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SCENARIO SPECIAL RULES Bunker: This objective designates an area that needs to be destroyed, such as a ‘command post, missile sil, communications relay point or other strategic site, Unless the scenario states otherwise the bunker must be set up in the enemy deployment zone. & as eens OBJECTIVES Bunker Oom dom ° 2 6 Damage Capacity 3 In some scenarios once all the scenery is set up, ‘objectives’ must be placed on the table ] forthe opps ees 0 Ht ove. Each Seenario pecs wat ype of eres can ee bbe placed (if any), and by yer enemy detachment. For the purposes Unless stated otherwise, an objective is only t 1 of shoot may ‘case any enemy ‘can lend it support in the assault segment. | that tre player's forces enter from that edge — in which case the edge of the table is their Capture: This objective is a site that has a ‘deployment zone! ‘one-off benefit, such as a fuel dump or A set af Objective counters is supplied in the game but we would suggest replacing these contact with the objective at the end of the then you can either destroy the objective or scue: This area contains something that must be captured. This may / plans or even an important leader. Uniess the scenario States otherwise the objective must be placed in ‘90cm from your own deployment jendly unit moves onto the ed up’. The unit can then iaking the objective wit it | ARMY MORALE ‘Army morale represents the will of an army (0 oF a minus number, his army's 11 no longer undertake offensive itbeing assumed that the army disengages from the objective as its pr }e objective can be captured by ie enemy once it has been picked up. have its staring morale reduced by a certa ighting for ‘might have its effective mor have their norale values increased to represent their special importance and so on. Objectives Objectives affect army morale levels as follows: Tako & Hold bjt ha you ld atthe endo th tum ae D8 points to you destroy it.The objective is then removed. Cleanse: As long as you hold this objective you may add 1 point to your army morale value at the end of he tur. HIDDEN SET-UP lin some scenarios the defender has had sufficient time to conceal is forces and lay some Lunpleasani surprises for the enemy in the form of booby-traps and mine-felds. As with objectives we recommend replacing the Hidden Set-up counters supplied in the game with ‘small terran pieces. Hidden Set-up markers can be represented by clusters of fox holes or strongpoin's concealed by camouflage netting for example. The extra effort these pieces require is well rewarded when the battlefield is set up. When using Hidden Set-up the defender takes one Hidden Set-up marker for each of his infantry'vehicle detachments (including those in reserve or otherwise not starting on the tengines cannot set up hidden. Each marker should have a number or letter Using Hidden Set-up writes down the numbers of the counters he has hich detachment each number represents. When forces are set up on the table, the player deploys the Hidden Set-up markers, 's units. A marker may be placed on any terrain, as long as it can be moved st one unit from the detachment, Firing on Hidden Troops ‘A Hidden Set-up marker can be fired at but the detachment it represents suffers no Casualties. However, any Blast markers inflicted are placed by the Hidden Set-up marker land when ‘he detachment is reveal where they think the enem ively ime shooting up the countryside for no effect whatsoever. Blast markers inflicted on Hidden Se-up markers have no effect on army morale levels. turn, interrupting his opponent's move if necessary. Hidden detachments are also revealed as soon as an enemy ground unit moves within 15cm of the marker; this until the count course, and what's m countor may tur out |When a hidden detachment is revealed the owning player may place it on special orders if re wants to (eg, Overwatch or Assaul re are any Blast markers on the detachment it must pass a Leadership Mine-fields & Booby-traps Dummy Hidden Set-up markers may represent mine-fiels or booby-trapped areas. Rolla ‘along with any Blast markers on it le model (eg, barbed wire, Achtung Minen signs ition occupied by the dummy counter. Mine-fields, immediately attacked with a power fields or void shields, within a mi affected by mi ‘Trenches, Entrenchments and Bunkers: player has suitable models he may set u renches, entrenchments or bunkers in troops inside as noted on the Terrain ‘Table. Before you go mad and for ‘and occupied by the enemy. Razorwire: I the player has suitable models he may ‘anywhere fan area that is within 15cm of his Units andicr Hidden Set-up markers. Razorwire may not be crossed try who are marching or assaulting. War engines, skimmers, flyers and troops with jump packs can ships in high orbit and plummet down move over razorwire through the atmosphere before landing on the battlefield, A detachment in drop pods always enters DROP PODS Drop pods are special as Reserves (counting as having a reserve Speed of up RESERVES. to 30cm). When the detachment arrives it may be dropped anywhere on the table at the start of the owning player's movement in the movement phase. layer’s army are in reserve so they are not deployed on the table These reserve detachments will then enter play once the battle is ined by the speed of the slowest late 30cm above any part the table, then replace each 1 table or in terrain which is impassable to vehicles are autor Enemy units can snap-ire at models coming down in drop pods Flak units on Speci ‘may also fie on them as if they ‘Armour value of the ut ). The detachment (or whats left fight as normal detachments have an equal Speed randomly deter Drop Pod Models Reserves err play anywhere on tho tabi edge thal rune along the playars deployment [Aithough drop pods don't need to be represented as models i's @ nice touch to have some zone, Place the det ‘empty pods to strew around the battlefield in the wake of a drop pod l be measure (along a rea ‘Space Marine shoulder pads etc etc. Warwick's even Measure the moves from the rearmost HQ in the row. made some mycet Tyranid equivalent of drop pods) out of nutshells! ae oe cc — 5 OBJECTIVES Each player must place one objective per 500 points in his army (rounc fractions up). For you had a 1,500 point army, you would place three objectives, objectives that may be used are Take & Hold and Rescue. Nether player may take more than one Rescue objective. See the Objectives rules for information on how the: objectives are placed on the table. GANE LENGTH & VICTORY CONDITIONS The player that reduces 1 BATTLE 2: ESCALATING ENGAGEMENT The following special FORCES Both players pick armies to an agreed number of points. GAME LENGTH & VICTORY CONDITIONS The player who BATTLE 3: DAWN ASSAULT ‘A powertul enemy force launches an attack on a smaller defending force in a caretully prepared defensive position. The attackers need to boldly overrun the defenders in their Conceaed positions, avoiding mine-fields and booby-traps as they go. The defenders must desperately hold their ground and pray that their reinforcements arive in time to save the day! ‘The follwing special rules are used in this scenario: Reserves, Objectives, Army Morale, Hidden Set-up, Fortifications. FORCES. Both players pick armies to an agreed number of point. ‘SET-UP 1, Determine who will be the attacker and who willbe the defender. if ne player sets up ‘the terrain, then his opponent is allowed to choose which table edge he wishes to desloy on. if both players helped set up the terrain, or it was set up randomly, then roll a cice to see who gels the choice of table edge. 2. Place objectives, as described. The attacker places the first objective and then the pleyers alternate until all the objectives have been placed. aD for each detachment in his army. On a roll of 1-3 the deachment starts in reserve. On a roll of 4-6 the detachment is deployed on the table cris available on the first turnin the case of flyers. At least one defending detachment 1 start of the game. is e0ge. The attacker 5. Allremaining defending detachmen's are in reserve atthe start ofthe battle (see the rulbs for Reserves in the Scenario Special Rules section). Reserves may enter battle {ram the defenders table edge or up to half way along the two other edges of the table. OBJECTIVES ‘The attacking player must place one objective per 500 up). The defender places one objective per 1,000 points

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