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con a : wel ) aaa P is ny < wee «\ Aa A ano ODES ’ re CHAPTER APPROVED GAMING IN THE 41ST MILLENNIUM CONTENTS Introduction ‘Stronghold Assault: ‘Maelstrom of War: ee Se iat! anos fe | Terres aero Vn Raton, Alot areck Objective Markers Open Play Seong ak Crone ones ee Sirnghold Asal Oe Maren Ue te Apap Thebgrah Imeral Objective Maen eg pi Sion Ast Las Sand Ghrs Obectve Markers fea Ver em Neon Oeste Mares ti Detcn ‘eps Deters ine “ran Oct Mares peep Inet enon Dra Opeth Makes Nghe Teper Dene ne TouEmpee Poca Wr tnpetal acker Obpetre Marken Sine Vengeance Weapon Bae Ont bjecve Markers aie 2 Ns ue nad Bestar Kalas Faction Rules tan Rie asta ere: de Soa, Terni Ue Agel Senge Dee Wath fla Winer Mua Dewar pate ae he Sgr Gemeter Gal. se eee i Sid Genera ooo tes Do Spd Landing Pa tepera Kg ea ‘Narrative Play see Ons. Manet sete = ‘ater Ti ond Teta x Seager ss uncer Pana 36 Ber We Seed Es Mnetthe Deperte a3? Baral War Facute Stand Deny 30 ‘Dowland Des. heel ear cee raga oy eer rd Secor enics ise A os op any le RE pd Batlzoe ntl Wats est actae 2 al dead os Tessar ocr Hancotike Deoymere ona? KilCofemed Tater carpages Secngid Aca Si Maca oer Upiaed ons aes Wl land Tes of Opporiy December Daecinent ences Mado of War Bate ged Aris Seiapeo 9 Tea Gan. a Saar Macias of War Dahmen Bae Beathroug aq Reto Vecory 7 Nankai Dance PRODUCED BY GAMES WORKSHOP IN NOTTINGHAM ‘With thanks othe Mournival fr thelr additonal playtsting services Caper pre 217 primes ra inl 207g Ae 217. Gn Wa Spl in, 0 We ‘wer 50 te AaB eel Ege nl acid ltr memes esos een her ti edie hee tether or ams Wep Lined pe ee we AR “radian hae seman ny in i tin ro ‘hk con Al hc rs re be tl dye pl rhe aoc ‘hth Cspot Aas ee hbk eh bayer ae pps oe ein ia psa be ps ied cay a aes ka st ane hn i ya nde 8 tn ‘Sporn Wes urge we ag ps Nal apenas lw cnn ei Games Woskshop Lid, Wilow Rd, Lenton, Notingham, NG7 2S, amenworhopsom INTROOUGTION Chapter Approved is your passport to new gaming experiences in the 41st Millennium. Inside you'll find narrative-driven battles and scenarios depicting planetary invasions or brutal sieges, exciting new ways to play, mechanics for designing your own vehicles, and a host of new rules to take to the battlefield, Amidst the thunder of guns Warhammer 40,000, Building upon bloody battles that fallow. These and the clash of blades, the the rich content already available in Plnetstrke and Stronghold Assault armies ofthe 4st Millennium the Warhammer 40,000 rulebook, missions cam be linked together to $ ® goto war Throughtangled hive Chapter Approved provides you _ereate a campaign worthy of legend, sities and continent-spanning ‘with increased depth and choice, rmanufactorums, sweltering death whether you prefer to play open, MATCHED PLAY: This section eee Se Se eee rar a ules and missions that can inject ‘world embroiled in war, from the nan sand more, L ase 0. ose 0 WAYS TO PLAY + WARHAMMER 40,000 Warhammer 40,000 offers three distinct styles of game for players to choose from, depending upon their preferences the collections they have available, and what they want to get out ofthe game. Thesestyles are ‘open play, narrative play, and matched play, and each has its own strengths. OPEN PLAY For those who simply want to gather part orl oftheir ‘onto the tabletop and start miniatures collection, ralling dice open ply isthe perfect way to game, As itsmame would suggest, open play has few restrictions. Force sizes are not limited, and do not need to bein any way balanced against the army they ate facing. Payers are fre to invent whatever storyline of framework for the battle they wish, whether tht involves using the Only War mission provided inthe core rules, or simply inventing thei own scenario based upon the sor of game they fee! lke plying In thie section of Chapter Approved, we present ways in which you can make your games of open play ven more exciting Starting with Apocalypse games (pg 8-21), it provides rules and missions for playing rassive-scale battles of Warhammer 40,000 that involve every model in your collection, For such grand encounters, he flexibility of the open play format is eal, allowing vast armies to rise and fall ver the course of several hours or even days of gameplay. This sectionals proves instructions for writing bespoke datasheets for converted Land Raiders (pg 22-29, with an ear-to-follow formula for cresting tanks with any weapon loadout you like You canals find ready-made datasheets for some examples we have made, and a blank template is available in the Appendix which you ‘an photocopy and fill out for your games, Converting models isa great way to make your collection unique, as wells expanding your modelling sil and open Play is perfec for fielding sch units, as there are no restrictions on the models you can bring tothe tabletop, Sic. “Theseare just some examples ofthe kind of things you ‘an do when plying open play games, Thanks to thei sheer flexibility open play games canbe whatever you want them tobe, fom tank battles on hostile worlds to-entrenched artillery duels, fights through darkened tunnel networks to desperate assassination missions and hunts fr rampaging monsters, The only limits to ‘open play gaming at the modelsin your collection, the ‘gaming space you have available, and your imagination, NARRATIVE PLAY Games inspired, driven and regulated by a particular pre generated storyline are usualy known as narrative play bates, Chapter Approved provides «range of new content for use withthe sort of gaming “Thefirst of theses Planetsrike (pg 32-43) Thisset of missions and rulesallows players to fight out full-scale planetary invasion, with attacking forces plummeting down, from orbit to slaughter everything in heir path Will they sweep away the defenders ina tide of fire oF «an the planet’ garison forces hold their ground and prevent thei enemies from gaining a crucial foothold forthe invasion to come? ‘Thesecond is Stronghold Assault (pg 4-63). Oneside garrisons string of towering fortifications, while their enemies charge forward ‘en masse to smash doven the walls ot capture the defences for themselves, Narrative play games are ideally suited to being linked together, the story and outcome of each battle impacting the next in ongoing campaigns that can last for weeks for months Such personalised taming is extremely satying and generstes war stories that willbe retold amongst fiends for Yeats to come. The combination ‘of Planetstike and Stronghold Assault missions is perfect for this, depicting each stage of blood. drenched war for an entire world. MATCHED PLAY Ussing points values and Battle: forged armies, matched play adde an element of competitive balance to games of Warhammer 40,000. In this section of Chapter Approved you will find new missions to Play ~choote from ternal War missions (pg 68-73), where both players compete to achieve the same ‘objective, and Maelstrom of War missions (pg 74-79), where random “Tactical Objectives can change the face ofthe game in a heartbeat Both types of game are popular swith players attending organised ‘events such as tournaments, of Playing ‘pick-up games againet new opponents ‘Thenew Faction-specific content (pg 88-99) later inthis section list, additional rales fora number of Factions that dont currently have codes, including Warlord Traits, psychic powers and Relics. Battle forged armies from these Factions also have access tothe Stratagers land Abilities presented here Many matched play missions require you to secure objective markers, so rather than using dice or coins to represent them, why not 0 for something more orignal? In this section (pg 80-87) you will Find tips on converting spare pasts from Citadel Miniature kts into eye-catching markers that are really worth fighting for. AND MORE! “Te make your games even more vatied and exciting, you can use the rules provided in the Appendix. ‘They work with any syle of gaming open narative and matched ‘Theterrain rules (pg 102-108) represent some ofthe otherworldly landscapes in which your armies ‘may have to fight From deadly jingles to urban hive worlds, these rules are designed to complement your terrain collections. Meanwhile, Battlezone rules (pg 106-112) for industrial complexes and devastating warp storms provide ‘ew opportunites and challenges, You will also find tips on creating ladder campaigns (pg 114-115), Which are ideal for generating an epic contest between multiple players, After this, we have inchuded updated points values fora number of unite that can be used in your pointbase games, including some fom the Forge World range (pg 116-123). Finally, you will nd blank roster sheets and a blank Land Raider datasheet that you can photocopy. PLAY Se en eee ee ne darkness, Unto us alone docs the eee ae aed ee es err ee) errs Grey Knights Chapter APOGALYPSE Sometimes a battle will be fought that is so vas, so sprawling and spectacularly ‘destructive, that it decides the fate ofa world. When they are depicted upon the tabletop, such conflicts are known as Apocalypse battles, Apocalypse bales ate huge and dramatic tabletop conflicts, in which hundreds upon hundreds of infantry and squadron after squadron of fighting vehicles take tothe field, Theair darkens with waves ‘of combat arraft that rai ie from above. Titanie war engines grind across the battlefield unleashing devastation with every volley, while space craft and antillerybateries annihilate thei foes from afar, ‘Such grand conflicts have shaped the history ofthe lst Millennium, Bates like the Fall of Cada, the reclamation of amos, ofthe Doom of Valedar have seen the redemption or annihilation ‘fence worlds, Tales of incredible hheoism and monstrous horror are woven from them, and the fate of whole star jst hasbeen changed forever by their resolutions. ‘Therules for Apocalypse batles that ‘you will ind onthe following pages explain how you and your fiends can play out these sorts of enormous engagements for yourselves. ALits most busi, an Apocalypse batle is a game of Warhammer 40,000 that feateres 60 teams each comprising two or more players and using armies of substantial size on a larger than normal gaming table Everything i scaled up for ‘maximum carnage. For