would lure the Lions of Alba into the open and bring them to their destruction. After all, even the brave hunter must sometimes lie in wait. So through various contacts with traders and garrisons, rumours were spread, creating a story which varied in the details but that always took one familiar shape.
The rumours told that an ancient Heresy-era supply depot had been found on Jamshyd's World, in the Nemea system. Since disputes had arisen over whether the depot should belong to the Adeptus Mechanicus or to the Space Marines that found it, no action had been taken to secure it, each side having sworn to destroy any force that moved to do so. The Lions of Alba, despite their isolation in the Eye of Terror, were careful to maintain contact with the region surrounding their former home, and so the two Captains were confident that they would not have long to wait before the
Lions left their den. The Lions could not afford to pass up an opportunity to acquire such wealth, and the knowledge that they would be seizing it from under the noses of former comrades would make it even more tempting. The only question was when the traitors would attack.
Execution
The two Captains used the time in which the rumour spread to prepare for the eventual onslaught. The plan was simple enough. A fake supply depot would be constructed on the southern continent of Jamshyd's World, at some distance from the nearest population centres. A few Chapter serfs and servitors would give the illusion of a mostly-abandoned dig site. The complex, meanwhile, would be filled with traps and secret entrances – though it would appear defensible and secure, it would be anything but. With the exception of the false complex, Jamshyd's World was a
simple agri-world, with little to tempt invaders. That simplicity, reasoned the Captains, would protect the planet from any but the most minimal depredations, and half a company of Heralds of Light would be stationed in the planetary capital with their Thunderhawks in case that reasoning was incorrect.
The Steel Dogs would conceal their Strike Cruiser, the Catulus, on Bahram, the first moon of the planet. The moon's minimal gravity would not inconvenience the great ship, but would provide sufficient cover to prevent detection by invaders. Meanwhile, the Heralds of Light would keep their Sacrifice in a far orbit around the planet, accompanied by a squadron of escorts from each Chapter. Once invaders had appeared and landed their forces on the planet, the Sacrifice and its attendant ships, under the command of Captain Cinereal, would move to engage the enemy and
Mission 1: Crushing Fist
The Steel Dogs and Heralds spring the trap, dropping from orbit to rapidly encircle and eradicate their foe. Taking down a renegade warband is never an easy task however, and the cost in lives may leave a bitter aftertaste.
Suggested Forces: 1500pts.
The Loyalist forces are sending in their finest troops to eradicate the enemy, and as such only require a single HQ for this mission and may field up to six Elites. However, they are restricted in their heavy armour due to the quick drop and so may only use a single Heavy Support choice. Be sure to set up a single building in the middle of a table quarter, this is the entrance to the equipment cache.
Deployment:
If you have access to it, play Planetstrike scenario one with a single bastion. Otherwise, deploy as per the Spearhead rules from the core book. The Lions will automatically receive the table quarter with the building as their deployment zone, and the loyalist forces must take the one opposite of that. The renegades must deploy first, and the loyalists will receive first turn on a 2+. While not required, loyalist deployment via Drop Pod assault is encouraged.
Objectives:
The loyalists must kill as many traitor marines as possible, and so receive standard Kill Points for this mission. The Lions receive a single Kill Point for each unit they have alive at the end of the battle and an additional 3 Kill Points if they have a surviving unit inside the building.
If the Loyalists win continue on to scenario 2A, if the Renegades win continue onto scenario 2B. The victor in this scenario scores 2 Victory Points (whoever has the most victory points at the conclusion of the campaign wins).
prevent their escape, while the Catulus dropped its forces to harry the enemy on the surface. Once the Steel Dogs had landed, under the command of Captain Blackblood, the Catulus would assist the Sacrifice in destroying any remaining enemy ships, at which point the task force could turn its attention to destroying any forces on the planet. With the details agreed upon, the two Captains made their preparations, then steeled themselves for a wait that might not end for months. However, they did not have nearly so long to wait.
