Rillian’s Landing Spaceport
Begin Countdown
"From the skies!" -Regimental Motto of the 23rd Elysian Regiment
Rillian’s Landing is the largest spaceport on all of Malachite. The landing pads are scorched from the thrusters of the hundreds of freight vessels that launch from the spaceport daily.
During wartime it has proven to be an invaluable resource, allowing for safe passage to the planet’s surface, as well as a means to carry vital supplies and reinforcements back into space.
Objectives:
Landing pad is 12” in form the left table edge in the middle of the board. Com tower is 12” in from defenders table edge and 24” from either short table edge. Fuel Depot is 12” from the right table edge and 12” from the center line on the attackers side. Objectives are in the center of each.
Landing pad is 12” in form the left table edge in the middle of the board. Com tower is 12” in from defenders table edge and 24” from either short table edge. Fuel Depot is 12” from the right table edge and 12” from the center line on the attackers side. Objectives are in the center of each.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player that captures the most objectives is the winner.
The player that captures the most objectives is the winner.
Special Rules:
Drop ship reinforcements- If the defender holds any infantry units, not mounted in a transport, in reserve, they must be deployed via deep strike when they become available.
Drop ship reinforcements- If the defender holds any infantry units, not mounted in a transport, in reserve, they must be deployed via deep strike when they become available.
Ork Landing Site
‘Ere We Go
‘Ere We Go
"Told yer I knew where da best fightin' woz." -Great Boss Tuska
The ork landing site is strewn with patchwork ships that have not so much landed but crashed into the planet’s surface leaving deep craters and burnt forests in their wake.
Some brave, or perhaps foolish, warriors have used these brittle ships to sneak undetected past any ork warships orbiting the planet.
Objectives:
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 9” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 9” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points is the winner.
The player with the most kill points is the winner.
Special Rules:
Vehicle ruins- All terrain features have an AV of 10 on all sides. Any penetrating hits cause them explode as do any glancing hits on the roll of a 5 or 6.
Vehicle ruins- All terrain features have an AV of 10 on all sides. Any penetrating hits cause them explode as do any glancing hits on the roll of a 5 or 6.
The explosion is treated the same as a roll of 6 on the vehicle damage chart.
Quarry
A Rocky Road
A Rocky Road
“One man can start a landslide with the casting of a single pebble.”- Ecclesiarch Deacis IX
The quarry is the sole of Malachite. The rich deposit of ore was the reason the planet was colonized and its entire economy is based off the mining and transportation of this invaluable resource.
The quarry also is one of the most defensible locations on the planet. Its very terrain can be used as a weapon against the enemy.
Objectives
The processing plant is located in the center of the attacker’s deployment zone. The demolitions bunker is located in the center of the defender’s deployment zone. Rocks and boulders are laid out in concentric circle throughout the battlefield. The battle field should, if possible, be sloped in from both deployment zones. A road runs up the middle of the board from long table edge to long table edge.
The processing plant is located in the center of the attacker’s deployment zone. The demolitions bunker is located in the center of the defender’s deployment zone. Rocks and boulders are laid out in concentric circle throughout the battlefield. The battle field should, if possible, be sloped in from both deployment zones. A road runs up the middle of the board from long table edge to long table edge.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player that captures the most objectives is the winner.
The player that captures the most objectives is the winner.
Special Rules:
Rock slide- If a unit is in control of the Demo bunker it may choose to detonate a section of the quarry wall. One table quarter of the detonators choosing is affected. All units (friend and foe) in that table quarter take D6 S6 AP- hits and must pass a pinning test. Vehicles take D3 automatic glancing hit. Skimmers and any units with jetpacks, jet bikes, or wings are unaffected by the initial rock slide but for the rest of the battle that whole table quarter counts as difficult terrain.
Rock slide- If a unit is in control of the Demo bunker it may choose to detonate a section of the quarry wall. One table quarter of the detonators choosing is affected. All units (friend and foe) in that table quarter take D6 S6 AP- hits and must pass a pinning test. Vehicles take D3 automatic glancing hit. Skimmers and any units with jetpacks, jet bikes, or wings are unaffected by the initial rock slide but for the rest of the battle that whole table quarter counts as difficult terrain.
Due to the time it takes to program in the detonation code the wall cannot be detonated until after turn three.
Sea port
A Watery Grave
A Watery Grave
"Knowing where to land your blow, so that it achieves the greatest damage with the minimum force, is the key to victory in war." -Instructor Sergeant Alenpo, Raven Guard, 4th Company
Malachite’s large inland sea is one of its greatest strengths and most unfortunate weaknesses. With it goods and men are easily and cheaply transported.
However, should the seaport fall, the only items that will be traveling the waterways of the planet are the guns of the enemy.
Objectives
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points is the winner.
The player with the most kill points is the winner.
Special Rules:
All of the attacking player’s vehicles (including bikes but excluding walkers) except skimmers, are boats in this scenario and as such treat all water as open terrain. They cannot move onto land.