some, this san ‘opportunity to combine several smaller armies into one large force suficient to play a game ofthis magnitude. For others ~ those who oven massive armies and super heavy war engines that rarely get tose the tabletop ~ Apocalypse is the perfect excuse to unleash these bessts ‘upon their foes Inbuttes of such size the minutiae ‘of exact game balance become far les relevant. Many Apocalypse games allow players to recycle entire formations ‘ofinfantry or vehicles, orto hammer the battlefield with firepower from titanic asets considered to be miles away from the action, In this way, Apocalypse isthe ultimate expression ofthe open play mechanics “More important to a game of Apocalypse is the mission you choose to ply this will provide 4 simple narrative and a robust framework within which your game can take place On the following pages you will finda selection ofthese, each one designed with lear objectives and an eraphasis on gaming spectacle and fun, allowing you to engage ina cash of 'tanic proportions. Probably the most vital part ofan Apocalypse game, however, show the players themselves approach the game, Assembling al ofthe miniatures and scenery required for a game of Apocalypse is quite an undertaking, and the largest games are likely to last fora couple of days intensive gaming, Payers need to work together within their teams to ensute that everyone enjoys themselves and gets to rake the most ofthe huge forces they've brought along, and should ‘be conscious that Apocalypse isnot intended tobe a fiercely competitive or finely balanced gaming experience. Afterall ina setting where storms of firepower can decimate entire armies in seconds and war engines the sizeof hhab-blocks bested the battlefield, «everything can change in the Blink ofan eye! Apocalypse games should therefore be played for the spectacle, and the sheer joy f playing out such anepic encounter. Entire ances ‘of Imperial Knights stride into bate, guns thundering. Armadas of Asuryani and Drukhari aircraft streak through the skies, ploughing bloody furrows through Tyranid ‘sper swarms with their massed firepower. The greatest heroes ofthe Ast Millennium cash in numbers rarely seen ta decide whether words lve or die. For many payers, the chance to visualise these kinds ‘of iconic cenes is eason enough to play. Ofcourse, having the opportunity to deploy every single ‘model in your collection as part of a stilllarger army, and to perpetrate the sort of wholesale slaughter that only Apocalypse provides, are also ‘good reasons to get involved! So read on, and whether your ‘gaming group plans to besiege a hive city, evacuate vital dignitaries froma dying wold, or tage the tank warto end all ank wars, over the following pages you will find all you need to fightout the largest and ‘most catatrophcally destructive tame of Warhammer 40,000 you've UNLEASH THE APOGALYPSE Apocalypse is designed to be played between two teams of players, where every player can fieldall of the jniatures in their collection, Its the ideal showcase for your biggest and best models ~an arena where ‘Titans duel across a coxpse-strewn battlefield and super-heavy tank squadrons engage in deadly comb: Setting up a game of Apocalypse requires litle more preparation than most games. Because of this, i best to have a game organiser. ‘They-will make sire all ofthe players know where and when to meet, decide on the scenario to be played, and set up th terrain for the battle Apocalyptic Armies and Sides Apocalypse is played Detween two teams of players, or Side Whilst, Apocalypse battles can be fought between just two players, they are especially sited to tam play. The ‘number of players in each side doest have tobe the same, butt hes ifeither side has more than ‘oe extra player than the other. In Apocalypse, players an use any ‘models from thei collection. They ‘an even ue their entire collection if they wish RS good idea to spl the payers into sides in such a ‘way that both teams have similarly powerful armies, You may wish to ‘compare each army/s Power Rating to determine this ~ ideally each side should have a Power Rating ‘ofa east 150, Each player ina side commands their own army, and all units on the same side are considered fiend towards cach other. Warlords and Warmasters Before a game of Apocalypse begins, each player nominates ‘one mel to be his Warlord Asa real there may be several Warlords on each side, each of ‘whom willhave a Warlord Tilt as normal. However, itis important to ‘establish who iin overall control ofeach side, the players need to agree on which oftheir Warlords is going tobe the Warmaster for that game, The Warmaster isin overall control of whatever allance for wa effort staking place. The player that contol the Warmaster gets precedence when players in the team disagree upon matters of overall trategy that directly afect ‘more than one person in that side, Be warned, though = the head of the enemy’ supreme commander is a trophy greatly prized by the foe, ‘An Apocalyptic Battlefield Apocalypse battles reuite suitably Farge battlefields, The gaming area needs to be atleast 6 by ands typically much larger: we've heard of Apocalypse games being played fon the lor, where the battlefield is 30 by 4 Just as the players in each side combine their miniatures ito determined by the players othe offen overrun, the end tine should a single amy alloftheplayersin an game organiser before thebate, beset at east thity minutes before Apocalypse bate should combine the ume realy needs tofinh. In theirterain calectons together to Apocalypse games usvally take adiion to start and end ties, { ensure they have enough scenery for the best part of day to ply ‘numberof breaks should be i thebatle Dont worry ithere are and therfore ave schedule to scheduled for players to sto for j wide-open spaces though in fac, determine when the batlestarts_ refreshments. These alo serve as theseae qe desirable as youl” and ends Typcal, abe wil good points toring reinforcements F soon filth space with models! startat or 10am. and end at7or and reserves into the bate. When 7 ‘Spm hough tis aotuncommon break pint is reached, compete v The Time Limit for gamesto go on longer than thi, the current btle round before Instead ofa ten limit Apocalypse evento take lace avert or slapping Thisensures both sides A bates have atime init which is more days Because these games __have had the sare numberof turns, TYPICAL ONE-DAY PICKING A MISSION & DEPLOYING SCHEDULE See enn ter a een ey Peet ener ten art 9:00am ~ Arrive and deploy Jj eC ATM | 10:00am Start ist sesion Brere 1.00pm ~Lanch break 2.00pm - Start 2nd session “Thethree Apocalyptic Was’ missions tthe end ofthis section ae good AE aa Eee eee ee ESTE 6.00pm Start Sed session Peete eet eee teers ‘9:00pm ~ End battle ee een eet ee ee Pee ee neers Perit oer ete eer eter seats | Clee rete ee eer and thei state, the armies can deploy. Thiscan take sometime Fae ee ees eater eee eaten ; ett eee amet eee ete Se rena nee eee ee eee eee et eee ae ee es osm ORGANISING THE APOGALYPSE ‘Thescale ofa typical game of Apocalypse can make coordinating, recruiting and scheduling more of ‘a challenge than for normal games of Warhammer 40,000, Here you will find some tips for organising large-scale games. Game Organiser ‘Wie already mentioned the Importance ofthe ame organiser, ‘hose responsibilty tis to ensure Apocalypse gaming sessions run smoothly. Most guming groups find that assigning this job to jst one person is much more effective than having a committee in charge, a _roup of organisers may well spend ‘as much time debating with each ‘other how best do things as they do organising the game. Theideal game organiser should be open to suggestions and advice from other players, but will ulimately make ll ‘ofthe decisions pertaining to how the game is run. youve taken on the mantle of ‘game organiser for your group, there are four important factors you ‘will eed to consider. “The Four PS. + People + Place + Playing Area * Plan 1. People One ofthe fest challenges you wil ‘encounter isthe diffcultyof geting lots of people in ane place atthe same time. Thiswil never be easy, ‘bat ithelps tobe proactive Instead ‘of casually suggesting a game of Apocalypse, give your players a firm datetime and place. Ifyou arrange the game far enough in advance for people to iit nto thee schedules, ‘youl usually ind that plenty of volunters willbe available, I there axe limited numberof places then be clear on this right at the start, as trying to tell someone theresa room fr them later ean lead to hurt feelings. Also let your payers know that if they cant attend a game they've signed up for, they shoul let you know as soon as they can, as this wil give you plenty oftime to make other arrangements Large games can take quite abit of| time to setup and pack down, so i «good idea to get a couple of, players to agre to arrive early and leave late to help you with this Unfortunately all his preparation does ensure the day will unfold ‘smoothly, People will turn up late, forget to bring things, and soon, ‘Asa game organiser, you should always be prepared. Bringing along some extra game aids and models yourself, and being flexible in re-organisng which players are ‘on what side is the key to success. Players that arrive late should join the game a reinforcements’ during the next scheduled break. Those that have to leave early can hand ‘over command of ther troops to an ally or withdrave thie army by packing itaway when they eave. 2. Place ‘Youll usualy find thatthe place ‘where you normaly play games is perfectly suitable for games of Apocalypse too, but this wort always be the ease due to the sale ‘ofthe batde. Local leisure centres, ‘commit centres and Hbraries ‘often have Function eoome that ‘an be hired for a day or two. However ith rare to finda venue that can be hited fr fre, Because ‘ofthis, you should warn players that they may have to cover the cst ‘ofhiring the venue. Washammer World in Nottingham, UK, sully ‘equipped to cater for large-scale ‘games, and you can book tables in advance online Ensuring thatthe venue is right for everyone i important, and its your responsibility to arrange transportation, if needed, to and fom your chosen