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Mission Objective: Mission Objective:

The player who controls more table quarters at the end The player who controls more table quarters at the end of the game wins. To control a table quarter, you must of the game wins. To control a table quarter, you must have a unit with at least 50% of its starting unit size or a have a unit with at least 50% of its starting unit size or a mobile vehicle (units falling back do not count) in

mobile vehicle (units falling back do not count) in

the table quarter and there must be no enemy units at or the table quarter and there must be no enemy units at or above 50% of their original unit size or mobile vehicles above 50% of their original unit size or mobile vehicles in the table quarter.

in the table quarter. Line of Retreat: Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If yoIf you havu have unie units ovts over 50er 50% or u% or undandamagmaged veed vehichiclesles in your opponent’s Deployment Zone at the end of in your opponent’s Deployment Zone at the end of the game. Fleeing units do not count.

the game. Fleeing units do not count. +1

+1 If yoIf your Gur Geneeneral iral is stis still alll alive aive at tht the end e end of tof thehe ggaammee.. +

+11 If yoIf your hiur higheghest post point int uniunit is st is stiltill at ol at or abor above 50ve 50%% and not fleeing at the end of the game.

and not fleeing at the end of the game. -1

-1 If yIf you cou conontrtrol nol no tao tablble que quararteters ars at tht thee end of the game.

end of the game. -1

-1 If nIf nonone of e of yoyour our oppppononenent’t’s uns unitits ars are une undeder 50r 50%% ofof their original unit size or none of your opponent’s their original unit size or none of your opponent’s vehicles were destroyed.

vehicles were destroyed.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players alternate result places the first piece of terrain. Players alternate placing pieces of terrain.

placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table you may have to adjust the sizes of the table you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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infiltrators

infiltrators

deep strike

deep strike

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The above special rules are described in full on The above special rules are described in full on pp. 132-137 in the Scenario Special Rules pp. 132-137 in the Scenario Special Rules section of the Warhammer 40,000 rulebook section of the Warhammer 40,000 rulebook..

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18" 18" 18" 18"  ®   ® 

“Mankind stands upon the brink; on the one hand lies a “Mankind stands upon the brink; on the one hand lies a realm of unimaginable power, on the other awaits

realm of unimaginable power, on the other awaits darkness,darkness, death and utter damnation. Only those

death and utter damnation. Only those that follow thethat follow the guiding light of the Emperor may save their souls.” guiding light of the Emperor may save their souls.”

Inquisitor Damarn, Ordo Malleus Inquisitor Damarn, Ordo Malleus

Cleanse II

Cleanse II

(2)
(3)

 ®   ® 

Mission Objectives: Mission Objectives:

Use normal Victory Points rules found on p. 85 of Use normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the following the Warhammer 40,000 rulebook with the following exception. If your General fought the enemy General exception. If your General fought the enemy General in hand-to-hand combat and lived, and the enemy in hand-to-hand combat and lived, and the enemy General is dead at the end of the game, you receive General is dead at the end of the game, you receive +200 Victory Points.

+200 Victory Points. Line of Retreat: Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If If yoyour Gur Genenereral ial is sts stilill all alivive ane and is d is nonot ft fleleeieing ong orr has not fled off the table at the end of the game. has not fled off the table at the end of the game. +1

+1 If If yoyou hau have a ve a ununit it at lat leaeast 5st 50% o0% of itf its sts starartiting ung uninitt size in your opponent’s Deployment Zone. size in your opponent’s Deployment Zone. +1

+1 If If yoyour hur higighehest pst poioint nt ununit it is sis stitill all at or t or ababovove 50e 50%% and not fleeing at the end of the game.

and not fleeing at the end of the game. -1

-1 IfIf, a, at tt the he enend od of tf the he gagameme, n, no eo enenemy my ununit it isis destroyed, is fleeing, or has fled off the board. destroyed, is fleeing, or has fled off the board. -1

-1 If If yoyou du donon’t ’t cocontntrorol al at lt leaeast st onone te tabable le ququararteterr..

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players alternate result places the first piece of terrain. Players alternate placing pieces of terrain.

placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. Units that may

Units that may Infiltrate Infiltrate may make one more free movemay make one more free move before the game begins.

before the game begins.

We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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infiltrators

infiltrators

victory points

victory points

The army commander must end each of his The army commander must end each of his Movement Phases closer to the

Movement Phases closer to the enemy commander.enemy commander. If a commander can assault his rival, he must. When If a commander can assault his rival, he must. When he charges, he may ignore other enemy models to he charges, he may ignore other enemy models to get to his target. He is not, however, required to get to his target. He is not, however, required to move full speed towards his rival.

move full speed towards his rival.