All of the attacking player’s vehicles (including bikes but excluding walkers) except skimmers, are boats in this scenario and as such treat all water as open terrain. They cannot move onto land.
Drop pods are unaffected by this rule.
All attackers’ vehicles gain the Special rule: Row- If the vehicle becomes immobilized the crew can row it to shore at 4” per turn. If they are rowing they cannot shoot out of the vehicle.
All attackers, except tyranids (they adapted to swim), that are not equipped with jetpacks, bike, jet bikes, or wings must be mounted in a transport at the beginning of the game. If no transport is available (or you don’t wish to spend the points) you can take a beach lander for 20 points. It has the following profile:
Beach lander BS as army Front 10 Side 10 Rear 10
Unit type: Vehicle (Boat, opened topped)
Special rules: Row
Unit type: Vehicle (Boat, opened topped)
Special rules: Row
Transport capacity: 15 models or one walker/monstrous creature
any non monstrous creature on a 40 mm base counts as 2 modles.
any non monstrous creature on a 40 mm base counts as 2 modles.
One of the defenders vehicles, if he chooses can out outflank and is a boat.
One of the defenders vehicles, if he chooses can out outflank and is a boat.
The attackers half of the board is water. Table edge to 12" is deep water, 12" from table edge to 18” from table edge is then dangerous terrain, 18" to middle of board and all other water features are difficult terrain. If any non-boat unit enters deep water it is destroyed (Tyranids count deep water and dangerous water as difficult).
The attackers half of the board is water. Table edge to 12" is deep water, 12" from table edge to 18” from table edge is then dangerous terrain, 18" to middle of board and all other water features are difficult terrain. If any non-boat unit enters deep water it is destroyed (Tyranids count deep water and dangerous water as difficult).
The defenders side of the board is land spit with a 12” wide river running from the attacker’s side to the long table edge in the center of the board. This has a bridge over it that boats can pass under. On the left side of the river there is a port HQ building and a 12” dock that extends into the attacker’s side. The right side has large boulders.
Bridge
Over Troubled Waters
Over Troubled Waters
"A good general does not lead an army to destruction just because he knows it will follow." Tactica Imperial Guard
The inland sea is connected to the great ocean through the Strait of Tazza. The fastest way across the straight is the 10 Mile Bridge.
The bridge is a vital location during wartime on Malachite, for without it moving tanks across the inland sea become a much longer and more difficult undertaking.
Objectives
The attacker is trying to make it across the bridge. The defender must prevent them from doing so.
The attacker is trying to make it across the bridge. The defender must prevent them from doing so.
Deployment:
Attacker deploys first 24” from the player’s short table edge.
The Defender then deploys 24” from the other short table edge.
Attacker deploys first 24” from the player’s short table edge.
The Defender then deploys 24” from the other short table edge.
All units that are not skimmers must deploy on the 24” in bridge that runs through the center of the board bridge or 12” strip of land on either short table edge.
Game length:
Due to the nature of such a close quarters engagement this battle only lasts 5 turns.
Due to the nature of such a close quarters engagement this battle only lasts 5 turns.
Victory Conditions:
The attacker wins if it has more unengaged scoring units in the enemy deployment zone than the defender.
The defender wins if he has more unengaged scoring units in his own deployment zone than the attacker.
The attacker wins if it has more unengaged scoring units in the enemy deployment zone than the defender.
The defender wins if he has more unengaged scoring units in his own deployment zone than the attacker.
Special Rules:
Chasm- The whole board except the land and bridge count as impassible terrain. If any unit enters the chasm, it is destroyed.
Chasm- The whole board except the land and bridge count as impassible terrain. If any unit enters the chasm, it is destroyed.
Skimmers treat the chasm as open terrain but any immobilized result counts it as being destroyed, along with any troops it is transporting if it is a transport.
Hive city Unoria
Bright lights. Big city.
Bright lights. Big city.
“Some People think that city fighting is all the same, but I can tell you it isn’t… There were more ways to fight than there were planets in the Imperial Guard, and even more ways to die.” – Veteran Sergeant Hessel, 122nd Cadian Regiment
Objectives
Both armies are trying to capture the tallest building which is located in the center of the board.
Both armies are trying to capture the tallest building which is located in the center of the board.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
Whoever has more kill points in the large central building at the end of the game is the winner.
Whoever has more kill points in the large central building at the end of the game is the winner.
Special Rules:
Sewer assault- One attacker infantry unit that is held in reserve, and is not mounted in a transport, may arrive via a the sewer system when they become available.
Sewer assault- One attacker infantry unit that is held in reserve, and is not mounted in a transport, may arrive via a the sewer system when they become available.
In the center of each table quarter is a manhole. Roll a D6 and the unit may deploy anywhere within 6” of the corresponding manhole. The unit may not move but may shoot/run and assault as normal
Defender Zone
6 | 5-4 |
3-2 | 1 |
Attacker Zone
Supply train
All aboard
All aboard
"Da only lost race I ever heard of woz when Hef crashed his trike in da final stretch of da cross-desert rally. Cost me a few teef, that." -Nuzzgrond of the Black Skulls
The supply train is the circulatory system of Malachite, transporting supplies to all the regions on the planet.