location. You should also make sure there are adequate facilities for tefreshments ‘on-site or otherwise instruct players to bring plenty of food and drink with them. 3. Playing Area Once you have an idea of ow large a playing area willbe needed, you must make sure that you have ‘enough terrain forthe bate. You nit need as much terrain in Apocalypse games per square foot ofthe table a you do normally, but you may stil find that some more terrain is require. If this isthe case, you should consider coordinating ‘with your group to produce more. You! probably find that the promise of «game of Apocalypse ‘ean act asa great spur for making 4.Plan With the logistics of your game sorted out, you next need to make a plan fr the tle, Thisshould be writen and sent to all players wel in advance ofthe game. It should include information such as: ‘Where and when to turn up inorder to ply the game. Ifyoute organising a game that s going to fake more than a day to play then you will also need to include information about accommodation. list of players and their contact details (alist of phone numbers is especially useful for tacking down missing players) ‘What the players need to bring with them (armies, codes, dice, tape measures et) ‘A-rough value of the combined Power Rating ofall the models each player will bring (asking cach payer to submit this well in advance is recommended), Spare glue invaluable for any last-minute repairs! ‘A schedule forthe day stating when the game wil start, when breaks will take place, etc, such asthe ‘one provided on page 1 Alistof who will ariv early to help st wp, and who will stay late to help pack aay. What arangements have been made for eating and drinking, ofa note telling players to bring their wn food ‘Any special or house’ rules that wil be used. ‘An overview ofthe mision being played, “Anything else you can think of that may be useful Most importantly of lave yourself fiteen minutes before the battle to explain the mission and any special rules you ae using toll ofthe players tha at aking pat. ‘Thereisone final decision you will need to make, and thas whether to join in the battle yourself, or act as ‘neutral games maste. This is a matter of personal preference, but we recommend joining in ifyou can, bythe ime the game has started, almost all of the your ‘work has been done, On the other hand, there ae those ‘who really enjoy acting asa games master in order to ‘make sure that everybody has as good atime as possible [talso leaves them free to spring unexpected surprises ding the game, such as unleashing sudden warp storms and cataclysmic orbital bombardments! A RACE TO DESTRUCTION ‘Two armies to stumble across each other at an unexplored location. The first thing each will know ofthe “other is when their breathless scouts report sighting the enemy. Whichever side is able to organise their attack the fastest will beable to grab the initiative and strike before their opponents are fully prepared. ay Beet eee eet Pte ere oe er eee an Sea eet ee etd att) Create a batlefield using the deployment map below and then setup terrain as described on page 10, The players controlling the two Warmasters then rol of eee rey Peeeree eee ete see eee een eee ete eT Se eon ats eee tea ene Deg Both sides secrely bid (and write down) the amount ree ener ane ea eaten a ences side wll have to setup their forces on th batefield. peer eet ee ee erent ee ey eee ec eee ens Ser nai Cee ene ae ‘does likewise in the opposite deployment zone, inthe cee aT Poe en ot ees ot eet Ro because theres no room or because the deployment time limit has run out, are placed in strategic reserves enon erm eee eee eee Pee ee ecm set we Te Before battle begins, determine each sides Power Level by adding together the Powe Rating of al the units set ee ee ee eae ete tee es ee Pee en te eee SAUL poet es erate Any nits not set up during deployment are placed a ee eet eet ret rc eres Peet eres they count as destroyed, which may affect how many Starr areas Sets See aero r etree iota nee ae nnd ee ta ee ae ee eee ery Pee Menem ees there is insufficient room, it must wait untl the next Se ee ne tate prise eee en eee as described on page 11. Players should complete the peer er eee as CT Ty Nee ese een eres eee een Pe ee ener ee ae tl Preece et eee ene ny pe ereeen eet eens eee eee ett ets Pee en era eee ey Se eect Seed Titanic Destruction: At the end of the battle, each side Penner ee erry tien) APOCALYPTIC WAR NIGHT MARGH A battlefield is a confusing place, especially at night, when it s not uncommon for forces to be unsure of ‘where other friendly forces ae located, let alone the enemy! The resulting battle will find the two sides ‘dangerously intermingled, with friends an THE ARMIES ‘Theplayers and thei armies are split into two sides as described on page 10. One Warlord on each side is nominated tobe their force’ Warmastr ‘THE BATTLEFIELD (Create a batleield that is at least by and then set up terran as decribed on page 10, The players controling the two Warmasters then rll ff. Starting with the winner, each side akes tin turns to Set up an objective marker, until atta of six have been Set up. These canbe placed anywhere on the batlefeld solong asthe centre ofeach i more than 10" fom the entre of any other, or from any battlefield edge, ‘Thewinner ofthe rll-offthen chooses which long edge ofthe batlefield wil be their batlefield edge, The opposite edges their opponent’ battlefield edge. DEPLOYMENT Starting with the side that placed the sath objective marker, each side takes tin tars to set up a deployment marker, until a total of si have been set tp. These must be placed on any battlefield edge, more than 48° away from the centre of anyother deployment marker (as measured along the edge of the batleield), {An example of how this might work can be seen on the ‘map below. Once al six deployment markers have been foes scattered across the landscape in all directions. Set up, each side splits therfore into three contingents, each roughly a tied of the army. The layers controlling the two Warmasters then cll of Starting withthe winner, each sde takes tin turns to Set up one oftheir contingents wholly within 18" of one of their deployment markers (a different deployment marker must be used foreach of the three contingents) Any units that are not deployed onthe battlefield because thee is no room are placed in strategic reserves (see below), Noe that this daes not apply to unit that are deployed using an ability that allows them tobe set up elsewhere, such as "Teleport Strike, ‘Ambul et Do not remove the deployment markers once all ‘models have been setup ~ these show where strategic reserves may enter the battlefield. POWER LEVEL Before battle begins, determine each sides Power Level by adding together the Power Ratings ofall the units set tp in that amy. Whichever se has the lowest isthe Underdog, Ifboth sides have the same Power Level the tame organiser chooses which side i the Underdog, FIRST TURN ‘The players controlling the two Warmasters roll ffand the winner has the fis turn. STRATEGIC RESERVES TLL MET BY MOONLIGHT ‘Any units not set up during deployment are placed Doing the frst battle round, the maximum range ofa in strategic eserves. Theseunits can be setup onthe shooting atacks and paychic powers is limited to 24° battled during any of the game’ scheduled breaks, Targets that are further away cannot be seen or attacked but ifthey have not been setup by the end ofthe battle they count a destroyed, which may affect how many BATTLE LENGTH victory points your opponent scores. Thebuatle continues until the time limit is reached, as described on page 1, Payer shoud complete the tf st err ee loge sete peer ea ened ed oe ot daring a scheduled bee kot up whl wan 6 of that ies bate edge and wholywihin 1 ofone — VIGTORY BONOVTIONS: ofthat sides deployment markers (models that arelarger At the end ofthe game, the side who has scored the than 6” ate instead set wp so that they ae touching ane mos victory points wins.a major victory. Ifboth sides oftheir sides deployment markers). Ifa unit cannot be have the same number of victory points, the Underdog placed because theres insufficient room, it must wait side wins a minor victory, Viclory points are achieved nti the next scheduled break before arriving from forthe following strategic reserves, ‘Take and Hold: At the end of thebatle, cach objective ‘marker is worth 1 victory point to the side that controls 1A side controls an objective marker i'there are more ‘models from their side within 3" ofthe centre oft than there ae enemy models Say the Warmaster: Ifthe enemy Warmaster has been slain daring the bate, you score 1 victory point. ‘Titanic Destruction: At the end ofthe battle, each side receives 1 vetory point fr each enemy TITANIC unit that has been destroyed. CT UE Apocalyptic wars are terrifying affairs, and sometimes the combatants will unleash weapons of such vast power that they can destray the planets on which they fight. Thetwo armies have become so enraged that they care nothing forthe consequence of their actions, even ifit means their own destruction, ay eet ee eee eet as described on page 10. One Warlord on each side is pee eet etd att) Create a batlefield using the deployment map below ea nL Seen et ec eet ee Seer perenne ee ete ence eet eT Se een ats ee eee ee Deg Serres rene eet eas hich deployment zone they want before deploying their entire army. The opposing side then does likewise eee nates De Cat ed ee nae ect eats the battlefield because there i no room ae placed in strategic reserves (see below). Note that this does not apply to units that ate deployed using an ability that allows them tobe setup elsewhere, suc as Teleport Seas Cte Before batl begins, determine ach sideb Power Level by adding together the Power Ratings of all the units st Pee ec erie et eee eee eee perenne te ao FIRST TURN poetic] Ee eset ey Any units not setup during deployment ae placed iceman erent enema eee ees Perrine te recs eee ie nee sae Setar areas tts Sane ae oe Peer eee eee erry aoe nearer) ene ee er eet ey Pte te ny their sides deployment zone), Ifa unit cannot be Poe e ier heen eee eect ony strategic reserves. aaa ata oti etnies ene nests ‘THE ENO OF THE