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18" 18" 18" 18" “The Strength of

“The Strength of the Emperor is the Emperor is HumanityHumanity, And the, And the Strength of Humanity is the

Strength of Humanity is the EmperorEmperor. If one turns . If one turns from thefrom the other we shall become the Lost and the Damned.” other we shall become the Lost and the Damned.”

The Sermons of

The Sermons of Sebastion Thor,Sebastion Thor, Vol. XXVII, Ch. LXII Vol. XXVII, Ch. LXII

Arch Rivals

Arch Rivals

(4)
(5)

Never-Ending Carnage

Never-Ending Carnage

Mission Objectives: Mission Objectives:

Use normal Victory Points rules found on p. 85 of the Use normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook. Remember every time a Warhammer 40,000 rulebook. Remember every time a unit is removed and brought back, it is worth that many unit is removed and brought back, it is worth that many Victory Points again (e.g., when a unit of 10 basic Space Victory Points again (e.g., when a unit of 10 basic Space Marines is destroyed twice, it is worth 300 Victory Points Marines is destroyed twice, it is worth 300 Victory Points not 150).

not 150).

Line of Retreat: Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

This scenario uses the

This scenario uses the Random Game Length Random Game Length rules.rules. Battle Point Modifiers

Battle Point Modifiers +1

+1 If If yoyou cu conontrtrol ol momore re tatablble qe quauartrterers ts thahann your opponent.

your opponent. +1

+1 If If yoyour ur GeGeneneraral il is ss stitill ll alalivive ae at tt the he enendd of the game.

of the game. +

+11 IIf f yyoou u ddiid d nnoot t uussee Sustained Attack Sustained Attack rules forrules for any of your units.

any of your units. -1

-1 If If alall sl six ix of of yoyour ur TTroroop op seselelectctioions ns wewere re wiwipeped od outut at least once during the game.

at least once during the game. -1

-1 If If yoyou du donon’t ’t cocontntrorol al at lt leaeast st onone te tabable le ququararteterr..

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. Units that may

Units that may Infiltrate Infiltrate may make one free moremay make one free more before the game begins.

before the game begins.

We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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Random

Random

Game Length

Game Length

sustained

sustained

attack

attack

Deep Strike

Deep Strike

infiltrators

infiltrators

The above special rules are described in full on The above special rules are described in full on pp. 84-85 in the Scenario Special Rules section pp. 84-85 in the Scenario Special Rules section of the Warhammer 40,000 rulebook.

of the Warhammer 40,000 rulebook.

victory points

victory points

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18" 18" 18" 18" “The more I learn about these aliens, the more I come to

“The more I learn about these aliens, the more I come to understand what drives them, the more I hate them. I Hate understand what drives them, the more I hate them. I Hate

them for what they are and for what they may one day them for what they are and for what they may one day become. I

become. I hate them not because hate them not because they hate us but they hate us but becausebecause they are incapable of good, honest human hatred.” they are incapable of good, honest human hatred.”

Inquisitor Angmar on

(6)
(7)

 ®   ® 

Mission Objectives: Mission Objectives:

At the end of the game, players reveal their priority At the end of the game, players reveal their priority markers. Check to determine if you control any of your markers. Check to determine if you control any of your markers. There may be no enemy units at or above 50% markers. There may be no enemy units at or above 50% of their original unit size or mobile vehicles within 6" of of their original unit size or mobile vehicles within 6" of the marker, and you must have a unit with at least 50% the marker, and you must have a unit with at least 50% of its starting unit size or mobile vehicles (units falling of its starting unit size or mobile vehicles (units falling back do not count) within 6" of the marker in order to back do not count) within 6" of the marker in order to control it. T

control it. Total up the value otal up the value of the priority markers of the priority markers youyou control. Whoever has more priority marker points wins. If control. Whoever has more priority marker points wins. If both players have the same number of points, the game both players have the same number of points, the game is a draw.

is a draw. Line of Retreat Line of Retreat

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers

Battle Point Modifiers +1

+1 If If yoyou cou contntrorol yol your our oppppononenent’t’s his highghesest alt allolotttteded point priority marker.

point priority marker. +1

+1 If If yoyou cou contntrorol mol more tre tabable qle quauartrterers ths thanan your opponent.

