another marker 9” towards the defender’s home edge. Place another marker 18” from the center-point towards the left side edge, and a final marker 18” towards the right-side edge. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Establish Stronghold Secondary Objectives [+1] Destroy Enemy Unit If a unit is within 3" of an objective marker and there are no enemy units within 3" of that marker, then the unit controls the marker. A crippled unit cannot control a marker. A force gains one control point for each objective marker they control. If a force controls two objective markers within 18" (both middle objective) they gain one additional control point. The force with the greatest number of control points scores the Establish Stronghold objective. VICTORY CONDITIONS If neither force has at least 3 POP, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.85x 0.95x 1.1x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score the Area Secure or Establish Stronghold primary objectives on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Crossfire
Crossfire
DFA Missions v6.0.pdf · PDF page 16
Setup and deployment
MISSION SETUP Objective Placement: Place one objective marker in the center, and two more markers each 12” from their respective home edge and 6” from the respective right-hand edge. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Half of the force (rounded down) enters the battlegrid from the right-hand edge 36-48” away from the forces home edge. After these half- forces are fully deployed, the remaining forces enter the battlegrid from the right-hand 12” of their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Establish Echelon Secondary Objectives [+1] Destroy Enemy Unit [+1] Hold the Center If a unit is within 3" of an objective marker and there are no enemy units within 3" of that marker, then the unit controls the marker. A crippled unit cannot control a marker. A force gains one control point for each objective marker they control. If a force controls any two markers within 24" they gain one additional control point. If a force controls the center objective, they additionally score the Hold the Center secondary objective. The force with the greatest number of control points scores the Establish Echelon primary objective. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 1.0x 1.1x 1.25x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score the Area Secure or Establish Stronghold primary objectives on turn 1. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Vanguard Blitz
Vanguard Blitz
DFA Missions v6.0.pdf · PDF page 17
Setup and deployment
MISSION SETUP Nav Point Placement: A force’s objective zone is 6” from any side edge and 6” - 18“ from their home edge. Starting with the defender, each force alternates placing two objective markers in their opponent’s objective zone. The objective markers must be 12” away from other markers. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Half of the force (rounded down) is deployed in their force’s objective zone. The remaining forces enter the battlegrid from their home edge as described in the Reserves special rule.
Objectives and victory
MISSION OBJECTIVES Primary Objectives [+1] Control Nav Points Secondary Objectives [+1] Destroy Enemy Unit [+1] Blitzed! If a unit is within 3" of an objective marker and there are no enemy units within 3" of that marker, then the unit controls the marker. A crippled unit cannot control a marker. A force scores one control point for each objective marker controlled in their opponent’s objective zone. The force with the greatest number of control points scores the Control Nav Points objective. If one force controls both objective markers and the other force controls none, then the controlling force additionally scores the Blitzed! secondary objective. VICTORY CONDITIONS If neither force has at least 3 primary objective points, the primary objective is considered a draw. A force cannot be wiped until the end of turn 3, however a force may choose to retreat at any time. ESCALATION PARAMETERS Level Low Med High Modifier 0.95x 1.0x 1.15x
Special rules
MISSION SPECIAL RULES Moving Out: Neither force can score the Control Nav Points or Blitzed! primary objectives on turn 1. Reserves: During the movement phase of turn 2, 25% of the forces (round down to a minimum of 0) enter the battlegrid from their respective home edge. During the movement phase of turn 3, the remainder of the forces enters the battlegrid from their respective home edge. Price of Retreat: If one force retreats, the other force automatically wins the primary objective, and the mission automatically ends. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Recon
Recon
DFA Missions v6.0.pdf · PDF page 19
Setup and deployment
MISSION SETUP Target of Interest: The target zone is between 6" and 18" from the defender's table edge, and 6" away from each side edge. The defender places three objective markers anywhere within the target zone, and secretly notes which marker is the target of interest. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Attacker Primary Objectives [+1] Escape with Recon Data Secondary Objectives [+1] Destroy Enemy Unit Defender Primary Objectives [+1] Stall the Offensive Secondary Objectives [+1] Destroy Enemy Unit If an attacking unit that has scanned and imaged the Target of Interest moves off the attacker's home edge, it scores the Escape with the Recon Data mission objective, and the mission automatically ends. If the attacker has not scored the Escape with Recon Data objective by the end of the game, the defender scores the Stall the Offensive mission objective. VICTORY CONDITIONS None. ESCALATION PARAMETERS Level Low Med High Modifier 0.8x 0.9x 1.0x
Special rules
MISSION SPECIAL RULES Scan the Objective: Any unit from the attacker’s force can scan an objective if it is within sensor range of the objective as a free action in the shooting phase. ECM affects this as normal. If an objective is scanned, the defender must reveal if it is the Target of Interest or not. Image the Objective: An attacking unit can image the Target of Interest as a free action if it begins the shooting phase within 3" of the objective and has previously scanned it (see above). LZ Hot! Lifting Off!: After 12 turns, the mission automatically ends. If the mission ends this way, the defender automatically wins the primary objective.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Linebreaker