WORLD pn ee ee eee the two Warmastes oll ff The winner then rll D3 Seer eat ets tee eat eee eet es eee 3+ BATE ung. ECT BATTLE LENGTH ‘Thebattle continues uni the time limit is reached, as described on page 11. Players should complete the Sere ens Te UI At the end ofthe game, the side who has scored the er teen eres ei eae etd prensa en ees Serr ore erence td ‘marker is worth 1 victory point tothe side that controls {A side coneols an objective marker if there are more pn en eet ers Pe en ea eee eet Ss ers ‘Titanic Destruction: At the end of the battle, each side Pee rm Poteet! BEYOND THE APOGALYPSE “These pages feature a numberof battle themes and variant rules that can easily be incorporated into any Apocalypse batt. Theaim i tallow players to expand the scope and depth o their Apocalypse games, land atthe same time to make it straightforward fr players to fight interesting battles based on the background and stores that are intrinsic othe 4st Millennium, STORY-BASED OBJECTIVES ‘Themissons presented on the previous pages are really just starting point, and many players create their ‘own missions for their Apocalypse games, based on particular batle described in thet favourite codex or Black Library novel, fo example. In many Apocalypse missions, victory is decided by which side controle objective markers. Objective markers represent key strategic locales or vital ‘equipment ~ basically something worth the sacrifice ‘of entice armies to capture. Themissions on the previous pages all use objective markers asa method of determining the winner. For players who wish to base their games of Apocalypse on a narrative they have read or made up, these objective markers can represent anything they ike, from a Mek faktory thats churning ‘ot extr2-armoured Stompas, ta warp nift from which legions of Greater Daemons are pouring forth, Usually this is done to tie the objective to the story, or because ‘you want an especially impressive model or scenery Piece tobe the focus of the game. On pages 40-87, you wil find an entire section devoted tothe modelling and ‘making of fantastic looking objective markers for use in your games ‘ou cam even create corresponding special rules to beter represent your chosen scenario, such a the ‘effects of a dangerous chemical eakin the vicinity of the fktory, or tides of Daemons that emerge from the arp rifta the start of each battle round. Such missions quire moc initial work, asthe story, objectives and ‘special rules have to be decided on and written out in advance, butthead level of imamersion and depth will quickly make the effort worthwhile PERSONAL OBJECTIVES & SECRET ORDERS “Most games of Apocalypse ar played between teams ‘ofplayers, and victory will ether goto one side or the ‘other A variation on this idea is to give each player ina side their own personal objective, Overall victory isdetermined normaly, but then the payers in both ‘sides can see how well they have done at achieving their personal objectives, The player in each side that has dane the bests allowed to lord it over their teammates and claim the lions share ofthe glory! Thiscan lead to players doing all kinds of strange things and employing ‘unusual tactics during abate often with very ‘entertaining results, ‘Asan example, you could say that each player must pick ‘or randomly determine a personal objective from the following list + Control the most objective markers. «+ Destroy the most enemy units. Contra the centte ofthe battlefield with your Warlord Kill he CHARACTER on the opposing side with the highest Power Rating estoy the unit onthe opposing side with the highest Power Rating. 1s easy to come up with additonal objectives based ‘onthe mission you are playing and the armies present Each player then writes down their personal objective anid reveals it atthe end of the battle to claim thei glory (or lacktheref. yout the game organiser, you could alternatively write down secret orders for each player, instead of allowing them to selecta personal objective. Secret ‘orders can be one ofthe objectives already described, ‘or anything else you can devise. For example, you ‘could sy thata player must move a certain model to a ‘certain pont, o engineer a rival on their own side to be lelled by the enemy, or advance thet whole force into the opposing sides half of the table. Such secret orders ‘would not be made known to the other players, creating ‘some unpredictable behaviout! THE UMPIRED BATTLE. Pethaps the ultimate form of Apocalype is an umpised or games mastered ~ batle. In an umpired game, the game organiser forgoes the pleasure of taking part inthe Battle directly, and instead heps devise and adjudicate the game a the umpite, or games master Al its simplest level, this involves organising a game as described earlier, urging the players along to ensure the ‘game moves ata brisk pace and sorting out any rule questions However, useful as these things are an urpired game realy shines when the umpire devises thei own themed Apocalypse game, coming up with the tory and background fr the battle and any special rules that apply. Wall recommend only attempting this once you have fee games of Apocalypse under your bet and -knove what the players in your group like and, more importantly, what they dot lke. Your aim should be to entertain your players, so they go away looking forward to the nxt game you organise, Because ofthis, ‘worth puting some time and thought into the story you devise so that it fees convincing, and you may also ‘want to make handouts for the players which you can give outa the start ofthe game, These handouts should ‘explain the story any special rules the player will need to know, and any secret information that only they have tn play, the umpire can keep some pieces of information secret from some ofall ofthe players, ‘The umpire might, for example, decide that an area of ‘what looks ike clear terrain is actually dangerously radioactive, only revealing this information when an ‘unwary nit enters the tera, They could also unleash meteor shovers onthe battlefield mid-game, teleport allen forces tothe frontlines without warning, and all sort of other fun surprises, ‘The unpredictability introduced by an umpire can make 1 game of Apocalypse even more immersive for the players, who will have to adapt on the fly to endure IT’S ALL ABOUT HAVING FU ce eer pha pth ak a pe nr MULTI-TABLE GAMES you know a large group of players, at a games club for example, you can consider setting wp a multi-table _game of Apocalypse. You wil probably need atleast «ight players to un such a game. As its name implies, { mult-table battle is played on several tables. Separate Apocalypse game i played on each, but the tables might represent different locations that ae close to each other on a much larger battlefield, or different butlefetds within a greater war zone “Mult-tabe games ate exsyto organise, as long a you have enough space and players. All you need to do is Set up two or more tables as you would fora normal ‘game of Apocalypse, and then split the players so all tables have enough players. The same time limit apples toall ofthe tables. Atthe appointed time, all the games stop and all the victory points from all the tables are aude together to ee which sde has won, ‘To add an extra level of immersion, you can theme the tables so they represent diferent types of batlfields, ‘each with its own special rules and terrain, For cxample, one table might represent a large hive city full of towering buildings and sprawling ruins, another an ash waste, and a third an arctic ice plain, You can also link to or more tables together in some way, with abridge, or some mote esoteric means like a teleport array ora webway portal. Units on one table are allowed to move to the other table via that link, Alternatively, the events that take place on one table an affect another linked table. For example, one table could contain avast siege cannon, while another could be the front where the shelling i taking a devastating toll One tam of players is trying to weather the bombardment while thei allies attempt to silence the big guns. The other side aims to shell thei foe into oblivion, while receiving targeting dat fom their scouts behind enemy lines. Note that inked tables dost have tobe physically linked in the real word, as long as players communicate whats happening on cach one ey Ait o many things about a ry eee ener aero, al of. eae a) Sree a Pera Pe ent Sere eee peer ener CONVERTING MODELS FOR OPEN RIS eee ee challenge of converting some eee eee nny reared ee ety eee story you have ead, or simply to Pere eta Perera ee ety Raider kita good candidate ents ty Somes perenne et Sonera ents cee teeny Pree eres ey Perr erent Sent ee eens eee Tee! Pere et sats eee eet Because these datasheets dit eet ents Peeters nea Prete rrecr ees Peer tear ame eo aera ee eters Pete eer ‘Throughout ten thousand years of warfare and turmoil, the Land Raider has remained amongst the mightiest and most iconic of all Imperial war machines. ‘Whilst many follow a standard build pattern, there are those that have been. modified for specificbattle scenarios, their carefully calibrated weapons: orchestra of destruction. Land Raiders are enormous battle sts tracks, the tank’ formidable arsenal tanks that rank amongst the mightiest of weaponry wreaks havoc through | ‘war engines deployed by Space the enemy ranks. Searing beams leap Marine Chapters and Chaos Space from its ascannons, converging on Marine warbands. Thesevehicles are _the enemys heaviest war engines and ‘exceptionally advanced, incorporating __ punching through their armour to ignite ancient technology understood only ‘mmunition stores and rupture power dimly —ifat all- by most Tech-Priests cells At the same time, the Land Raiders ‘ofthe Adeptus Mechanicus. Each Land twin heavy holter howl, siting streams Raiderisinestimahly valuable forthe of self-propelled, mass reactive belts secrets of thei construction are nove that punch through armour and flesh to known only to Blessed few, andthe blow enemy infantry apatinweltrs of resources required toconstructeven one gore: When coupled with the thumping such machine could produce a hundred fiepower of a pntl storm bolter othe