your opponent. +1

+1 If If ththe ene enememy’y’s his highghesest pt poioint nt seselelectctioion is n is dedeadad,, has been destroyed, is fleeing, or has fled off the has been destroyed, is fleeing, or has fled off the table at the end of the game.

table at the end of the game. -1

-1 If If yoyou du donon’t ’t cocontntrorol al any ny of of yoyour ur or or yoyour ur opoppoponenentnt’s’s priority markers.

priority markers. -1

-1 If If yoyour ur gegeneneraral il is ds deaead, d, is is flfleeeeining, g, or or hahas fs fleled od offff the board at the end of the game.

the board at the end of the game.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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Deep Strike

Deep Strike

After placing terrain and rolling for Deployment After placing terrain and rolling for Deployment Zones, both players may allocate a total of 6 points Zones, both players may allocate a total of 6 points to different areas of the table. These areas could to different areas of the table. These areas could be the top of a hill, a wooded area, or even an be the top of a hill, a wooded area, or even an open space. Players alternate placing pieces of open space. Players alternate placing pieces of paper with a secret points allotment between 1-3 at paper with a secret points allotment between 1-3 at the points they must control. Priority markers must the points they must control. Priority markers must be placed at least 6" outside the controlling

be placed at least 6" outside the controlling player’s Deployment Zone (but may be in an player’s Deployment Zone (but may be in an opponent’s) and at least 10" away from the opponent’s) and at least 10" away from the controlling player’s other priority markers. controlling player’s other priority markers.

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10" 10" 10" 10" 10" 10" 10" 10" “Give me but a thousand men who are crazy enough to

“Give me but a thousand men who are crazy enough to want to conquer hell and we will do it!”

want to conquer hell and we will do it!”

Warmaster Solon Warmaster Solon

priorities

priorities

(8)
(9)

 ®   ® 

Mission Objectives: Mission Objectives:

Use the normal Victory Points rules found on p. 85 of Use the normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the following the Warhammer 40,000 rulebook with the following exceptions. After players have set the terrain exceptions. After players have set the terrain andand selected Deployment Zones, both players nominate one selected Deployment Zones, both players nominate one enemy selection. This selection may be anything with enemy selection. This selection may be anything with the exception of HQ. That selection is worth double the exception of HQ. That selection is worth double Victory points if it is destroyed or flees off the table. Victory points if it is destroyed or flees off the table. Line of Retreat:

Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If If youyour “hr “huntunted” ed” selselectection ion nomnominainated ted by by youyourr opponent has not been destroyed, is not fleeing, opponent has not been destroyed, is not fleeing, or

or has has not not fled fled off off the the table table at at the the end end of of the the game.game. +1

+1 If If yoyou hu havave me morore ue uninits ts at at or or ababovove 5e 50%0% of of ththeieirr original unit size in your enemy’s Deployment original unit size in your enemy’s Deployment Zone

Zone

then he has in yours (note vehicles don’t count). then he has in yours (note vehicles don’t count). +1

+1 If aIf all yll your our oppopponeonent’nt’s Ts Trooroops seps seleclectiotions ans are ure undenderr 50% of their original unit size.

50% of their original unit size. -1

-1 If If yoyou cou contntrorol nl no to tabable le ququararteters rs at at ththe ee endnd of the game.

of the game. -1

-1 If If youyour ger generneral al is is deadead, d, is fis fleeleeinging, o, or har has fs fled led ofofff the table by the end of the game.

the table by the end of the game.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. Units that may

Units that may Infiltrate Infiltrate are deployed last and may beare deployed last and may be deployed anywhere on the table but no closer than 20" deployed anywhere on the table but no closer than 20" to enemy models.

to enemy models.

We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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infiltrators

infiltrators

The above special rules are described in full on The above special rules are described in full on pp. 84-85 in the Mission Special Rules section pp. 84-85 in the Mission Special Rules section of the Warhammer 40,000 rulebook

of the Warhammer 40,000 rulebook..

victory points

victory points

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12" 12" 12" 12" “Kill them - Kill them all!”

“Kill them - Kill them all!”

Warlord Ghazghkull Thraha Warlord Ghazghkull Thraha

The Hunted

The Hunted

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(11)

Triangulate the Perimeter

Triangulate the Perimeter

Mission Objectives: Mission Objectives:

Use normal Victory Points rules found on p. 85 of the Use normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the following Warhammer 40,000 rulebook with the following

additions. Each messenger that is in one of the three far additions. Each messenger that is in one of the three far table quarters at the end of the game is worth +150 table quarters at the end of the game is worth +150 Victory Points. If all of the three far table quarters are Victory Points. If all of the three far table quarters are occupied by messengers, the controlling player gets occupied by messengers, the controlling player gets +500 Victory Points (note: these Victory Points are +500 Victory Points (note: these Victory Points are awarded INSTEAD

awarded INSTEAD OF – not in aOF – not in addition to – the ddition to – the 150150 Victory Points for each messenger).