Linebreaker
DFA Missions v6.0.pdf · PDF page 20
Setup and deployment
MISSION SETUP Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. The attacker must deploy in a 24x6 area centered along their home edge. The attacker must declare each unit’s movement mode (stationary, walk, sprint, etc.), though the units do not move after being placed in the deployment area. The defender’s forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Attacker Primary Objectives [+1] Breakthrough Secondary Objectives [+1] Destroy Enemy Unit Defender Primary Objectives [+1] Pinned Down Secondary Objectives [+1] Destroy Enemy Unit If an attacking unit moves completely off the defender's home edge, it scores the Breakthrough mission objective. At the end of turn 10, the defender scores the Pinned Down objective for each attacking unit that has not moved completely off the defender’s home edge. VICTORY CONDITIONS If the defender does not have at least twice as many primary objectives points as the attacker, the primary objective is considered a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.85x 1.05x 1.25x
Special rules
MISSION SPECIAL RULES Lightning Raid: In missions where the defender has less than 4 units, reduce the size of the area the attacking unit can exit the battle grid by 12" per unit under 4. For example, if the defender only has 2 units, the attacker may exit through a 24" line centered along the defender's home edge. Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Seek & Destroy
Seek & Destroy
DFA Missions v6.0.pdf · PDF page 21
Setup and deployment
MISSION SETUP Primary Targets: There are a number of primary targets equal to 2 plus the mission BV/PV/FV divided by 4000/90/5 rounded up. The defender places all primary targets 3” - 24” from their home edge, 3” from either side edge, and 9” apart. They cannot be placed in depth 1+ water, and count as being 2x2x2" immobile targets. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. Forces enter the battlegrid from their home edge. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Attacker Primary Objectives [+1] Destroy Primary Target Secondary Objectives [+1] Property Damage [+1] Destroy Enemy Unit Defender Primary Objectives [+1] Defend Primary Target Secondary Objectives [+1] Destroy Enemy Unit When a Primary Target is reduced to 0 CF, the attacker scores the Destroy Mission Target mission objective. At the end of the mission, the defender scores the Defend Mission Target mission objective for each Primary Target that has any CF remaining. For each Primary Target that has been damaged but not destroyed, the attacker scores the Property Damage mission objective. VICTORY CONDITIONS None. ESCALATION PARAMETERS Level Low Med High Modifier 0.8x 1.0x 1.15x
Special rules
MISSION SPECIAL RULES Watch for Decoys: Attackers must be in sensor range of a Primary Target before attacking it. Pyrrhic Victory: If 75% or more of the attacking force’s units are destroyed, then they automatically lose the secondary objective. Hardened Targets: Each Primary Target has the same amount of CF, based on the system being played: TW: 100 | Destiny: 35 | Alpha Strike: 12 Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
Escort
Escort
DFA Missions v6.0.pdf · PDF page 22
Setup and deployment
MISSION SETUP Nav Points: Nav Alpha is placed on the defender’s left side edge, 15" from their home edge. Nav Beta is placed directly across on the opposite edge. Deployment: The defender selects any edge as their home edge; the attacker is assigned the opposite edge as their home edge. The defender moves onto the battle grid from any point within 6” of their left-hand corner, and the attacker moves onto the battlegrid from any point within 6” of their right-hand corner. The defender must place all convoy vehicles within 8” of Nav Alpha. On turn 1, the defender loses initiative automatically.
Objectives and victory
MISSION OBJECTIVES Attacker Primary Objectives [+1] Disable Convoy Vehicle Secondary Objectives [+1] Destroy Enemy Unit Defender Primary Objectives [+1] Defend Convoy Vehicle Secondary Objectives [+1] Destroy Enemy Unit If a convoy vehicle moves off the battlegrid within 3” of Nav Beta, the defender scores the Defend Convoy Vehicle mission objective. If any of the convoy vehicles are hit by a Disabling Shot, the attacker scores the Disable Convoy Vehicle mission objective. VICTORY CONDITIONS If neither force has at least 2 primary objective points, then the primary objective is a draw. ESCALATION PARAMETERS Level Low Med High Modifier 0.85x 1.0x 1.15x
Special rules
MISSION SPECIAL RULES Convoy Vehicles: There are five convoy vehicles which have a move of 5 (target mod +2 or TMM 2), cannot flank/sprint and always ignore non- impassable terrain. The convoy vehicles cannot be attacked except with a disabling shot (see special rule below). Convoy Movement: Starting on turn 2, the convoy is moved by the defender before any other units are moved. The vehicles may move in any direction. Disabling Shot: Attacking units that are within 12” of a convoy vehicle may attempt a disabling shot with any weapon/TIC (including melee attacks). The target number for this attack is calculated normally but also has an additional +2 penalty. A unit may only attempt one Disabling Shot per turn but may make other attacks as normal (additional attacks count as secondary targets). Reinforcements Inbound: After 10 turns, the mission automatically ends.

Use the source pack’s general scoring and retreat rules. Mercenaries bonus objectives pay separately and never change the mission winner. For combined scales above three, agree map dimensions before play.
General rules, bonus objectives and conditions
Source pages retain table layout and diagrams. Mercenaries includes ten bonus objectives and the condition tables referenced by the workbook. The GM selects bonuses and conditions from these pages and records their decisions in track notes.
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