Crushing Fist
When two Lions of Alba Strike Cruisers appeared in system some four months after the initiation of the plan, both Captains were surprised. Even the most audacious of the storehouse rumours had not mentioned enough spoils to be worth the Lions risking such a large portion of their strength. Still, the loyalist forces possessed a sufficient edge in firepower to be confident of victory. The Lions moved in-system, stopping occasionally to annihilate a mining station or extort supplies from a freighter, and the Steel Dogs and the Heralds of Light watched them come.
When the traitors entered orbit, however, events took another unexpected turn. Instead of landing only at the false supply depot, the traitor forces had landed the majority of their forces at another location, near the tip of the southern continent. Planetary surveys had shown nothing of interest at that location, but any delay to determine what was going on risked the forces at the false storehouse realizing their mistake. There was no choice but to strike now, and determine the enemy's reasons later. With a few simple words from Captain Cinereal, the two ships sprang into action. While the Sacrifice and its squadrons struck at the two traitor cruisers, the Catulus launched the Second Company toward the surface in its drop pods. The Steel Dogs landed almost on top of the enemy, and were swiftly locked in deadly hand-to-hand fighting. Though the Lions were tenacious, the Steel Dogs had the weight of numbers and the implacability of the damnati on their side. The Lions retreated within the false storehouse to lick their wounds, and the Dogs quickly entrenched outside the entrances. In orbit, the Catulus and Sacrifice were battered, but had succeeded in driving away the enemy Strike Cruisers, now identified as the White Lion and the
Pride of Alba away from the planet. Unfortunately, they had been unable to destroy either vessel, though both escort squadrons remained unscathed. Though the traitors had certainly had the worst of the engagement, there was no doubt they would return.
It did not take long before the Lions in the false storehouse discovered the absence of their orbital support, and it took them even less time before they discovered that it was empty of valuables (later inspection revealed that the Lions lost a full squad to the various traps within). Grimly determined, they charged the Steel Dogs' entrenchments, desperate to break out and reach their fellows elsewhere on the continent.
Unfortunately for them, the Steel Dogs were secure, and had been reinforced by elements of the Heralds of Light. When two Tactical Squads of Heralds used secret entrances to outflank the Lions, it only hastened the inevitable. Of the sixty Lions who dropped to seize the storehouse, only three survived to be taken prisoner.
Contact
What those three revealed, however, was disturbing. The loyalists' fabrications had, unknown to them, contained an element of truth – there
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Mission 2A: Breakout
The Lions, having been forced back into the false storehouse, attempt to break out and reach their fellows to the south. Suggested Forces: 1250pts.
The loyalists have had the opportunity to land further forces, but both sides have taken losses. Many of the elite troops are now needed for the battle in orbit. Play this battle with normal Force Organization requirements.
Terrain: Woods, small ruins, and a broken road leading to the ancient storehouse are all great ways to reflect the rural and weathered area this battle was fought in.
Deployment: Deploy as per the Spearhead rules. The large building from the first scenario should be placed in the Lion’s deployment zone as close to the Lion’s corner of the field as possible. The Lions will deploy first. Either player may place up to half their forces in reserve. Objectives: The Lions have only one objective- survival. They place one objective in the centre of the loyalist deployment zone, another in the middle of their deployment zone and a third in the back corner of their deployment zone- which should be represented by the large building from Scenario 1.
In addition any HQ units on the board count as objectives. If an HQ unit is still alive, it counts as held by the controlling player- if they are slain leave them on the table to be captured as a normal objective. The player who controls the most objectives at the end of the game wins. If the Lion player moves any of his HQs off the loyalist board edge, they count as two objectives. The victor in this scenario scores 2 Victory Points.
First Turn and Game Length: The players roll off for first turn once all units have been deployed. The game will normally last 5 turns. At the end of turn 5 roll a d6- on a 5+ continue playing for another turn. Continue rolling at the end of each game turn until a 4 or lower is rolled.