Victory Points for each messenger). Line of Retreat:

Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers

Battle Point Modifiers

+1 If you control more table quarters than your opponent +1 If you control more table quarters than your opponent

at the end of the game. at the end of the game.

+1 If your enemy’s highest point selection is destroyed, +1 If your enemy’s highest point selection is destroyed,

is fleeing, or has fled of the table by game’s end. is fleeing, or has fled of the table by game’s end. +1 If all your messengers are still alive at the end +1 If all your messengers are still alive at the end

of the game. of the game.

-1 If no enemy Troop selections are less then half of -1 If no enemy Troop selections are less then half of

their original unit size. their original unit size.

-1 If none of your messenger models are alive at the -1 If none of your messenger models are alive at the

end of the game. end of the game.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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victory points

victory points

deep strike

deep strike

Messengers:

Messengers: Each army must use three messengerEach army must use three messenger models. If a player has appropriate models to use for the models. If a player has appropriate models to use for the messengers, he/she may. If not, take three models of messengers, he/she may. If not, take three models of thethe controlling player’s choice from any units in the army. controlling player’s choice from any units in the army. Messengers are armed with a pistol (range 12", Strength Messengers are armed with a pistol (range 12", Strength 3, AP-). Messengers have a 5+ Invulnerable save and 3, AP-). Messengers have a 5+ Invulnerable save and are

are Fearless Fearless . Messengers count as a unit of one model.. Messengers count as a unit of one model.

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S B

BS

S S

S

T

T

W

W

II

A

A

L

Ld

d

S

S

3

3

3

3

3

3

4

4

2

2

3

3

1

1

8

8

5

5+

+

Messenger

Messenger

MESSENGERS

MESSENGERS

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18" 18" 18" 18"

Your Deployment Zone Your Deployment Zone Far Quarter 2 Far Quarter 2 Far Quarter 1 Far Quarter 1 Far Quarter 3 Far Quarter 3 “The Adeptus A

“The Adeptus Astartes is not a startes is not a subtle instrument to besubtle instrument to be delicately wielded like a surgeon’s knife. Rather it is delicately wielded like a surgeon’s knife. Rather it is likened to a mighty hammer which smashes asunder likened to a mighty hammer which smashes asunder

that which stands in it’s way” that which stands in it’s way”

Tactica Imperium Tactica Imperium

(12)
(13)

Mission Objectives: Mission Objectives:

At the beginning of the game, the armies have not yet At the beginning of the game, the armies have not yet received their orders. At the beginning of Turn 3, received their orders. At the beginning of Turn 3, roll aroll a D6 and consult

D6 and consult the table below.the table below. 1-2

1-2 HolHold td the he objobjectectiveives. s. WhiWhichechever ver plaplayer yer concontrotrolsls more terrain features

more terrain features wins. Twins. To control o control a featurea feature you must have a uni

you must have a unit at 50%t at 50% or above its originalor above its original unit size or a mobile vehicle within 6" of a terrain unit size or a mobile vehicle within 6" of a terrain feature. If your opponent also has a unit at or feature. If your opponent also has a unit at or above 50% of its original unit size or a mobile above 50% of its original unit size or a mobile vehicle within 6" of a terrain feature, neither player vehicle within 6" of a terrain feature, neither player controls the objective. Before starting the

controls the objective. Before starting the gamegame both players should agree what will count as both players should agree what will count as terrain and what won’t

terrain and what won’t

3-3-44 TTabable Qle Quauartrterers (as (as in a Cls in a Cleaeansnse Mie Mississionon).). 5-6

5-6 Use VUse Victictory ory PoiPoints nts to dto deteetermirmine tne the whe winninnerer. If . If thethe difference in Victory Points is within 250, the difference in Victory Points is within 250, the game results in a tie.

game results in a tie. Line of Retreat:

Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If your If your General is General is still alive still alive at the at the end of end of the game.the game. +1

+1 If If you hyou have mave more ore units units at at or or above above 50%50% of of theirtheir original unit size in your enemy’s Deployment Zone original unit size in your enemy’s Deployment Zone than he has in yours (note: vehicles don’t count). than he has in yours (note: vehicles don’t count). +1

+1 If aIf all yoll your opur opponenponent’s t’s TroTroops sops selectelections ions are uare undernder 50% of their original unit size.