lesser tanks fire-and-orgt lethality of hunter killer _misile, this ferocious batery of weapons ‘Such effort and expenditure isjustiied can reduce entire enemy formations to ‘soon asthe Land Raider rolls into blazing wreckage and heaped corpses battle. Asthe ground shudders beneath in moments. As valuable as its offensive capacity isthe Land Raider hereulean reslence. Boasting monabonded damantium armour sheathed in thermorepugnant ‘eramite plates, the Land Raider can shrug of cannon shells laser bass and the impact of monstrous talons without slowing, Thetank’ machine spirits bellicose and formidable allowing tt keep moving and firing ‘even when its living crew are injured or incapacitated. “Meanwhile its mechanical systems are multiply redundant and auto-sanctified, meaning that nothing short of the most ruinous damage can impact the Land Raiders combat efectiveness. All thi makes the Land Ralder not only a potent and versatile battle tank, but also an exceptional infantry transport, With space in its troop bay to cary up to ten power armoured battle brothers or five Terminators Along with all of their ammunition and battle ge, the Land Raider can rapidly relocate a formidable force of ‘superhuman warriors in almost total safety. Smashing. through enenyy forces, shrugging of incoming ireand bulldozing ruins, baricades and undergrowth, the Land Raider delivers its living caro, before ingring to support them with its devastating Rrepowser. Historically, Land Raiders were used during the ea of the Great Crusade and the Horus Heresy to orchestrate massed Space Marne offensves, Hundreds of these titanic tanks rlled into bate, raising miles-high dust ils and shaking the very ground. Nothing could stand befor thei fury. Since those days, Land Raiders have grown scarcer, ther strength spread thin across countles war zones, Forced to flfila wider variety of ‘strategic roles, the core template of the Land Raider has been diversified through innovation and neces. Certain widespread variants have arisen. The Land Raider Crusader, for example, was developed bythe Black Templars for rapid armoured assaults on heavily defended enemy positions. Boasting an extended troop bay, ashort-anged but lethal mult-melta, and the Withering anti-nfanty firepower of hurricane bolter aurays, this belligerent engine excels at overrunning trench lines and baricades. The and Raider Redeemer, by comparison hasbeen retrofitd for the horrific ‘confines of urban warfare, Mounting a pai of immense ‘amestorm cannons, this vehicle can looda stronghold ‘or fortified ruin wit cleansing fre and eradicate swathes of duig-in enemy infantry in moments, ‘Thereare rarer examples of variant Land Raiders, patterns that have been developed only by specifi Space Marine Chapters and kept soley for their usage Such innovation is frowned upon by the machine priests of the Adeptus Mechanicus, for within the bounds ofthe Imperium innovation isa heretical practic. Thus fi, however, necessity has tayed the hand of the Adeptus “Mechanicus ast is impossible to deny the eflectiveness ‘of such variants in bate ‘These specialist Land Raider variants are named by thie «eators and influence by the predilections oftheir patron Chapters. The tank-busting Terminus Ula ~ developed bythe Ulramarines~ is the most common, and ithas ben adopted by various other Chapters. By ‘comparison, the Mjalnar-patter Land Raider ofthe Space Woes mounts tin-linked helfrst cannons that ean freeze thelr target ina heartbeat, while the flamestorm cannons and ast canons of the Ange Infernus pattern Land Raider of the Blood Angels help the transport excel agains infantry at close range. ‘The Heretic Atartes possess their own Land Raiders, ‘monstrous war engines baptised in blood and reeking of hate and malevolence, Some ofthese abominations ae truly ancient, attle-tanks that levelled their guns ‘agaist the battlements ofthe Emperors palace during the final days ofthe Horus Heresy. Others are built ‘upon daemonic forge planets within the bounds of the CGeatric Maledictun, led into damnation when thet Chapter turns renegade, o are stolen from defeated loyalists, their machine spirits tortured and broken to obedience by their new masters. Whatever their provenance, Chaos Space Marine Land Raiders are ‘very bit as fearsome as their loyalist counterparts are robe, Their lls bristle with metal spikes and leering gatgoyles, Ratlng chaine dangle from their armour plates, threaded with the rune-carved skulls of sain foes tnd gory trophies taken from the field of battle. Eye- fearing runes and daemonic sigs are blazoned across their hulls and auras of unspeakable evil hang around them like shrouds, Some of these fell war machines are marked bythe Dark Gods, their hulle twisted like lsh int fanged maws and grasping limbs. They may dance with spectral soul-fres forbe wreathed in choking lauds of droning plague flies. They may mount ferocious arrays of churning brazen blades to butcher the foe, or braziers fom which billow fumes ofa soporfc hallicinogenic nature. They ‘may even bear sacrificial altars upon their broad backs, ‘or play host to malevolent daemonic entities that lurk within them and direct their weaponry ke parasites Just as some of the loyalist Space Marine Chapters have adapted their Land Raiders o sui thee particular styles of warfare, so some especially well- resourced, lorinnovative Heretic Astartes factions have done the same, Pethaps the most enduring traitor Land Raider ‘variant so far eeconded isthe Hades Diabols, which was developed by the Black Legion. Bristling with ‘mid-toong-range anti-infantey firepower, the Hades Diabolus can unleash a withering hurricane of shots that shred enemy infantry in seconds, and reduce artillery, walkers and even light tanks to sparking wreckage. This fearsome weapon has been encountered in several war zones around the sundered Cadian Gate and its usage ‘sspreading LAND RAIDER VARIANTS (On these pages we provide you with some guidelines on how to write open play datasheets for simple Land Raider conversions, as well as providing you with some examples that we have created ourselves. Converting and modifying miniatures is an easy and ‘exsiting aspect of the Wathammer 40,000 hobby: With ‘certain models, such asthe Land Raider which has weapon mountings and fitings that are interchangeable ‘with several other Space Marine vehicles ~ iis ‘straightforward to create an entirely new vehicle ‘variant tis just a simple to creat a datasheet for these ‘conver miniatures s that you can fed them on the battlefield in open play games. 1. Select Primary Sponson Weapons Start by selecting the prsarysponson weapons for yout Land Raider fom the lit blow. This also Aletrmine the vehi inal Transport Capacity (TC). In general the more weapons you ad the less models the Land Raider willbe capable of transporting ‘+ Two twin lascannons (T= 10) + Two hurricane bolters (IMPERIUM on, TC {Two flamestorm cannons (IMPERIUM only, TC = 12) 2, Select Secondary Sponson Weapons Neat. select a pair of secondary sponson weapons (if ny) for your Land Rader from the ist blow, and adjust the vehicles Transport Capacity accordingly ‘+ Two lscannons (-5 TC) + Two heavy boters (5 TO) + Two heavy famers(-5 TC) + None (070) 3. Select Hull-mounted Weapons ‘Then, choose a hull¢mounted weapon for your Land Raider fom thelist below, and adjust the vehicles ‘Transport Capacity once more: «+ Twin laseannon (-5 TC) + win heavy bolter (0 TC) + Twin assault cannon (IMPERIUM only, 0 TC) ‘+ Twin elfost cannon (SPACE WOLVES only, 5 TC) ‘+ Reaper autocannon (CHAOS only -0 TC) 4, Select Wargear Options AILIMPERIUM Land Raiders have the option to take ahunterkller mis, stom bolter or muli-mel, All ‘CHAOS Land Raiders have the option to take a havo launcher and either acombi-bole,combisfames, Faction keywords ‘Chaos Land Raiders have the CHAOS, , HERETIC ASTARTES and action keywords All Land Raiders have the VEHICLE and LAND [RAIDER keywords, Land Raiders witha transport capacity have the TRANSPORT keyword Finally, create a name fr your Land Raider (eg. ‘Terminus Maxima) to be it lst keyword ‘The, and - keywords are described i the appropriate codex, Not that for IMPERIUM Land Raiders, you can slko choose BLOOD ANGELS, DARK ANGELS, SPACE WOLVES, GREY KNIGHTS or DEATHWATCH Some ofthis modefs characteristic change as it uffers damage, ax shown below Roum MS 34 be Termings Ultra 6 5 8 6 9% {Termine Ura ra single mode equipped wih to cannons and thre in lscannons wearon RANGE TYPE Sar 0 Amis unter killer missle cary 8-2 D6 _Thiswespon can nly be fired once per battle Lascannon Heavy 93 Ds ifthe targets within half range ofthis weapon, rll Heny 1 8-4 DS twodce when inflcting damage with land dlsard the lowest res. Storm bolter Rapid Bie 2 soo 0 Thin lagcannon esey2 93 Do WARGEAR OPTIONS 7 This model may ikea ater Kile alle {UThiemodel may fake storm boler {Thsmodel may tke a mult-me ‘BITES Explodes ths mi ond jeroad: Ifyou rll thee or more hiro of Ds before removing i fom the batik, On or this models lscannons or ein lascannons inthe ‘Gi explodes and etch unlt within 6 aulfersDé same phase, experiences a power averoad and sufers ‘mortal wounds. mortal wounds Power ofthe Machine Spirit This model doesnot Smoke Launchers: Once pe game, instead of shooting rulferthe penal to hit roll for moving nd Bring any wespons inthe Shooting phase, this model can ase easy weapons smoke launchers; until your next Shooting phase your ‘ponent mus subtract from alll rls for ranged vecapons that target this vehicle IMPERIUM, ADEPTUS ASTARTES, VEHICLE, LAND RAIDER, TERMINUS ULTRA ee change as Wrath of Mjalnar - 6 «© 8 8 G * 8 2% 916+ a Ia sa SG 58 4 D6 Lt 5H ‘A Wah of loa lea sng model equipped witha twin halfot cannon and wo twin kxcannons warn ANGE TYPE Spo ABUTS unter Killer missile a8 HewyT $2 D6 Thiswespon can only be fired once per Dale Ifthe target within half range of this weapon, ol Mali-meta a Hewy 8-4 D6 twodicewhen infcting damage with ft and discard the lowest result Storm bolter 2 Rapid Fire2 40 When tacking with this weapon, choose one of the profes blow If model suffers any unsaved wounds fom this weapon bit snot slain rll a D6son a6, the target uflersa mortal wound “Twin heros cannon Dispersed beam 2 Hey 2D3 621 Focused beam ae Hewy2 a 4 Ds f Twin lasannon 48 Heavy? 