CAMPAIGN STAGE 1: PLANETFALLTHE ARMIES
Choose Armies as described in the Warhammer 40,000 rulebook. One
player will take on the role of Attacker, the other as Defender. You may
play any size game but recommended is in the 1700-2000 point range.
Use the deployment map included with this missions. Set up terrain as
described in the Warhammer 40,000 rulebook.
After setting up terrain, the players place four Objective Markers in the
corners of the Defenders Deployment zone as shown in the deployment
Before any models are deployed, both players should roll to determine
their Warlord Trait as described in the Warhammer 40,000 rulebook.
Firstly, the Defender deploys his units anywhere within his deployment
zone (see map). The Defender may reserve as normal.
Attacker deploys no units and may not Scout, Infiltrate or Outflank any
units. Instead he will deploy using the mission special rule Orbital
The Attacker has the first turn. A modified No Seize the Initiative roll is
made (see Orbital Deployment) but the Attacker will always go first.
The mission uses Variable Game Length as described in the Warhammer
At the end of the game, the player who has scored the most Victory
Points wins the game. If players have the same number of Victory Points,
the game is a draw.
+2 points per objective marker held at the end of the game.
Slay the Warlord
Attacker gains +1 point per Kill Point in defenders deployment zone at
end of game, (a squad with an Independent Character attached in the
zone is worth two points.)
Defender gains +1 point per kill point earned by game end. Attackers
units that have not been deployed are counted as destroyed.
MISSIONS SPECIAL RULES
Night Fight turn 1. Modified Reserves (see deployment)
Dug In: The Defender receives an additional Fortification Slot to his
primary detachment. This slot may be filled with any valid selection at
no cost (including upgrades). If the total cost would have been more than
150 points, any weapons on the Fortification do not work. If it has no
weapons and would be over 150 points, then any buildings have their
AV value reduced by 1 (a 15 would become 14 for example).
Anti-Air Defenses: During turn 1 the Defenders Deployment zone is
considered impassible terrain for the purposes of Deep Striking units.
Any units that scatter such that any model would be in the Defenders
Deployment zone automatically Mishap and go into ongoing reserves
(per the Orbital Deployment rule).
Orbital Deployment: All of the Attackers units will deploy via Deep
Strike even if they don’t have the rule or are required to deploy by
some other method. The Attacker first assigns independent characters
and decide any combat squads or other kill point altering unit
formations. Then without breaking up combined kill points make two
forces as even on kill points as possible. (A Rhino with a combat squad
of Tactical marines is 3 kill points but is not broken up for this division
of forces into two halves).
Before the start of Turn 1, the Defender makes a Seize the Initiative roll
using any modifiers or re-rolls they are allowed. If they succeed then the
Defender chooses what half of the Attackers force deploys turn 1, if
failed the Attacker chooses what half is deployed turn 1. The other half
goes into ongoing reserves and automatically arrives turn 2.
During turn 1 deployment all Deep Striking units scatter 3d6 rather than
2d6 (or 2d6 if they have the Deep Strike special rule). Furthermore
during turn 1any unit that Deep Strike Mishaps goes into ongoing
reserves rather than rolling on the mishap table. During turn 2 and
onward units scatter 2d6 (or 1d6 if they have the Deep Strike special
rule), and mishap normally per the Warhammer 40,000 rulebook.
MISSION WRAP UP
Please provide player names and factions played, along with scores and role as Attacker/Defender. Also note about any heroic moments or awesome moments during the game.