During wartime the train forgoes its usual cargo to carry weapons to the engaged troops and can be outfitted as a mobile fire base.
Objectives
The attackers have to force their way onto the train while the defenders must keep them off.
The attackers have to force their way onto the train while the defenders must keep them off.
Deployment:
The defenders deploy first anywhere within 24” of their long table edge. At least one unit must be mounted on the train.
The defenders deploy first anywhere within 24” of their long table edge. At least one unit must be mounted on the train.
The attacker then deploys 12 inches from their long table edge.
Game length:
Due to the nature of the engagement the battle lasts for 6 turns.
Due to the nature of the engagement the battle lasts for 6 turns.
Victory Conditions:
The attacker wins by having more kill points on the train when it leaves the table on turn 6.
The attacker wins by having more kill points on the train when it leaves the table on turn 6.
The defender wins if it has more kill points remaining on the train.
Special Rules:
Locomotive- The train tracks run straight across the board 18” from the defenders deployment zone.
Locomotive- The train tracks run straight across the board 18” from the defenders deployment zone.
On turn 1 the train moves 12” in from the table edge and moves 12” every turn until it reaches the far table edge on turn 6.
The train is 12” long and 6” wide and is armed with a turret mounted twin linked duel auto cannon and a turret mounted lascannon. These are controlled by the defender and can be fired at BS 2. The guns can be fired at different units.
The guns have a AV of 10 and are destroyed by any penetrating hit or on the D6 roll of 6 on any glancing hit.
Mounting the train is the same as mounting an open topped vehicle (must be within 2 inches) except that monstrous creatures, walkers, and models armed with jetpacks may also board the train.
Models on the train can be fired upon but receive a 4+ cover save.
Tyranid assault- As tyranids cannot operate a train they are always the attacker in this mission, even if they are the army controlling this territory.
Check Point Alpha
Forest of Shadows
Forest of Shadows
"From the darkness we strike, fast and lethal, and by the time our foes can react... darkness there and nothing more." -Kayvaan Shrike, Shadow Captain of the Third Company of the Raven Guard Chapter
Malachite’s checkpoints are defensive locations scattered across the country side. They act as scouting posts, rally points and command locations in times of war.
Check Point Alpha (CPA) is the furthest from the capitol and is primarily the first line of defense. The warriors here are some of the best Malachite has to offer. Their job is to stop an invasion before it takes hold.
Objectives:
Both armies are trying to control the two check point towers located 18” from the defenders long table edge and 18” from each other.
Both armies are trying to control the two check point towers located 18” from the defenders long table edge and 18” from each other.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player who controls the most objectives is the winner.
The player who controls the most objectives is the winner.
Special Rules:
Dead of Night- The night fighting rules are in effect for every turn.
Dead of Night- The night fighting rules are in effect for every turn.
Take up firing position- All defending troops may make a scout move. (note that they do not have the scout rule so they may not outflank).
Check Point Beta
Stay Out of the Long Grass
Stay Out of the Long Grass
"If you can see us, we are dangerous indeed. But that is as nothing to the peril you face if you cannot see us, and all you can hear is our laughter." White Scar Proverb
Malachite’s checkpoints are defensive locations scattered across the country side. They act as scouting posts, rally points and command locations in times of war.
Check Point Beta (CPB) is located in the central plains of Malachite. It is from here that commanders deploy troopers to the various locations around the continent.
Objectives:
Both armies are trying to control the two check point towers each located 9” from the center of long table edge on the dividing lines.
Both armies are trying to control the two check point towers each located 9” from the center of long table edge on the dividing lines.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player who controls the most objectives is the winner.
The player who controls the most objectives is the winner.
Special Rules:
Long Grass- The battlefield is covered in tall grass. The grass provides a 6+ cover save to all units (unless it would be better) except to monstrous creatures and vehicles.
Long Grass- The battlefield is covered in tall grass. The grass provides a 6+ cover save to all units (unless it would be better) except to monstrous creatures and vehicles.
In addition due the nature of grass any flame template weapon causes D3 more wound to represent the grass catching fire.
Hidden ambush- All defending troops may infiltrate. (note that they do not have the infiltrate rule so they may not outflank).
Check Point Gamma
Be Swift. Be Silent.
Be Swift. Be Silent.
"Strike fast and suddenly. Attack without warning. Secure victory before the foe is aware of the danger.
Remember always, a war is easily won if your enemy does not know he is fighting." -Maxims of Lord General Solar Macharius
Remember always, a war is easily won if your enemy does not know he is fighting." -Maxims of Lord General Solar Macharius
Malachite’s checkpoints are defensive locations scattered across the country side. They act as scouting posts, rally points and command locations in times of war.
Check Point Gamma (CPG) is the closest to the capitol and is thelast line of defense. The soldiers here offer the only warning the people of Natron City will get.
Objectives:
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
The defender deploys first. He must deploy one mandatory elite unit in the com tower located in the center of the board. Any vehicles may be deployed within 6 inches of the tower. All other units must be kept in reserve.