93 De at ‘WARGEAR OPTIONS 7 Thirmedel may tke a hunter blr lal hismodel may take a storm blir {This odel may take a mult-me ‘ALES Explodes: the models edaced oO wounds rll Smoke Launchers’ Once per game instead of shooting Disbetore removing it fom the bated and before any weapons in the Shooting phat, this model can we ny embarked models disembark On aGitexpodes, ite smoke lainchers until your next Shooting phase your snd each unit within 6” suffers D6 mortal wounds. opponent must subtract | from ll it rol fr ranged ‘weapons that target this vehicle Power ofthe Machine Spirit: Thismodel doesnt safer the penalty to it ells for moving and ring Hey weapons “Thismodal can anspor’ 5 SPACE WOLVES INFANTRY modcls Each JUMP PACK, TERMINATOR oF WULFEN model takes the space of to other modest annot transport PRIMARIS modes IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES ‘VEHICLE, TRANSPORT, LAND RAIDER, WRATH OF MJALNAR eee ent ete ANGEL INFERNUS Some of this models characterise change as itsaffers damage, as shown below: mM WS aS woA Ww Sv FEMME Ange Infernus 6 8 8 6 9 916+ 58 | A AngeTnfernas ia sngle model quipped wil a twin asall cannon, Two ny Hamarsand | to lamestorm cannons wear amok TPE Sapo tums Flamestorm cannon ‘© HeavyDs © 22 Taswespon automatically hts ts rget ese flamer 8 Hey D6 5-11 Thiewespon automatically is its age. Hunter ler mise se Heavy 8 —-2_D6 _Thewespon can only be ied once per bate the target i within half range ofthis wespon, roll Mult meta 2 Hea 8-4 D6 twodke when infleting damage wih Wand dicard the lowest res storm blter 20 Rapid Fre 10 vin asa canon 20 Hwy 12 6414 ‘WAREAR OPTIONS 7 This model may hea hunter Killer mise ‘Thieme! may ake storm baler {This model may takea mule aes Explodes If the models reduced tO wounds rll Smoke Launchers Once pe game, inscnd of shooting Dis before removing i from the bate! and before any weapons i the Shooting phase, this mod cane ‘ny embarked models embark, Ona it explodes, ts smoke launchers unt your next Shooting phase your tnd each unt within 6 sues DG mortal wounds. opponent must subtract rom all hells for ranged ‘weapons that target this vehicle Power ofthe Machine Spirit Thismove! doesnot suffer the penalty to hit rllsfor moving nd Bring Frag Assault Launchers: Rolla Ds cach ime this model Heavy weipons, Anishe charge move within ofan enemy unit ona 7 44 that unt suffersD3 mortal wounds. TaNISPORT i ‘BLOOD ANGELS INFANTRY models. Each JU takes the space of two other models. cannot transport PRIMARIS odes ACTON KEYWORDS IMPERIUM, ADEPTUS ASTARTES, BLOOD ANGELS er woRDs, ‘VEHICLE, TRANSPORT, LAND RAIDER, ANGEL INFERNUS and two hurricane bolters wows a s T TY Solemn Aggressor ira ingle ode uipped wih a Twin seal cannon wo fea Te {suffers damage, as shown below Fame MBS 38 sa La ys joel characteristics change as WeaPon aun PE Sw ots Heavy bolt 36 Hewy3 5 1 Hunter killer missile 48° Hayy 8-2 D6 Thisweapon can only be ied once per batt Hurricane bolter Rapid Fite 6 40 0 Ifthe target ie within half range ofthis wespon all Mute wu Hewy 8-4 D6 odie when inflting damage with land dlscand the lowest res storm bole 2 Rap Fre soo 0 Tien ass cannon 24 Hey 2 6 1 7 Thirmodel may take a hunter Killer missle { thitmodel may take a storm boter {This model ay take «mult-mel. Explodes: ths model seduced to 0 wound rolla De before removing fom the batted and before any embarked models dernbark Ona 6 it expades, Snd each unit within 6 satfersDs mortal wounds, Power ofthe Machine Spirit: Thismodel doesnot suffer the penalty toi rll for moving and fing Heavy weapons ‘Smoke Launchers: Once per gate, insend of shooting ny weapons in the Shooting pace, this model can we Iteemoke launchers until your next Shooting phase your ‘opponent mist subtract 1 from all it rls for ranged weapons that target this vehicle Frag Assault Launchers: Rolla Dé each tne this ode fnlthes charge move within ofan enemy un on a 4 that unt suffers D3 mortal wound, TRANSPORT Thismodel can tanspor 11 DARK ANGELS INFANTRY model. Fach JUMP PACK or TERMINATOR model takes the space of two other models. It cannot eansport PRIMARIS modes ATO KEFWDRDS IMPERIUM, ADEPTUS ASTARTES, DARK ANGELS erwonas ‘VEHICLE, TRANSPORT, LAND RAIDER, SOLEMNUS AGGRESSOR Hades Diahotus “A Hides Dabolur ra sngle model quipped wi a reaper autocannon, two heavy baker and DAMAGE Some of this models characteristics change as ‘utfers damage, as shown below: Cc a) 9-16 0 5 s 14 y Combi-bolir Combi-slmer Batigun Flamer Combe Batigun Metagun Combi-plasma Ratigun Plasma gun Havoc launcher Heaey blter Resperautocannon "in nscannon 2 ‘Rapid Fire? * 04 ‘When attacking with this weapon, choose one at both af the profes blow. Ifyou choose both, subtract! fom all ito for this weapon, 20° Rapid Fee soo 1 8 Assault D6 4 01 __Thisweapon automatically hits its target ‘When atacking with this weapon, choose ane ot both ofthe profes below If you choose both, subtract fom all ito for this weapon, 20 Rapid Fee soo 4 ‘ue targets witin haf range of this weapon, roll re Assault 8-4 DS twdice when inflcting damage with and discard the lowest res ‘When attacking with this weapon, choose one or both ofthe profes blow. Ifyou choose both, subtract! fom all bit rolls for this weapon, 26° Rapid ee 40 1 Thieweapon canbe supercharged by the beater before fring Ifthey dos, increase the Strength and Damage Rapid ire 1 ofthe weapon by I this turn, On any i alls of | when fring supercharge the bearer ei afterall ofthe weapon’ shots hve been resolved Heavy D6 1 Heasy3 1 Heavy 4 1 Heawy2 8 Ds 7 Thismodel may thea havoc launcher {This model may take combl-bolte,combl-lamet,combi-mela or combi plasma Explodes if this modal reduced to O wounds rll Smoke Launchers: Once per game, instead of shooting Dehefore removing i fom the battlefield and before any weapons in the Shooting phase, thie model can use any embarked models disembark Onait explodes, ts smoke launchers: atl your next Shooting phase your And each unt within 6"suflers D6 mortal wounds, opponent must subtract 1 fom al hit lls for ranged weapons tat target this vehicle aemonic Machine Spirit This model doesnot suffer the penalty to hit rolls for moving and firing Heavy weapons, Thismodel can transport INFANTRY models Each JUMP PACK or TERMINATOR model takes the space of wo other models and each CULT OF DESTRUCTION ihodel takes the space of thaee oer models ‘CHAOS, , HERETIC ASTARTES, ‘VEHICLE, TRANSPORT, LAND RAIDER, HADES DIABOLUS Gree Nt RIVET ROR PrN Soave NAN eerste amr RORuarE rego a eT IOg DUNES Penner Ree Scene ees Bence an Cee ee ra ui PLANETSTRIKE In games of Planetstrike, armies battle to the death ina devastating planetary assault, Players take specificroles ~ one isthe Attacker, attempting to wrest control ofa planet, and the other is the Defender, who will do everything they ‘ean to defend it from invasion, Planetary invasions are swift and terible affairs, characterised by deafening bombardments, earth-shattering explosions and storms of defensive fire that set the skies alight “Thousands of batle-hungry warriors plunge from on high, pouring from the this can only be spent on a Stronghold 45 _ You have one bonus Command Point Assault Stratager, this can only be spent on a Stronghold Assault Stratagem, STRONGHOLD ASSAULT ATTACKER DETACHMENT t ee Dedlested E So amy ents rt a “Gna be set oo Sng sad tage (ering UNALIGNED eit) BUT a ee ee ee eee en er Peer teen a eae eC iad , 5 CoE oS an . anny en een Stronghold Assault Defender Statagem Cet ee ere eee een eee eo Pett ee ee a Se ee ec eee ee ete heen eee ere ert neat peer en eee teas eee eee ee es ——————— See a eee eee ener ter eee eee urn cee eee = Are renter n U een eee eee ere ee) ee eet ite an ce eens TUE Stronghold Assault Defender Stratagem ee eee ee cet eeee eee eee See pecs = ES ei = DESPERATE LAST PUSH as & Stronghold Assault Attacker Stratagem ee a ee et ae een esr ee ee era D6 to determine if another battle round is played or TESTU) ‘fue battle ends, Thatplayer doesnot rll a dice ~ you Stronghold Assault Defender Stratagem Pre ee ato Cen ee eet meee Unt Siena tt eee eet ay cen eee Rr en ae an en nt te ety PT Pree ee eet a 2 Stronghold Assault Defender Stratagem ey eens ‘Use this Stratagem when a unit from your army thats eee eet ee een a eee re ee Pe een eos teen et eas ETAT ag Serene ree ar ren eee eee ad ene Cea eee eres es Pree ee ee ey pein) ee a Se Aan Stronghold Assault Defender Stratagem ent en rece Serres erie eens Pee ee rent! Tada) - SL ‘Stronghold Assault Defender Stratagem ren enna Pena eee ony ce ean ent destroyed Do not rll any dice for disembarking units o see eae et ot eer nee te one a ee tera Cee ene! re ay feet et er cree? batt) Sater een ete ere ean eens eran ener ee erent et ey eee ae eee eee ee eee et Ur een ee eet ate et ety 6 from the centre of any other objective marker, any eee ee ec an objective marker is destroyed during the bate, the ea ett eae ny Pareto Ng per ere eee eee ee eens eee erent een ae CMA Soe en tay Gs asia ney Sheyren ernest ce ets ene re een et cs eee ee oe es eee TY ETT BREAKTHROUGH ‘Theinitial phase of the war has gone well, but now the attackers must cross no-man’-land quickly, under heavy fire, to break through the defenders’ front lines. bs eee or eee from the board and take no further part inthe bate Ty een een ny ee eee eee eet Se eet en a es BATTLE LENGTH Sreser eet Py A the end ofthe game, the player who has sored the ‘most victory points isthe winner, Ifboth players have the same numberof victory points the game is a draw Victory points are achieved forthe following Hold the Line: At the end ofthe game, the Defender scores 3 victory points for each objective matker they eater ee eee Pee ee en creates Fong terran eee en eee enn Po eee ee eee Peery Pere er a eer eee eee Rear ead wholly within the Defenders deployment zone, and D3 een ens Pe oreo ee) Serr Pern nese oat Mes “Theplayers choose armies as described on page 4. boa uti) Saree een a by setting up their Fortifications anywhere om the Per nen ne eer Pin een ee ety eg eee eee eee eos reg pert eee eee up their army wholly within their deployment zone. The preter open erate sa earners aa Hy ee ema ey Perera