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An Imperial Guard Warhammer 40,000 Blog, with the occasional deviation.

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Sunday, 1 May 2016

A Prison for Gods: The final day. (Mission Brief)

As the rogue planet warms enough to allow passage, all the sectors forces move in to seize the prize, their mission: To open or seal shut the gates of the Duat. The Prison For Gods. Desperate to arrive as soon as possible, forces breach through the new atmosphere, risking raging storms to land and assault the enemies. But alliances are unknown, and there is no time to arrange for battle lines. Only the ferocity and the quick thinking of individual units will carry the day.

Atop the ziggurat, the instigator of this whole schism, responsible for every death by proxy waits for challengers.



The Armies

All forces for this mission are technically Attackers, and are advised to focus on Deep Striking units and units with Outflank. Grand Warlords must be taken.

The Battlefield

The Games Master will set up the board as displayed below, depicting mission intelligence. All Objectives are at this point unknown but some information will be present to allow for guess work. The lack of terrain is deliberate and depicts the bleakness of Solemnum's surface.


Between the planetoids turmulent storms, several detected defence pylons and the enemy ships, landing on the planet will be an excercise in loss.  Not to mention accuracy and dealing with what fate gives you.
Do not expect any plans to go as intended. Inform all line officers that initiative is allowed for this mission.
Objective Markers
There are a total of 3 Objectives on the map, as Described in the Warhammer 40,000: The Rules. One is the Ziggurat, the other two are the High Yield Obelisk and the Pylon.  These are also dynamic Objectives that rely on Players accomplishing feats in the game. Be warned however, certain actions will have certain consequences for the whole sector.

Deployment

Fixed Warlord Traits are suspended for this game to ensure no rules contradictions occur.
Players with Shard Keys may deploy 3 Units, anywhere on the battlefield at the start of the game in order of roll off and using table edges to establish deployment zones and retreat edges. In addition, these 3 Units must be accompanied by the Players' Grand Warlord. No unit may deploy within the usual range as per Warhammer 40,000: The Rules, however special rules operate as normal.

All other Units are in Reserve and arrive under the Rules below.

First Turn

At the start of the first turn, all players reveal their alliance cards and the relevant players begin rolling for reserves.  Reserves in the first turn are on 4+, continuing as normal with 3+ from the second turn.  

Game Length

This Mission uses variable game length as described in Warhammer 40,000: The Rules.

Victory Conditions

At the end of the game, the player who has scored the most Victory Points is the winner. There are no circumstances for a draw. However, certain events during the mission may allow for a "moral victory," as well as affecting the final count up.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it. One Objective is worth 6 Victory Points.

Secondary Objectives
Slay the Warlord, Slay the Guardian (Classified), Slay the Overlord (Classified), Cause a Cataclysm (Classified), Breach the Gate (Classified).  


Mission Special Rules

Planetary Assault, Shock Tactics, Uncertain Alliances, The Fate of Billions.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Players units except for those with Shard Keys must start the game in Reserve.
  • All Players count as Attackers for the sake of the following Special Rules.
Planetary Assault
If a mission has the Planetary Assault special rule, the Attacker uses the reserves rule from Warhammer 40,000: The Rules with the following modification.

Instead of making Reserve Roles from the start of the second turn, the Attackers make Reserve Rolls from the start of the first turn.

Shock Tactics
If a mission has the Shock Tactics special rule, all of the Attacker's units that have the Deep Strike special rule and deploy via Deep Strike can charge in the same turn that they arrive from Reserves.

All of the Attackers Infantry, Jetbikes and Skimmer units that do not already have the Deep Strike special rule gain the Deep Strike special rule. This units cannot charge in the same turn they arrive from reserves.

All the Attacker's other units arrive from Reserves as described in Warhammer 40,000: The Rules. These units cannot charge in the same turn they arrive from Reserves.

Units that disembark from a Transport cannot charge in the same turn they arrived from Reserves, even if they or their Transport have the Deep Strike special rule.

Units arriving by Outflank do so normally, as described in Warhammer 40,000: The Rules.

Uncertain Alliances,
During the first turn, the sides have yet to be established. At the start of the first turn, all players reveal their alliance cards and the relevant players begin rolling for reserves.  Reserves in the first turn are on 4+, continuing as normal with 3+ from the second turn.  

The Fate of Billions
As this is the last battle, all infantry units possess the Stubborn special rule.

Certain scenery items and certain actions during the game (revealed on and during play) will have consequences for the campaign and the planets in the Faust sector.  

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