50% of their original unit size. -1

-1 If If you control you control no tno table quaable quarters at rters at the the end of end of thethe game.

game. -1

-1 If your If your General iGeneral is dead, s dead, is fleeing, is fleeing, or has or has fled offled off thef the table by the end of the game.

table by the end of the game.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time. players then take turns deploying one unit at a time. Each player may only deploy their compulsory Troops Each player may only deploy their compulsory Troops selections and units that can

selections and units that can Infiltrate Infiltrate . All others are. All others are held in

held in Reserve Reserve .. Units that can

Units that can Infiltrate Infiltrate are deployed after all otherare deployed after all other units (except

units (except Reserves Reserves ) are deployed and may be) are deployed and may be deployed anywhere on the table but not within 18" of deployed anywhere on the table but not within 18" of enemy models.

enemy models.

We recommend a 6'x4' table for this scenario. We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized If you are running this scenario on a different sized

table, you may have to adjust the sizes of the Deployment table, you may have to adjust the sizes of the Deployment Zones acc

Zones accordinglyordingly..

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Reserves

Reserves

infiltrators

infiltrators

deep strike

deep strike

The above special rules are described in full on pp. The above special rules are described in full on pp. 84-85 in the Scenario Special Rules section of the 84-85 in the Scenario Special Rules section of the Warhammer 40,000 rulebook. Warhammer 40,000 rulebook.

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18" 18" 18" 18"

Unplanned Assault

Unplanned Assault

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(15)

 ®   ® 

Attacker: Attacker:

If the Emissary is killed or has left the table for any If the Emissary is killed or has left the table for any reason, the Attacker gets +200 Victory Points. reason, the Attacker gets +200 Victory Points. Defender:

Defender:

The Defender’s primary objective is to keep the The Defender’s primary objective is to keep the Emissary alive. If the Emissary is alive and still on the Emissary alive. If the Emissary is alive and still on the table at the end of the game, the Defender receives table at the end of the game, the Defender receives +150 Victory Points. The secondary objective is to get +150 Victory Points. The secondary objective is to get the Emissary to the transport site. If, at the end of the the Emissary to the transport site. If, at the end of the game, the Emissary is not fleeing and in any part of the game, the Emissary is not fleeing and in any part of the enemy’s Deployment Zone, the Defender receives enemy’s Deployment Zone, the Defender receives +150+150 Victory Points. Note that these Victory Points are

Victory Points. Note that these Victory Points are inin addition to the 150 for keeping him alive.

addition to the 150 for keeping him alive. Line of Retreat:

Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If your opponent’If your opponent’s General is dead, is s General is dead, is fleeing, or hasfleeing, or has fled off the table at the end of the game.

fled off the table at the end of the game. +1

+1 If you have units If you have units at or above 50% of tat or above 50% of their originalheir original size

size in your in your opponent’s Dopponent’s Deployment Zone.eployment Zone. +1

+1 If your highest-point If your highest-point unit is still at unit is still at or above 50% of itsor above 50% of its starting size and not fleeing at the end of the game. starting size and not fleeing at the end of the game. -1

-1 If no enemIf no enemy units are dey units are dead, are flead, are fleeing, or haeing, or have fledve fled off the table at the end of the game.

off the table at the end of the game. -1

-1 If you coIf you control nntrol no table qo table quarteuarters at the enrs at the end ofd of the game.

the game.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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Deep Strike

Deep Strike

victory points

victory points

infiltrators

infiltrators

(attackers only)

(attackers only)

The Defenders have an Emissary to protect. Use an The Defenders have an Emissary to protect. Use an extra model (an extra

extra model (an extra from the army, messenger model,from the army, messenger model, or whatever), or if no unused models are available, use or whatever), or if no unused models are available, use a basic Troop model pulled from a squad of the

a basic Troop model pulled from a squad of the Defender’s choice.

Defender’s choice.

The Emissary is armed only with one close combat The Emissary is armed only with one close combat weapon. He is treated as an independent character and weapon. He is treated as an independent character and may lead units if he joins them. He may ride in the may lead units if he joins them. He may ride in the Transport of a unit he joins only if there is enough room Transport of a unit he joins only if there is enough room in the transport for him to fit. The model uses none of the in the transport for him to fit. The model uses none of the special rules for the army he is a part of.

special rules for the army he is a part of.