tee ee eee ed oregano eee ee eon ets ete ery ee eee errs places marke (such asa dice or coin) anywhere on Pa ere ee ener een inany direction. After this is done, the Defender rolls Perera em et eee Peet Enh ee eee oY EU TUS TT HCG One side has withdrawn behind the shelter of unyielding bunkers, holding the advancing foe at arms ene eer ent the bunkers as quickly as possible, before the barrages pound them into oblivion. s, Theattackers must destroy or overwhelm Sa) SS ean ee Ree ee ead Pe eee sn rat coms BATTLE LENGTH pes PT EU At the end ofthe game, the player who has scored the ioe victory points isthe winner. Ifboth players have the same numberof victory points, the game is draw. ‘Victory points are achieved forthe following. et ee eee ReneS ee Rae eee ee eee foreach BUILDING they destroy, and for each building Peete rer ens Pee a eee eee BUILDING sil onthe baled at the end ofthe game pore ores tieees unm cncet eee te reek} eset tons ¥ Defauders Tip Peet et eee THE BATTLEFIELD Sie cee een erect Se ere nes ee ean eet eens set. up other terran on the batlfeld - we suggest plenty Peet eer re eet erent eaten Ree ere een eee Set ee nem ‘objective markers ae placed in the Delender’s a ey Clo eet eagn ea eee ey Sree ae es oS eer es eee tts ea et Pere Ue pea ae ere ee eee ee et sees er ee ean a coer Na Preece tay ‘Any ofthe Atackers units that are destroyed can later return tothe battle. At the end of each of their BST PUP UU HL ee a CO nn A coe further, these strongholds must be overcome, despite the heavy losses that a headlong assault may incur. ‘Movement phases, the Attacker rls dice for each cee ree eee et eee ta ee eee ere cee ey Ce ee aera ereces "The Attacker can atthe end of any oftheir turns, ove ero ee eer eg en inthe cae of single-model units, a quarter or less of eee n etry Sie eee oe creer returned tothe battle later as described above Tat Ta payee et ens Seer ener et cee eee) eerie ert rt ete aren ee ey battle automatically ends a the end of batle round 7. DET At the end of the game the player who controls the most ‘objective markers is the winner. Ifboth players control the same number, the game isa draw. A player controls ee eee ey enn tt at eee ee ec oeee Ts enh ee eats Defenders Battlefield Ege Defenders Table al, y ines Table Ha Saray Mes “Theplayers choose armies as described on page 4. boa uti) Saree een a by setting up their Fortifications anywhere on the Per nah ned erect ety the battlefield ~ we suggest plenty of barricades and obstacles, anda few ruins oF raters Deg FOS re eee a eee Ce eer ea Peete ee waren etn etree ter eet Se eee PH) Peoreseetern ri este ee cee Pepe ie ene tat et ees ene eae tenes Sree rere tty Ma ene en ee ae) ‘enable them to move on fom abateield edge, that eet ta ars ee eee oY ET SUT Hits Networks of interconnected fortifications guard a vital rossing- a narrow pass with overlapping fields of fire. In preparation for a major push, the attacker must breach this cordon without suffering heavy Pee One Me RN enn ni e e esce Ge Te aa sy acne cen rare battlefield edge fall oftheir models can make itoffthe board in the same phase Any that da so are removed from the board and take no further part inthe bate ate Sees esr ee ere SST Pre weer er eee ers ea ened Peg een eo ear ern ‘Victory points are achieve forthe following: Pere eee ee ee ed Peeee neem eee trea Aeployment zones that contain no units fom the Defender ary. TheDefender score 3 victory points rote Pe ea ot eee Re een tr) ere a et tee ees eRe or mete he ee eee et tes Peete es oor) r eT ees Point Serena piece een THE BATTLERELD Se ee eee er en by setting up thie Fortifications anywhere onthe eee eer ers se up other terran on the batlefield- we suggest plenty Senet eee re eet beer Pe erate eee ee eS en es oer ett eecete aes Pees Suen aa as} Ne ete ee ee ee cere! eet eet ee) oer teers Cee pervert ce eet te ele cee ee ee eee een Prise eet ser ce eee ire ee eters eee eet een meee et eet keen Sens BUTE TT att After days of constant bombardment, the attackers have gathered their forces to launch an assault on the shattered remnants of the defending forces. Command has underestimated the tenacity ofthe foe, however, and as the attack begins the defenders are working to bring their weapons back online. tay poset eee te ees Pee ats cores Puta) peereen ete Ce ed 434, the game continues otherwise the game ends. At eer ece tre setae rn ty time the game continues ona 44, otherwise it ends, The Peete et er eres es} A te end ofthe game, the player who has scored the ‘most victory points is the winner. both players have the same numberof victory points the game isa draw Seeger eg a Ree eee ees eect t eel Battered but Defiant: At the end ofthe game the Defender score 3 victory points foreach BUILDING Tee ee eet Peon ee g Po Minter Tube Half BT UST LAST STAND Surrounded and besieged, a handful of troops have held out against all the odds. But now, the enemy have amasted in overwhelming numbers to stamp out this last vestige of resistance, and the defenders! reinforcements have been delayed. Until they arrive, the lst survivors of the garrison are on their own. Mes “Theplayers choose armies as described on page 45. The Pere tents NLL me Peon’ boa uti) Se ree ee ae a ee ee erent eee eee Sel p other terrain onthe batlefield ~ we suggest plenty eee eee et eee reg ear ett eae et Pere gr aera deployment zone ~ these ae the Last Survivors, The Pee er ett Sean he arrive a reinforcements s described below: The preter eet erases het eens Sonera eM sissy ieee eee eas Defender rolls a D6 for each oftheir Reserve units ~ this iscalleda Reserve roll. Ona 3+, the uni being rolled far arrives fom Reserve, Note that fa unit placed into nya a Prat cares Peete Ren ate eter rolling, make a single ol forthe transport and the units Sree meter eet ee ee eet es OS io et eeteen er eet ees BATTLE LENGTH Seas et ence et oy Pee eer eer eae Ce ne ener time the game continues on a3, otherwise it ends. The Pe eet ec SST At the end ofthe game, the Attacker wins ifall three of Cee net two Last Survivor units have een completly destroyed et eed eee ces eee eee | Erne Pee es ete eee eee ae Pree PLANETSTRIKE: DESPERATE ASSAULT earn te rare eect Pena De see ena to the Toughness characteristic ofthe Vital Stonghol, iit s Br PLANETSTRIKE: SEIZE AND DESTROY Ceaser ee perereeneeel Defender Victory: In Stranglehold, the Attacker cannot use the eee teeny PLANETSTRIKE: STRANGLEHOLD ees ieee ac eee ee Peete ee ens en nee te Dees eee ee eo ee Presper keris skeeteen at cred er ee ee eee eee PLANETSTRIKE: FORLORN HOPE eee ee ere ete ener Cone eon cme eee Tectonic Upheaval at the start oftheir second turn instead of feel De ea ene en ee Coe eee ees fom any roll they make on the Tectonic Upheaval tale aetna) ‘Thenarrative missions presented in this book: are perfect for players wishing to run a simple ‘campaign, The outcome of every batle will be affected by the one before, and each victory will Influence the one that follows. ‘ThePlanetstrike and Stronghold Assault missions in this book can be played sequentially to tll a thrilling linear campaign, Thisis an extremely simple campaign where ne player takes the role of Attacker in every mission and their opponent the Defender, The victor ofthe ist battle will ain an advantage inthe second bate inthe campaign, making it easier to secure another victory and so gan another winner’ bonus for the nex battle, and soon. Thecampaign then culminates ina winner takes al final ight Planetstrike Campaign ‘To playa linear Planetstrike Campaign fst decide who willbe the Attacker and who willbe the Defender, Players cannot switch roles durin the campaign. Each player should then select one CHARACTER ‘model in thei collection o be their Supreme Warlord Your Supreme Warlord has been chosen for their silat slobal conquest or defence. Asa result, at the beginning ofthe campaign they wil have not ane, but two Watord ‘Traits One ofthese willbe chosen from the Planetsttike Attacker or Defender table, as appropriate, and the other can be chosen from a diferent Warlord Traits table. Your Supreme Warlord has both of thes its throughout the campaign. Ifyour Supreme Warlord is removed asa casualty during any of your games, rll 4 D6atthe end ofthe battle. On a2+, the Supreme \Wiatlord i assumed to have made a fll ecoveryin time for the nex battle in the campaign. Ona I, however, their injuries are more serious and wil take mare ime to heal - your Supreme Warlord cannot be used inthe next mission in the campaign and you will need to use a ferent model as your Warlord ~ generate anew Warlord Tat for them as normal ‘Then simply play each of the Planetstrike misions in order. The victor ofeach mission earns a bonus in the next mission of the campaign, as detailed on the lft Ha game isa dra, both players receive their bonus for the next mission. Whoever wins the final mission, Planetquake is then the victor af the carmpaign. IF this game ends ina draw, we sugest that whoever won the most victories during the previous missions is crowned overall victor. Ifthisis tll a draw, we suggest the Defender wins a moral victory ~ afterall their forces have likely been outnumbered throughout the campaign, Stronghold Assault Campaign ‘To playa linea Stronghold Assault Campaign, simply follow the process detailed fora Plantstrike Campaign, except that inthis campaign the Supreme Warlord takes ‘one oftheir two Watlord Traits from the appropriate Stronghold Assault Attacker or Defender table, Pay each ofthe Stronghold Assault missions inorder, gaining the bonuses at detailed onthe right. Whoever ens the final ‘mission, Last Stand, the winner ofthe campaign (in thecase ofa draw, use the process described onthe left ta determine the victor) Planetary Invasion Campaign If youre feling adventurous, you ca play both of these campaigns one ale the ter na tal egendary Planetary Invasion campaign In ch contest, the Banetstike campaign is but the ist pase ofthe wa, were the invader lands thei forces on the planet while the dlender resto repel them. Thefinal phase ofthe warts the Stronghold Assault campaign, where the [Atacker mus consolidate thei forces abd atlempt break pst the Defenders frticaions to crash them. Ityou are playing a Planetary Invasion