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+. ee ad a SALAXY IN FLAMES \ rar Tr .- OLIN ICURRUNUI ‘MISSION ASTARAMIS: 1 INVASION! they are not the only threat, for alien forces of every ilk have been reported on the planet's surface. If this is true, their intentions as yet remain unclear. In response, mighty armies are mustered to defend the sprawling hive world and battle is joined in earnest. THE ARMIES Each player must first muster an army from the miniatures in their collection. A player can include any models in their army, but if their army is Battle-forged, they will also be able to use the unique Fate of Konor Stratagems and the appropriate Stratagems included within this mission. * In this mission, if one player’s Warlord has the Imperium keyword, they are automatically the Defender, and their opponent is the Attacker. Ifboth players’ Warlords have the Imperrom keyword, or neither player’s Warlord has the ImpERtuM keyword, the players must roll off to decide who will be the Attacker and who will be the Defender. THE BATTLEFIELD Create'a battlefield using the deployment map included with this mission and then set up terrain. The battlefield should contain, several defensible pieces of terrain, such as such as buildings, bunkers and obstacles, representing the territory that the Defender has been tasked with holding against the invading forces. DEPLOYMENT After terrain has been set up, the players then alternate deploying their units, one at atime, starting with the Defender, A player’s models must be set up within their own deployment zone, though up to half of player's units can instead be placed in Reserve (see page 194 of the Warhammer 40,000 rulebook). Hi Astaramis has come under direct and heavy attack from the forces of Chaos. Yet it seems : . FIRST TURN ‘The Defender rolls a dice. On a roll of 6, the Defender can choose to take the first turn; otherwise the Attacker has the first turn. RESERVES Starting from the second battle round, each player makes a roll for each of their units in Reserve at the end of their Movement phase. On a34, the unit being rolled for arrives from Reserve. Units automatically arrive at the end ofa player's fourth Movement phase if they have not already done so. When a unit arrives, setit up anywhere within 6" of the controlling player's battlefield edge that is not within 9" of any enemy models. esate 22 em Jude LENGTH Breach Their Lines: The Attacker scores 1 oe ‘The players should use the Random Battle victory point for each of their units with atleast Length rules (see page 194 ofthe Warhammer _ one model completely within the Defender’s : 40,000 rulebook) to determine how longthe deployment zone at the end of the battle. battle lasts. Destroy Any Approach: Each time one of the VICTORY CONDITIONS Attacker’s units is destroyed, the Defender Atthe end of the game, the player who has scores 1 victory point. scored the most victory points wins a major victory. Ifboth players have the same number Slay the Warlord: If the enemy Warlord of victory points, the game isa draw. Victory __has been slain during the battle, you score 1 points are achieved for the following: victory point cee ered ea STRATAGEMS In this mission, the players can use Command Points (CPs) to use the following bonus Stratagems: ted ‘AT THE DOUBLE-QUICK re eas Use this Stratagem in the Charge phase to charge with a friendly unit that Advanced earlier in fewen

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