The defender deploys first. He must deploy one mandatory elite unit in the com tower located in the center of the board. Any vehicles may be deployed within 6 inches of the tower. All other units must be kept in reserve.
The attacker than deploys anywhere at least 30” from the com tower
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points at the end of the game is the winner.
The player with the most kill points at the end of the game is the winner.
If the attacker can destroy the unit in the com tower on the first turn then the attackers automatically win.
Special Rules:
Dawn attack- The first round of combat uses night fighting rules
Dawn attack- The first round of combat uses night fighting rules
Reinforcements- If the elite unit survives the first turn it may call in reinforcements. All reinforcements arrive on the 2nd turn and all by outflank or deep strike. Vehicles may not deep strike unless normally able to do so.
Manufactorum
They say the smog is the reason we have such beautiful sunsets
They say the smog is the reason we have such beautiful sunsets
"Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out." -Kog da Flymek, pioneer of the Dethkopta
The manufactorum is vital to the survival of Malachite for it is here that the ore mined from the quarry is forged into usable material. That in turn is sold across the universe to create capital for the plant and used to construct replacement mining equipment.
During wartime it takes a far more menacing role, assembling and repairing tanks and other war machines.
Objectives:
Both armies are trying to control the three repair facilities. One is located on the left side of the defenders deployment zone, the second is center on the board and the last is on the right side of the attackers deployment zone.
Both armies are trying to control the three repair facilities. One is located on the left side of the defenders deployment zone, the second is center on the board and the last is on the right side of the attackers deployment zone.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player who controls the most objectives at the end of the game is the winner.
The player who controls the most objectives at the end of the game is the winner.
Special Rules:
Pollution- Do to the massive amounts of toxic smoke produced by the forges all non vehicle units take D3 auto wounds each of their turn. Armor saves may be takes as usual. Models in transports are unaffected.
Pollution- Do to the massive amounts of toxic smoke produced by the forges all non vehicle units take D3 auto wounds each of their turn. Armor saves may be takes as usual. Models in transports are unaffected.
Capital City
A Cloud Hangs Over this City by the Sea
A Cloud Hangs Over this City by the Sea
"Do not strike until you are ready to crush the enemy utterly, and then attack without mercy, destroy every vestige of resistance, leave no-one to work against you,"- Tactica Imperial Guard
The capital of Malachite, Natron City, is the heart of the planet. It is a beautiful metropolis compared to most Imperial cities.
In times of war the utmost care is put into the defense of the capital. For if the heart is ripped out…
Objectives:
Each army has to completely destroy the other.
Each army has to completely destroy the other.
Deployment:
The defender deploys first anywhere on his half of the board.
The defender deploys first anywhere on his half of the board.
The attacker then deploys anywhere on his half of the board as long as it is 18 inches away from an enemy.
Game length:
Due to the importance of the city this battle lasts until one army is whipped out or until one player concedes defeat.
Due to the importance of the city this battle lasts until one army is whipped out or until one player concedes defeat.
Victory Conditions:
Table the enemy or have enough of an advantage that your opponent concedes defeat.
Table the enemy or have enough of an advantage that your opponent concedes defeat.
Special Rules:
To the Last Man- All units may regroup, even if under half strength.
To the Last Man- All units may regroup, even if under half strength.
Rations Depot
You can't make an omelet without breaking a few eggs.
You can't make an omelet without breaking a few eggs.
"I will steal from the plate of decadence to feed the mouths of the powerless."-
The Sermons of Sebastian Thor, Volume XIV chapter XXXVIII
The Sermons of Sebastian Thor, Volume XIV chapter XXXVIII
During wartime the planetary governor orders rations be stored in a hidden facility. In the event that the capital should fall the civilians and soldiers would use the supply of food to hold out until the war’s end.
However if the enemy find these rations it would give them the distinct advantage of well feed troops, or worse yet a means to poison the defending armies.
Objectives:
The attacker has to take the rations depot located in the center of the table.
the defenders must prevent the attacker from doing so.
The attacker has to take the rations depot located in the center of the table.
the defenders must prevent the attacker from doing so.
Deployment:
The defender deploys first anywhere 18” from the center objective.
The defender deploys first anywhere 18” from the center objective.
The attacker then deploys anywhere at least 18” away from any defending unit.
All units fall back towards the nearest table edge
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most scoring units within 3 inches of the depot is the winner.
The player with the most scoring units within 3 inches of the depot is the winner.
Special Rules:
Vital Location- All defending units within 6” of the depot are fearless.
Vital Location- All defending units within 6” of the depot are fearless.
Weapons Cache
Pass the Ammunition
Pass the Ammunition
“I believe in three tenets of battle:
firepower, firepower and more firepower."
-Kardan Stronos, Chapter Master
of the Iron Hands
firepower, firepower and more firepower."
-Kardan Stronos, Chapter Master
of the Iron Hands
Due to the resources of the planet and the proximity of an Ork occupied moon, Malachite has had its fair share of invaders. In response to the ever present threats the Governor has deemed it necessary to install a weapons cache.
