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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
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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