Special Rules:
Tactical Retreat! All non-vehicle Lion of Alba units have the hit and run special rule. Stubborn Containment. All non-vehicle loyalist units receive the counter-attack special rule.
Mission 2B: Pursuit
The loyalists try to run down the escaping enemy before they can reach their fellows to the south. Suggested Forces: 1500pts.
The loyalists have had the opportunity to land further forces, but both sides have taken losses. Many of the elite troops are now needed for the battle in orbit. Play this battle with normal Force Organization requirements.
Terrain: A broken road, hills, and sparse woods all make perfect terrain to run for your life in. Deployment:
The Lions of Alba deploy first, within 6" of the tables centre-line and at least 18" from the short table edges. The Loyalists then deploy their forces within 9" of the long board edges. Any units unable to deploy in this area may be placed in reserves, but will come in from a random board edge- nominate a board edge as '1' and roll a d6, moving counter clockwise for 2, 3, and 4. A result of 5 allows the unit to come in from the board edge of the Lion player’s choice, while a 6 forces them to come in on the edge of the loyalist player’s choice. Objectives:
In this bitter fighting there can be only death. This scenario uses the kill point scenario rules. In addition any heavy support options from the Lions of Alba count as two kill points, as do any loyalist elite units. Finally, any Lion of Alba unit that reaches the short table edge may be removed from play, counting as 0 kill points for either side. The victor in this scenario scores 2 Campaign Victory Points.
was a lost Heresy-era depot on Jamshyd's World, one larger than even the rumors had suggested. The Lions had investigated the rumours much more thoroughly than anticipated, using resources the prisoners refused to divulge, and their investigations had confirmed the presence of such a site. The smaller force had been sent to secure the smaller site – nearly a hundred and fifty Lions were busy
locating and entering the much larger site to the south.
To say that the Captains were concerned would be an understatement. The absurdity of the situation belied the possible consequences of the Lions of Alba gaining powerful weapons from the dawn of the Imperium. The Imperial plan had lured out the Lions of Alba, but now it risked enriching
and empowering the traitors, rather than destroying them. Harsh words were exchanged before it was agreed that, whatever the cost, the Lions could not be allowed to flee the planet with the ancient technologies which no doubt lurked within the storehouse. The Steel Dogs and Heralds quickly boarded their Thunderhawks to make the flight to the real storehouse. In
Mission 3: Meeting Engagement
The loyalists engage the forces at the real storehouse, hoping to wipe them out before they can gain entrance. Suggested Forces: 1750pts.
Both sides have their best and brightest forces available – each may field an additional Elites choice beyond the usual Force Organization chart.
Terrain:
Sloping hills or a large building should occupy the centre of the Lions’ deployment zone. Other than some small ruins the loyalist deployment zone should be fairly barren.
Deployment:
Deploy both forces as for a pitched battle. Either player may place units in reserve. Objectives:
Place one objective in the middle of the Lions deployment zone. The loyalists place a single objective anywhere within their deployment zone. The victor in this scenario scores 3 Campaign Victory Points.
First Turn and Game Length:
Roll for first turn. At the end of the fifth turn, roll a d6. On a 4+ play another turn, otherwise the game ends immediately. Special Rules:
Orbital Bombardment: The loyalist player rolls a d6 for each Lion of Alba unit on the field, on the roll of a 6 they may resolve the following shooting attack on that unit:
S9, AP 2, Ordnance Barrage, Large Blast. This attack scatters 3d6" and even on a hit will scatter d6". Any shots placed should be represented by a crater, treated as difficult 5+ area terrain for the rest of the game.
Mission 4: Infiltration
The Steel Dogs and Heralds of Light are attempting to infiltrate the storehouse and probe its defences, while the Lions of Alba are attempting to prevent them from relaying information back to their allies.
