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.Objective Markers
Do not expect any plans to go as intended. Inform all line officers that initiative is allowed for this mission.
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.
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.
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.
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.
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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