The facility has proven invaluable time and again, its stockpiles repelling invaders and rebels alike. However should an enemy come into its position and turn the guns on their owners only devastation would follow.
Objectives:
Both armies seek to destroy each other.
Both armies seek to destroy each other.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points at the end of the battle is the winner.
The player with the most kill points at the end of the battle is the winner.
Special Rules:
Stray fire- At the end of every game turn roll a D6. If the roll is equal to or less than the turn number a stray bullet has ignited some of the stockpiled gun powder. All units take D6 S4 AP5 hits. If a unit suffers a casualty it must also take a pinning check. This can only happen once per game.
Stray fire- At the end of every game turn roll a D6. If the roll is equal to or less than the turn number a stray bullet has ignited some of the stockpiled gun powder. All units take D6 S4 AP5 hits. If a unit suffers a casualty it must also take a pinning check. This can only happen once per game.
Reservoir
Not a Drop to Drink
Not a Drop to Drink
"A commander must have the courage to see his plan through, for good or ill." -Tactica Imperial Guard
The massive reservoir provides drinking water to the entire planet as well as most of its electricity. This makes it one of the most vital locations on Malachite.
Should the reservoir be destroyed, not only would many civilians die of thirst but all but the most basic technology would come to a standstill.
Objectives:
Both armies are trying to control the Water purification building located in the center of the board, the hydro electric station located in the center of the attacker’s deployment zone and the purge valve on the center of the defender’s long table edge.
Both armies are trying to control the Water purification building located in the center of the board, the hydro electric station located in the center of the attacker’s deployment zone and the purge valve on the center of the defender’s long table edge.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player who controls the most objectives at the end of the game is the winner
The player who controls the most objectives at the end of the game is the winner
Special Rules:
Purge the Dam- Player controlling the purge valve may choose to open the flood gates at the start of any turn. If he does so all Units (friend and foe) on the field take 2D6 S10 AP1 hit with no cover saves possible. Vehicles are hit on armor facing the defenders deployment zone. Skimmers and any air born units avoid the wave on a D6 roll of 5+.
Purge the Dam- Player controlling the purge valve may choose to open the flood gates at the start of any turn. If he does so all Units (friend and foe) on the field take 2D6 S10 AP1 hit with no cover saves possible. Vehicles are hit on armor facing the defenders deployment zone. Skimmers and any air born units avoid the wave on a D6 roll of 5+.
Fuel Station
Gas Prices
Gas Prices
“Revere the Omnissiah, for it is the source of all power.” –Anonymous
The orbital fuel station supplies the massive fleet of cargo ships with power to transports the raw materials From Malachite to the surrounding systems. Without the constant flow of these vessels mining operations would come to a standstill and Malachites economy would suffer greatly.
Objectives:
The fuel pump is located in the center of a 4X4 table.
The fuel pump is located in the center of a 4X4 table.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The battle only lasts for 5 turns.
The battle only lasts for 5 turns.
Victory Conditions:
The player who controls the most objectives is the winner.
The player who controls the most objectives is the winner.
Special Rules:
Limited engagement- Due to the confined space of the facility, this battle takes place at a 500 point level. Bonuses are not in effect for this mission.
Limited engagement- Due to the confined space of the facility, this battle takes place at a 500 point level. Bonuses are not in effect for this mission.
At all costs- All units count as scoring. There is not contesting in this missing. The player with the most scoring units on the objective claim it.
Galena
Fields of Steel
Fields of Steel
"Iron in mind, iron in body." -Paulian Blantar
The Moon of Galena is little more than a massive chunk of Adamantium. It is surmised that it originally broke off from malachite millions of years ago from the area where the quarry is now located. Once excavation operations on the planet have concluded it too will be mined.
Objectives
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points at the end of the game is the winner.
The player with the most kill points at the end of the game is the winner.
Special Rules:
Barren- Terrain is a rare thing on the barren fields of Galena. As such the battle takes place on an empty board. Additionally units can not choose to go to ground.
Barren- Terrain is a rare thing on the barren fields of Galena. As such the battle takes place on an empty board. Additionally units can not choose to go to ground.
St. Celestine
Last stop for 500 lightyears
Last stop for 500 lightyears
“Strike the first rune upon the engine's casing employing the chosen vessels. Its tip should be anointed with the oil of engineering using the proper incantation when the auspices are correct. Strike the second rune upon the engine's casing employing the arc-tip of the power driver. If the second rune is not good, a third rune may be struck in a like manner to the first. This is done according to the true ritual laid down by the Great Engineer. A libation should be offered. If this sequence is properly observed the engine may be brought to full activation by depressing the large panel marked "ON" -Runic Spaceflight - An Introduction
The moon of St.Celestine is little more than a massive storehouse for all the mined ore from the planet below. It is from here that Malachite ships its product across the Segmentum.
St Celestine has a naturally weaker gravitational force than Malachites other moons, making moving the heavy loads somewhat easier.