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S B

BS

S

S

S

T

T

W

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II

A

A

L

Ld

d

S

S

2

2

2

2

2

2

3

3

2

2

2

2

1

1

9

9

4

4+

+

Emissary

Emissary

EMISSARY

EMISSARY

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12" 12" 12" 12"

Emissary Escort

Emissary Escort

Identify your target. Concentrate your fire on it to the exclusion of all else. When it is destroyed choose another target. Identify your target. Concentrate your fire on it to the exclusion of all else. When it is destroyed choose another target.

That is the way

That is the way to secure victory.to secure victory.

Tacticus Imperium Tacticus Imperium

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(17)

 ®   ® 

Mission Objectives: Mission Objectives:

Use the normal Victory points rules found on p. 85 Use the normal Victory points rules found on p. 85 of the Warhammer 40,000 rulebook with the

of the Warhammer 40,000 rulebook with the followingfollowing additions. If you kill the traitor model (the one your additions. If you kill the traitor model (the one your opponent controls),

opponent controls), you receive +150 you receive +150 Victory PoiVictory Points.nts. Line of Retreat:

Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If If yoyou cu conontrtrol ol momore re tatablble qe quauartrterers ts thahan yn youourr opponent at the end of the game.

opponent at the end of the game. +1

+1 If tIf the ehe enenemy my GeGeneneraral is l is dedeadad, i, is fls fleeeeining, og, or har hass fled off the table by the end of the game.

fled off the table by the end of the game. +1

+1 If nIf nonone of ye of youour Tr Troroop sop selelecectitionons ars are dee deststroroyeyed,d, are fleeing, or have fled off the table by the end of the are fleeing, or have fled off the table by the end of the game.

game. -1

-1 If If no no enenememy uny unitits as are re unundeder 5r 50%0% of of ththeieir or oririgiginanall unit size.

unit size. -1

-1 If If ththe Te Traraititor or momodedel yl you ou cocontntrorol il is is in yon yourur Deployment Zone at the end of the game. Deployment Zone at the end of the game.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. Units that can

Units that can Infiltrate Infiltrate are deployed after all otherare deployed after all other models are deployed and may be placed anywhere on models are deployed and may be placed anywhere on the table but not within 18" of an enemy model.

the table but not within 18" of an enemy model.

We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized

table, you may have to adjust the sizes of the Deployment table, you may have to adjust the sizes of the Deployment Zones acc

Zones accordinglyordingly..

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victory points

victory points

infiltrators

infiltrators

Traitor.

Traitor. Players must nominate one model fromPlayers must nominate one model from any of their Elites selections. If you have no Elites any of their Elites selections. If you have no Elites selections, choose a Troops selection instead. If selections, choose a Troops selection instead. If you don’t have any Troop selections, stop playing; you don’t have any Troop selections, stop playing; you are cheating. The nominated model has you are cheating. The nominated model has betrayed your army! Give it to your opponent (for betrayed your army! Give it to your opponent (for the game only – you’ll get him back). Treat the the game only – you’ll get him back). Treat the traitor as an independent character with all the traitor as an independent character with all the stats, special rules, and equipment he had stats, special rules, and equipment he had originally in the parent

originally in the parent armyarmy..

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18" 18" 18" 18" The Daemonic leads two crimes. You turn away from the

The Daemonic leads two crimes. You turn away from the path of righteousness and you abandon the Emperor as the path of righteousness and you abandon the Emperor as the object of your devotion. For the first death is merely a just object of your devotion. For the first death is merely a just

retribution. The second is a Heresy so terrible that no retribution. The second is a Heresy so terrible that no

punishment can be sufficient. Y

punishment can be sufficient. Yet the search for et the search for anan appropriate penalty continues, and it shall be found. appropriate penalty continues, and it shall be found.

-Ecclesiarch Issus -Ecclesiarch Issus

Traitor

Traitor

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(19)

Suicide Squad

Suicide Squad

 ®  ® 

Mission Objectives: Mission Objectives:

Use the normal Victory Points rules found on p. 85 Use the normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with the

of the Warhammer 40,000 rulebook with the followingfollowing additions. If your Suicide Squad dies, you receive additions. If your Suicide Squad dies, you receive +150 Victory Points. If they survive, you lose 150 +150 Victory Points. If they survive, you lose 150 Victory Points.