Suggested Forces: Special
The Attacker (Lions of Alba) uses a list of no more than 1000 points. The Defender (Steel Dogs and Heralds) use a list of no more than 500 points, and are limited to HQ, Elites, and Troops.
Terrain:
Congested industrial terrain would be appropriate, as would ruins and rocky ground. Deployment:
The Defender sets up his entire army in the centre of the table, anywhere that is more than 18" from any table edges, and at least 24" from the table edge from which they will be trying to escape. At least half the Attacker's units, rounding up, must be placed in Reserves. Attacker units arriving from Reserves may enter the table from either long edge or the Attacker’s short edge.
Objectives:
The Defender is attempting to escape the pursuing Attacker forces and reach safety, along with conveying vital information on the defences of the Attacker. The Attacker, of course, is attempting to prevent this. The Defender must get as many models as it can to the departure point. If the Attacker destroys all Defender units before they reach the departure point, the Attacker automatically wins. The departure point is placed on the Defender's short board edge. Victory in this scenario is decided using victory points, and each model that reaches the departure point scores 100 victory points for the defender. The victor in this scenario scores 1 Campaign Victory Point.
First Turn and Game Length:
Roll for first turn. At the end of the fifth turn, roll a d6. On a 4+ play another turn, otherwise the game ends immediately. orbit, servitors and serfs desperately
prepared tanks and speeders whose use had not been expected, even as sensors detected the White Lion and Pride of Alba approaching again. The forces already on planet and their newly prepared supporting elements assembled some distance from the
storehouse and prepared to attack, even as battle was joined again in orbit. With their aerial elements committed to the battle in orbit, the strike force launched their attack on the Lions. The Lions had prepared defensive positions while attempting to gain entrance to
the storehouse, but they were still surprised by the loyalist attack. The battle was brief, but violent, with neither side really gaining the upper hand. The Lions retreated into the storehouse when it became clear victory was unlikely, but they did so in good order, and the Dogs and Heralds
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Mission 5: Undermining
Having acquired valuable knowledge of weak points in the Lions of Albas’ defences, the Steel Dogs and Heralds of Light launch an opening raid designed to weaken the Lions’ position and leave them vulnerable to a larger attack.
Suggested Forces: 2000pts
Both sides use the normal Force Organization chart. ` Terrain:
Use a terrain setup similar to that from the previous mission. Deployment:
This mission uses the Dawn of War deployment. The Steel Dogs and Heralds of Light (Attacker) may deploy their entire army at the start of the game, though the Lions of Alba (Defender) must abide by the normal limit of 1 HQ and 2 Troop choices.
Additionally, the Defender has deployed minefields to protect his position. He may place D3+3 minefields anywhere within his deployment zone. For each minefield, place a small marker (40mm base is ideal). The mines extend 3” in all directions from the marker. This area counts as both difficult and dangerous terrain, and any units suffering casualties from them must test for Pinning. If the Attacker won the previous mission, he may remove D3 minefields after they are deployed, to represent the attacking forces knowing of the vulnerabilities in the defences.
Fleeing units will flee as normal towards their respective long board edges. Objectives:
Kill Points are used in this mission. Additionally, place a single objective marker anywhere in the Defender’s deployment zone to represent a communication uplink, ammo store, or other objective. Whoever controls this objective at the end gains an additional 3 Kill Points. If the number of Kill Points are tied between both players, then whoever controls the objective wins. If neither side holds the objective, Victory Points are used to break the tie. The victor in this scenario receives 3 Campaign Victory Points.
First Turn and Game Length:
Roll for first turn. At the end of the fifth turn, roll a d6. On a 4+ play another turn, otherwise the game ends immediately. Special Rules:
Reserves, Random Game Length, Seize the Initiative, Night Fighting (Turn 1 only), Cities of Death (optional)
were forced to remain outside, preparing themselves for any eventual counterattack.
Undermining
The loyalists began preparing their