Objectives:
Both armies are trying to control the two storage facilities located on center of each short table edge.
Both armies are trying to control the two storage facilities located on center of each short table edge.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player who controls the most objectives at the end of the game is the winner.
The player who controls the most objectives at the end of the game is the winner.
Special Rules:
Weak Gravity- Do to the weaker gravity of St.Celestine units may move over their normal movement. The additional movement is equal to the units initiative value. Vehicles can move an additional D6 inches(roll every turn). Fast vehicles roll 2D6 and choose the highest. This is a free move and holds no penalties for shooting.
Weak Gravity- Do to the weaker gravity of St.Celestine units may move over their normal movement. The additional movement is equal to the units initiative value. Vehicles can move an additional D6 inches(roll every turn). Fast vehicles roll 2D6 and choose the highest. This is a free move and holds no penalties for shooting.
Tyranid Stronghold- Hive Ship
Infestation
Infestation
"They are coming! I feel them scratching inside my mind, scratching, screaming, roaring, so many - so, so many voices. They're coming for us - flesh and blood, body and soul!" -Anonymous
The Tyranid hive fleet is a massive swarm of living bio-ships, all set on one goal. To feed. To fight the hive fleet, a general most commit hundreds of warships and thousands of lives to the battle. However recent tactical reports show that a small team can strike from within, for if the Norn Queen is killed the fleet’s link to the hive mind is greatly weakened leaving the remaining ships confused an unorganized.
Objectives:
The Attacker seeks to reach the Norn queen and kill her.
The Defender must stop the attacker from completing his mission.
The Attacker seeks to reach the Norn queen and kill her.
The Defender must stop the attacker from completing his mission.
Deployment:
The Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from any enemy unit.
The Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from any enemy unit.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
If the Attacker can get 50% of his units across the board and off of the defenders table edge he wins. If he does not the defender wins.
If the Attacker can get 50% of his units across the board and off of the defenders table edge he wins. If he does not the defender wins.
Special Rules:
Supreme Synapse- The hive mind has complete control of its creatures while they remain on the hive ship. Tyranids always count as being in synapse range.
Supreme Synapse- The hive mind has complete control of its creatures while they remain on the hive ship. Tyranids always count as being in synapse range.
Endless Swarm- A staggering number of creatures swarm through the living ship and those that are killed are quickly replaced.
If a Tyranid unit is destroyed it returns to play in the following tyranid movement phase. It can choose to enter from the any board edge including the attackers.
Any unit that is below half strength can be absorbed back into the ship and is destroyed.
Interior fight- Fighting inside a hive ship poses some problems for vehicles. Non walker vehicles can not be used in this mission.
Hive Defense- The hive mind is ready for any surprise attacks. Deep striking units automatically mishap.
*If the hive ship is not in tyranid control then the battle becomes a pitched battle with kill point objectives
Dark Eldar Stronghold- Webway Gate
The Bad Side of Town
The Bad Side of Town
"We learnt long ago that the inscrutable universe turns upon an axis of suffering, because pain is inevitable." -Urien Rakarth
Dark Eldar launch their raids through trans dimensional portals that lead to the ancient Eldar Webway. Deep within the Webway lies the home of the Eldar raiders, the Dark City, Commorragh.
Here, mercenaries and pirates roam the streets. Killing, stealing and backstabbing are common place. Any brave of foolish enough to enter the Dark City will face horrors and pain beyond their understanding.
Objectives:
The Attacker seeks to destroy the intruders.
The Defender must escape from the Dark City.
The Attacker seeks to destroy the intruders.
The Defender must escape from the Dark City.
Deployment:
The defender deploys first 12” from the player’s long table edge.
The Attacker then deploys anywhere 18” from the defender.
The defender deploys first 12” from the player’s long table edge.
The Attacker then deploys anywhere 18” from the defender.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The attacker must kill over half of the enemy’s units (kill points)
The Defender must try to survive.
The attacker must kill over half of the enemy’s units (kill points)
The Defender must try to survive.
Special Rules:
Pirate port- The ports of Commoragh are stock piled with some of the most virulent toxins in the universe. All poisoned shooting may reroll failed to wound rolls.
The Dark City- Commoraghs stolen suns cast their poisoned light over the city, offering just enough light for the Dark Eldar to hunt their prey. Night fighting rules are in effect for the entire game… but only for the attacker.
Welcome to Commorragh- The Dark Eldar are always ready to give any visitors a warm welcome. The Dark Eldar player is always the attacker.
Necron stronghold- Tomb
Terror in the Tomb
Terror in the Tomb
“You have ruled this galaxy for ten thousand years, yet have little of account to show for your efforts. Such failure must be as depressing to bear as it is pathetic to behold.” –Imotekh the Stormlord
The ancient necron race has laid in stasis for millennia in there hyper advanced tombs. The tombs serve to protect their inhabitants during their long slumber. Once awakened the tomb takes on a repair function, reassembling fallen necron soldiers no matter the damage they have suffered.
Objectives:
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points is the winner.
The player with the most kill points is the winner.