Victory Points. Line of Retreat: Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If yIf your our SuiSuicidcide Sqe Squad uad kilkilled led at lat leaseast ont one ene enemyemy unit or destroyed at least one enemy vehicle. unit or destroyed at least one enemy vehicle. +1

+1 If yIf you hou have ave a una unit ait at 50t 50% or % or mormore of e of its its stastartirtingng unit size in your opponent’s Deployment Zone. unit size in your opponent’s Deployment Zone. +1

+1 If yoIf your hiur higheghest post point uint unit (nit (not cnot counountinting the Sg the Suicuicideide Squad) is still at or above 50% and not fleeing by Squad) is still at or above 50% and not fleeing by the end of the game.

the end of the game. -1

-1 IfIf, a, at tht the ene end of d of ththe gae gameme, no , no enenememy uny unit iit iss destroyed, is fleeing, or has fled off the board. destroyed, is fleeing, or has fled off the board. -1

-1 If If you you dondon’t ’t concontrotrol at l at lealeast ost one tne tablable que quartarterer..

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. Units that can

Units that can Infiltrate Infiltrate deploy after all other selectionsdeploy after all other selections are deployed and may be placed anywhere on the are deployed and may be placed anywhere on the table at least 18" away from an enemy model or unit. table at least 18" away from an enemy model or unit.

We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized

table, you may have to adjust the sizes of the Deployment table, you may have to adjust the sizes of the Deployment Zones acc

Zones accordinglyordingly..

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victory points

victory points

deep strike

deep strike

infiltrators

infiltrators

Both armies must choose one unit to be the Both armies must choose one unit to be the Suicide Squad. The unit must be

Suicide Squad. The unit must be either a Troopseither a Troops or an Elites choice. This unit hates the enemy and or an Elites choice. This unit hates the enemy and will always hit the enemy on a 3+ in hand-to-hand will always hit the enemy on a 3+ in hand-to-hand regardless of WS. The unit

regardless of WS. The unit will also automaticallywill also automatically pass any Morale or Pinning checks and will never pass any Morale or Pinning checks and will never fall back (they are suicidal, after all).

fall back (they are suicidal, after all).

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12" 12" 12" 12" “You are not free whose liberty is won by the rigor of

“You are not free whose liberty is won by the rigor of other, more righteous souls. You are merely protected. Your other, more righteous souls. You are merely protected. Your freedom is parasitic, you suck the honorable man dry and freedom is parasitic, you suck the honorable man dry and offer nothing in return. You have enjoyed freedom, who have offer nothing in return. You have enjoyed freedom, who have

done nothing to earn it, your time has come. done nothing to earn it, your time has come. This time you will stand alone and fight for yourselves. This time you will stand alone and fight for yourselves. Now you will fight for your freedom the currency of honest Now you will fight for your freedom the currency of honest

toil and human blood. toil and human blood.

Inquisitor Czevak - Address to the council of Ryanti Inquisitor Czevak - Address to the council of Ryanti

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Mission Objectives: Mission Objectives:

Use the normal Victory Points rules found on p. Use the normal Victory Points rules found on p. 85 of the Warhammer 40,000 rulebook with

85 of the Warhammer 40,000 rulebook with the followingthe following addition. The army that is in control of the objective addition. The army that is in control of the objective marker at the end of the game receives

marker at the end of the game receives +300 Victory Points.

+300 Victory Points. Line of Retreat: Line of Retreat:

Forces that are forced to flee must move towards their Forces that are forced to flee must move towards their nearest deployment table edge.

nearest deployment table edge. Who Goes First?

Who Goes First?

Both players roll a D6. The player with the highest result Both players roll a D6. The player with the highest result may elect to go first or second.

may elect to go first or second. Game Length:

Game Length:

The game lasts 6 turns or until time is called. The game lasts 6 turns or until time is called. Battle Point Modifiers:

Battle Point Modifiers: +1

+1 If yoIf your opur opponponentent’s hi’s higheghest-st-poipoint HQ snt HQ seleelectiction ison is dead, is fleeing, or has fled off the table by the dead, is fleeing, or has fled off the table by the end of the game.

end of the game. +1

+1 If yIf you haou have unve units aits at or at or abovbove 50% e 50% of tof theiheir star startirtingng size or undamaged vehicles in your opponent’s size or undamaged vehicles in your opponent’s Deployment Zone. Fleeing units do not count. Deployment Zone. Fleeing units do not count. +1

+1 If yIf you coou contrntrol mol more tore terrerrain fain feateatureures thas than youn yourr opponent at the end of the game.

opponent at the end of the game. -1

-1 If nIf no eno enemy emy uniunit is t is deadead, id, is fls fleeieeing, ng, or hor has fas fled led ofofff the table at the end of the game.

the table at the end of the game. -1

-1 If yIf you hou havave no ue no uninits ats at or t or ababovove 50e 50% of t% of theheirir starting size or no mobile vehicles.

starting size or no mobile vehicles.

Both players roll a D6. The player with the highest Both players roll a D6. The player with the highest result places the first piece of terrain. Players then result places the first piece of terrain. Players then alternate placing pieces of terrain.

alternate placing pieces of terrain.

After terrain is placed, players roll a number of dice After terrain is placed, players roll a number of dice equal to their Strategy Rating and choose the highest equal to their Strategy Rating and choose the highest die. The player with the highest result may select which die. The player with the highest result may select which Deployment Zone he/she wishes to deploy in. The Deployment Zone he/she wishes to deploy in. The opposing player places a unit on the table first. The opposing player places a unit on the table first. The players then take turns deploying one unit at a time players then take turns deploying one unit at a time until their entire forces are on the table. The units must until their entire forces are on the table. The units must be deployed in the following order: Heavy Support first, be deployed in the following order: Heavy Support first, then Troops, Elites, HQ, and

then Troops, Elites, HQ, and finally Fast Attack.finally Fast Attack. We recommend a 6'x4' table for this scenario. If We recommend a 6'x4' table for this scenario. If you are running this scenario on a different sized you are running this scenario on a different sized table, you may have to adjust the sizes of the table, you may have to adjust the sizes of the Deployment Zones

Deployment Zones accordinglyaccordingly..

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Deep Strike

Deep Strike

victory points

victory points

Six markers will be placed on the battlefield to Six markers will be placed on the battlefield to indicate potential locations where the archeotech indicate potential locations where the archeotech may be hidden. To inspect a marker, a model must may be hidden. To inspect a marker, a model must end its turn in contact with the marker. In the end its turn in contact with the marker. In the Shooting Phase, instead of shooting, the model Shooting Phase, instead of shooting, the model along with its unit may inspect the marker. Roll a along with its unit may inspect the marker. Roll a D6. On a result of 5-6, you have found the D6. On a result of 5-6, you have found the objective; on a 2-4, you have found nothing of objective; on a 2-4, you have found nothing of consequence (remove the marker); on a 1, you consequence (remove the marker); on a 1, you have set off a booby trap! Center the large blast have set off a booby trap! Center the large blast template on the model inspecting the

template on the model inspecting the objective. Allobjective. All models completely under the template suffer a models completely under the template suffer a S3,S3, AP- hit; those partially under

AP- hit; those partially under the template suffer athe template suffer a hit on a 4+.

hit on a 4+. A

A unit may inspect only unit may inspect only one objective marker perone objective marker per turn. Once the objective has been found, remove turn. Once the objective has been found, remove all other markers. The objective may not be moved all other markers. The objective may not be moved by any means. If all the objective markers have by any means. If all the objective markers have been inspected, and none of them is the objective, been inspected, and none of them is the objective, you are both on a "Wild Zoat Chase" (now don’t you are both on a "Wild Zoat Chase" (now don’t you both feel silly), and there is no objective. you both feel silly), and there is no objective.

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12" 12" 12" 12" 12" 12" 12" 12" “Look upon this hammer I

“Look upon this hammer I hold before me, for it is far more then a weaphold before me, for it is far more then a weapon. It is a symbol of the Imperial justice ton. It is a symbol of the Imperial justice that smiteshat smites the diabolic enemies of the Imperium wherever they are found, just as I. Though it has banished even a mighty Greater Daemon to the diabolic enemies of the Imperium wherever they are found, just as I. Though it has banished even a mighty Greater Daemon to the hell from which it was spawned, it remains true and pure, just as I. Furthermore it is a symbol of my order and my office, of the the hell from which it was spawned, it remains true and pure, just as I. Furthermore it is a symbol of my order and my office, of the authority granted to me by

authority granted to me by the divine will of the the divine will of the EmperorEmperor. By that authority, I am commanding you and . By that authority, I am commanding you and your entire regiment to obeyyour entire regiment to obey me without question or hesitation. Advance, or it will

me without question or hesitation. Advance, or it will not be daemonic blood that not be daemonic blood that stains my hammer this day.”stains my hammer this day.”

Inquisitor Lord Hephasestos Grudd, Inquisitor Lord Hephasestos Grudd, Addressing Colonel Molian of the 223rd Gudrunite Rifles. Addressing Colonel Molian of the 223rd Gudrunite Rifles.

Archeotech Excavation

Archeotech Excavation

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References

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