Special Rules:
Tomb repair protocols- All repair protocols are made on a 4+. If a res orb is present this is increased to a 3+.
Tomb repair protocols- All repair protocols are made on a 4+. If a res orb is present this is increased to a 3+.
Tomb defense- At the start of every Necron shooting phase the tomb can choose to defend itself. This is treated the same as the Lord of Storm special rule in the necron codex with the exception that it does not have to be night fighting for it to work.
No Retreat- The necrons will not abandon their tomb to the invaders. All necron units are Fearless.
Imperial stronghold- Redstone fortress
Incoming
Incoming
'Another day nearer the battle
So drink up, lads and look brave.
For another day nearer the battle
Is another day nearer the grave.'
- Imperial Guard drinking song
So drink up, lads and look brave.
For another day nearer the battle
Is another day nearer the grave.'
- Imperial Guard drinking song
The main Imperial defense on Malachite is the Redstone Fortress. Its defenses are covered in massive bombardment cannons that can be used to shell enemy locations or even attack threats from space. When the forces inside dig in they are nearly impossible to defeat.
Objectives:
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points is the winner.
The player with the most kill points is the winner.
Special Rules:
Battlefield bombardment- At the start of every guard players turn he may fire D3 Artillery bombardments. These are treated exactly the same as shooting attacks from the master of ordinance.
Battlefield bombardment- At the start of every guard players turn he may fire D3 Artillery bombardments. These are treated exactly the same as shooting attacks from the master of ordinance.
Defensive position- All terrain in the Guard deployment zone is counted at 3+. In addition all units in the deployment zone are stubborn.
Ork Stronghold- Da Big’ouse
Telaportn’
Telaportn’
"We don't fight fer food, or fer teef, or guns, or cos we's told to fight. We fight cos we woz born to fight. And win." -Grukk, Ork Boy
Da big’ouse is a wonder of ork technology. Its interior is filled with teleportas that can quickly move ork forces where they are needed most… usually. Occasionally the teleportas act up and send their passengers to random locations around the fort.
Objectives:
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points is the winner.
The player with the most kill points is the winner.
Special Rules:
Teleporta- In the center of each table quarter there is an ork teleporta. Entering a teleporta functions exactly like mounting an open topped transport. Once inside roll a D6 to determine where you will teleport to. On the roll of a 2-5 consult the following chart. On a roll of 1 your opponent chooses which teleporta you exit from. On a roll of 6 you choose which theleporta you exit from. Exiting a teleporta functions exactly like dismounting an open topped transport.
Defender Zone
2 | 3 |
4 | 5 |
Attacker Zone
Only 1 unit may enter each teleporta each turn though any number may exit each. If too many models exit the same teleporta and cannot be deployed based on the rules for dismounting an open toped vehicle, any models that do not fit are destroyed
Get stuck in ladz- The orks are fighting on their home turf. Orks may Waaagh every turn.
Space Wolf Stronghold-Fort Kelman
Howling Storm
Howling Storm
"Follow me Sons of Russ, this night our enemies shall feel the fangs of the Wolf" -Logan Grimnar
Fort Kelman was established on Malachite after the first ork war as a deterrent for any further green skin aggression. A contingent of Space Wolves is deployed at Fort Kelman at all times. Often the marines consider themselves unlucky to be sent to Malachite as no large battles have occurred there in many years.
The fort is located on the highest peak of Malachites central mountain range. Storms sweeping in from the sea tend to get trapped by the mountains leaving the area plagued by almost constant tempests.
Objectives:
The attacker must kill the opponent’s heroes to demoralize the defenders troops.
The defender must protect his generals.
The attacker must kill the opponent’s heroes to demoralize the defenders troops.
The defender must protect his generals.
Deployment:
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
The board is split into quarters. The attacker deploys first in their table quarter at least 12” from the center of the board.
The defender does the same in their table quarter.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The attacker must kill all the defenders independent characters to win. If he does not the defender wins.
The attacker must kill all the defenders independent characters to win. If he does not the defender wins.
Special Rules:
Bad weather- At the start of every space wolf turn roll a D6. The D6 corresponds to the Lord of Tempest effect in the space wolf codex (all number in the codex are -1). All ranges are changed to the entire table.
Chaos Stronghold-Cultist Lodge
Dark Ritual
Dark Ritual
"The Dark Gods and their slaves have nothing more to offer me now, but I have far more to offer them." Fabius Bile
Hidden away in one of the more remote regions of Malachite is small unassuming building. Inside however is a far different story. Eight point stars cover the walls and the furniture is adorned with screaming faces, horns and claws. It is from this building that the ruinous forces of chaos seek to establish a foothold on the planet of malachite.
Objectives:
The attacker must stop the ritual from being completed by being controlling the central alter.
The Defender must protect the alter.
The attacker must stop the ritual from being completed by being controlling the central alter.
The Defender must protect the alter.
Deployment:
The defender deploys anywhere within 18 inches from the center of the board.
The attacker can deploy one HQ and two troops at the start of the game. Everything else is held in reserve.
The defender deploys anywhere within 18 inches from the center of the board.
The attacker can deploy one HQ and two troops at the start of the game. Everything else is held in reserve.
Game length:
The battle lasts for 6 turns.
The battle lasts for 6 turns.
Victory Conditions:
If the attacker controls the central objective he wins.
If the defender controls or contests the objective he wins.
If the attacker controls the central objective he wins.
If the defender controls or contests the objective he wins.
Special Rules:
Corruption- At the start of every Chaos shooting phase, roll a D6 for every independent character in the attackers army. On the roll of 6 the winds of chaos descend upon the unfortunate victim. He is instantly transformed into a chaos spawn under the control of the chaos player with no saves of any kind allowed. He must be moved the minimum distance from his former squad mates to be outside the 1 inch minimum.
Warp protection- The forces of chaos defend their worshipers while they complete their ritual. At the beginning of every chaos movement phase one unit of lesser daemons may be deployed by deep strike for every enemy unit within 12 inches of the objective.
Eldar Stronghold- Craftworld
Living City
Living City
"Ask not the Eldar a question, for they will give you three terrifying answers, all of which are true and terrifying to know." -Inquisitor Czevak
Every Craftworld is a living entity powered by psychic energy. Its Wraithbone veins carry the psychic lifeblood throughout the massive craft. This circulatory system is known as the infinity circuit. It is the final resting place of all elder of the craftworld.
Objectives:
The attacker must try to claim the infinity circuit.
The defender must protect the infinity circuit.
The attacker must try to claim the infinity circuit.
The defender must protect the infinity circuit.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
infinity circuit objective
infinity circuit objective
Special Rules:
Psychic Conduit- The Infinity Circuit amplifies the power of the elder psychers. All psychic powers with a range have that range doubled.
Psychic Conduit- The Infinity Circuit amplifies the power of the elder psychers. All psychic powers with a range have that range doubled.
Psychic Defense- The Infinity Circuit defends itself from the prying minds of enemy psychers. All non elder psychic tests are taken on 3D6. The caster suffers perils of the warp on any roll of 12 or more. Additionally the elder player can choose to have you reroll one die per test.
Craftworld protection- The craftworld can reform itself to confuse and disrupt enemy plans. Once per elder turn the elder player can choose to move 1 piece of terrain. To do this, choose a direction and roll 3D6. The terrain piece moves that distance in inches in that direction.
Craftworld protection- The craftworld can reform itself to confuse and disrupt enemy plans. Once per elder turn the elder player can choose to move 1 piece of terrain. To do this, choose a direction and roll 3D6. The terrain piece moves that distance in inches in that direction.
Enemy models in or touching that terrain piece are removed from the terrain and placed where it was once located. If the models in the terrain had gone to ground they must take a dangerous terrain test.
If a piece of terrain is moved into contact with another attacking unit that unit must take a dangerous terrain test, after which it can be placed inside the terrain.
The infinity circuit may not be moved.
Tau Stronghold- Lar’shi’vre Class Cruiser
Battleship
Battleship
“It saddens me greatly that we must take arms against the peoples of the galaxy. By their deaths they deny themselves the liberation that is only to be found in total surrender to the Greater Good." -Aun'Va, Master of the Undying Spirit
While the Tau would rather settle their disputes diplomatically, when the time comes for action few can withstand the might of their mighty battleships. The Lar’shi’vre class cruiser is among the most powerful ships in a hunter cadre’s fleet. Also known as Protectors these ships can produce blistering salvoes of plasma and railgun fire which few enemies can withstand.
Objectives:
Both armies must try to destroy the other.
Both armies must try to destroy the other.
Deployment:
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Attacker deploys first 12” from the player’s long table edge.
The Defender then deploys 12” from the other long table edge.
Game length:
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
The defending player rolls a D6 at the end of turn 5. On a 1-2 the game ends. On a 3 or more the game continues. At the end of turn 6 the attacking player rolls a D6. On a 1-3 the game ends. On a 4-6 the game continues. The game ends automatically at the end of turn 7
Victory Conditions:
The player with the most kill points is the winner.
The player with the most kill points is the winner.
Special Rules:
Tracking system- The advance tracking systems of the tau escorts locate the enemy’s position. All enemy units take an automatic marker light hit at the start of every tau shooting phase.
Kauyon (the patient hunter)- A common tau tactic, one unit acts as a lure, leading the enemy into range of the cadres devastating ranged weaponry.
The tau player may declare one unit to be the lure at the start of the game. While that unit is alive the enemy may not shoot at or assault any other tau unit. This unit must remain in line of site to the enemy (no hiding behind a wall or inside a vehicle or held in reserve) and cannot go to ground.
Mont’ka (the killing blow)- Another common tactic. The tau focus on a single important target, reducing it to molten slag with concentrated plasma fire.
The tau player may choose to perform a killing blow at the start of any shooting phase. All tau units must fire on the same target (fired as one large squad). All failed to hit roles, to wound roles and scatters can be re rolled in that shooting phase.
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