campaign, then players should retain thei oes, Attacker of Defender, for both phases ofthe campaign. Each Supreme Warlord should have three Warlord That rather than two; one from the Planestrike Attacker or Defender table one from the Stronghold Assault Attacker of Defender table, ‘and one from another Warlord Traits table. Whoever ‘wins the Planetstrike phase wins one Laurel of Victory, and the appropriate bonus: Attacker Bonus: In Breakthrough, the Attacker can ‘make three Firestorm attacks, even though ts not a Planetstrike Mission, Thesestacks should be made ater the Defender has deployed. In adtion, the Attacker rolls Déat the end ofeach battle they lose during the Stronghold Assault phase. Ona 5+ they get the bonus for the nest game, eventhough they lost the last one Defender Bonus: In Breakthrough, the Defender select single BUILDING in thei my. They can ‘dd 1 to save rolls fr that building during the battle In addition, the Defender rolls a D6 atthe end ofeach bute they lore during the Stronghold Assault phase. On 5+ they get the bons forthe next game, even though they lost the last one ‘Whoever wins the Stronghold Assault phase of the ‘campaign wins one Laurel of Victory. The player with the most Laurels of Victory at the end of bth phases is ‘the winner. I this is a i, we suggest that whoever won the most vietores throughout the entre campaign wins; ‘this is sil a te the Defender eas a moral victory. STRONGHOLD ASSAULT: BREAKTHROUGH eae ee ern eee reece er eer a ea ee eer) eee De ea aL ce ete eee ees ae ene ee ee er) Peeters STRONGHOLD ASSAULT: BUNKER ASSAULT eae eee eee Peet eg eae ie ee Rena eee eres Po eS nee eee ae ere eee Pe reser a teen as Pee seer ent STRONGHOLD ASSAULT: ALL-OUT ATTACK a eee ee Renee aes teers ts eae eee ttn emtnet antes eee eat eee eee nee en Pere eet ee ce Defender Victory: In Crossfire, the game lasts for seven batle pees nee ee eee eae hee ec eae! STRONGHOLD ASSAULT: CROSSFIRE ea ee ee Fe ee eee en eee eed Pree n arts Perea ene ee ec cSt! STRONGHOLD ASSAULT: THE BIG PUSH een ene eee eee es bonus Command Points. In addition, the Defender mus ees te es eee eevee eee eee ere bonus Command Points. In addition, the Defender adds 1 to all en eee ‘NAME wow 8 8 T Wok Wt wy {Gun Emplacement 5+ 73 4 Tit Aagis Defence Line consists of large shield seclions and 4 anal sed sections may alo lnclade one gun emplacement Alldheld sections ofan Aegis Defence Line mst be setup so that they are in end-to-end contact with t est ne other shield section, while the gun tmplacernent must best up within 6 of any sleld section. The gun emplacement equipped with an lars acannon. wero ANGE TPE Samo ABUTS ‘Ad 10 bitroll made fr this weapon agune targets dears acannon 96 Heavy 9-3 De thateam FLY. Subtract I font hit oll made fo this ‘weapon against all other tags ‘Add 1 to hitolls made fr ths weapon aguas targets Quad gun 48 Hwy 7-1 hatcan FLY Sorat 1 fon hit alls made fo his ‘weapon against all other targets ‘WARGEAR OPTIONS ~The gun emplacement may replace is IearusTaseannon with a qua-gun “ARLES Sati Defence Network: After i1isset up an Agyls Automated Weapons Unlos a ricadly INFANTRY Defence Line fexstng its gon emplacement, fany) mode is within I” of gun emplacement, can only istreated asa terrain feature Itcannot move for any target the nearest vse enemy unit ftw unis ae reason snot treated ara friendly or enemy model, equally clase, you may chose whichis targeted, ‘nd cannot be targeted o fected by any stacks or bilities, Defence Line: INFANTRY units within 1" of an Aegis Defence Line, and behind i from the pont of view of Immobile: Thismodel cannot move for any reason, the fringunit receive the benefit of cove. nor cant fightin the Fight phase. Enemy models ‘utomatically hit ths model inthe Fight phase - do When charging a uniton the opposite side of an Aegis ‘ot make i roll, However, thls model can stil shoot Defence Line the charge is ucceaul the charging unit ifthere ate enemy models within 1" oft, and fendly can move within 2 ofthat un When resovingights ‘nie can til target enemy units that are within I" of between units on opposite sides of an Aegi Defence this mode Line, units canbe chosen to fight and make thir tacks ‘the cnemy is within instead ofthe normal AON KEYWORDS UNALIGNED EYWORDS (DEENGELME) AEGIS DEFENCE LINE EY WORDS, VEHICLE, GUN EMPLACEMENT (Gun mpuacemeT) NAME wow om Ss T Wo oA Wf Imperial Bastion Se 8 S Ti ImperllBastion Ira gle model quipped with four heavy balers worn ANGE TYPE SAP 0 AOUTES ese boter 36° Heawys 5 410 Add 1 obit rolls made fr this weapon agua targets Tears lasannon 96° Hayy ° Ds thatcan FLY. Subtract from ht ols made for this ‘weapon agalt all other targets ‘Add 10 bitall made fr ths weapon aginst targets Quad gun ie Hea 7 1 thatcan FLY. Subtract from hills made fr this ‘weapon against all othr targets ‘Wana FTN 7 Thus model may take an Karas lascannon ara quad gun "ATES Tiamabile;Thsiodel cannot move for any reason, nor can light ln the Right phase, Enemy modal utomaticll it this mode! nthe Fight phase do not make hi ols. However ths model can til shoot there ‘ne enemy models within oft and fend units canal target enemy units that te within I” ofthis model Automated Weapons: Unes friendly anit is mbarke inside this mode, ach ofits weapons can ony target the nearest wise enemy: Iwo units are equally close, you may choose which staged Fie Points: 10 models embed in this model can shoot in thele Shooting phase, measuring ange and drawing line of sight from any point on this mode. Theycan do this even enemy models ate within I” ofthis mode “Magazine Explosion: If this models redaced to 0 wounds rll Dis before removing i fom the bated and hefote any embarked models disembark. Oa a 6s magazine explodes, and each unit within 206" sues D3 mortal wounds Designer's Note: fou cannot psa remove di mode from your bated when tis destroyed (beau, for sample tig to he surface) then regis of whether ts magasine explodes or not, tis wrecked ~ rom tht point om, mas an no longer embark inside can longer shot te TaANgPORT “Thismodel can transport any number of INFANTRY CHARACTERS and one ther INFANTRY unit up oa maximum of 20 model, Designers Note: When you embark model ant an Inperial Bastion you may init sft place some of them the tlre to remind you wich unis) ae inside the friction AON KEYWORDS UNALIGNED KEYWORDS, BUILDING, VEHICLE, TRANSPORT, IMPERIAL BASTION ‘An imperial Defence Line consists of2 trench sections and up to 4 end sections or 3 defence emplacement sections and up to 2 additonal end sections Allsections must be setups that they are in end-to-nd contact with at ast one other WALL OF MARTYRS model ‘ABLES ‘Statle Defence Network: After its setup an Imperial Defence Line: INFANTRY unit within an Tperal Defence Line le treated asateraln feature. cannot Defence Line and behind fom the pot of view of the move for any reason isnot treated asafiendly or fring unit eceive the benefit of cove. ‘enemy model and cannot be targeted or alfected by any stacks or ables ‘When charging unl within an Iperial Defence Line, the charge sucessful ifthe charging unit an move Stalwart Defence: IMPERIUM INFANTRY unit ad within 2 ofthat uni. When resolving fight between "to their Leadership whilst they ae within anImperial_ units on opposite sides of an Imperial Defence Line, Defence Line tunis canbe chosen to fight and make thee attack ifthe enemy is within instead ofthe normal AON KEYWORDS ‘UNALIGNED evens, WALL OF MARTYRS, IMPERIAL DEFENCE LINE Imperial Bunker Tn Imperial Bunker fsa single model tears lacannon Quad-gun RANGE TYPE 96 Heavy 48 Hays 7 Timmabile:Thismodel cannot move fr any reso, nor cant fight inthe Fight phase. Enemy models ‘automatically ths model nthe Fight phase — do ‘ot make i roll, However, this model an stil shoot if there are enemy modes within 1” of and fendly ‘nits can til target enemy unit that are within 1" of this mode Dealgner's Note: If you cannot physical remove this model ro your atid when is destroyed (@ecause, or examples lued othe surface) then regu of whether it explodes or not itis wrecked — From that pont om model can no lnger embark inside it can no longer shoot Thismodel can transport any number of INFANTRY (CHARACTERS and one other INFANTRY unit sp toa maximum of 10 model. UNALIGNED “Aad 10 it oll made fr this weapon agnne targets that can FLY. Subtract I fom hit roll made fo this, ‘weapon against all other targets Add 1 ot rolls made forthe weapon guna target ‘hat can PLY. Sorat | from hit ol mde for his, ‘Weapon against all othe targets, 7 Thismodel may take an Karas aseannon oF «quad gun Tire Pints 5 modss embarked in his model can shoot in their Shooting phase, meaning range and draeng line of sight from any point on this mode. Theycan do this even if enemy model are within (ofthis model. ‘Explodes: If this model is reduced o 0 wounds, rolla Do before removing it from the bated and before ny embarked models disembark, On a6 explodes, and each unt within D6 suffers D3 mortal wounds, Automated Weapons: Unles friendly unt is ‘marked inside this mode, ach of ts weapons can ‘only target the nearest visible enemy: Iwo unite are a ett cee cS Designers Note: When you embark models onto an Inperal Bunker, you may find it seal te place some of them onthe batiments remind you which wnt) are nade the fortification ‘BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, IMPERIAL BUNKER Vengeance Weapon Battery ra a (ower Rating +6) A Vengeance Weapon Battery ia single node equiped wilh a puniher Gang cannon Wan aclodeTaaaoal Vengeance Weapon Batley worn ANGE TYPE Sapo AOuTES Bate cannon TE HewyD6 s 2 DS Punisher gating cannon 24° Heavy 20 so 4 ‘Add 1 tal tolls made for this weapon against Quadlearuslscannon 96° Heawy 4 9-3 D6 targets that can FLY. Subtract {fom the hitrolls made for this weapon aginst ll other targets ‘Wantean oFTONS {This model may replaces punish galing cannon wih atl cannon ae a quad Icarus lascannon ‘ATES, Tinmobile Thismodal cannot move fr any reson, Maguaine Explosion: Ithis modes reduced to norcanitfightinthe Fight phate Enemy models” wounds, roll a De before removing fom the automatically it this model inthe Fight phase do batted. On. 6s mayarine explodes, and each unit hot make hit rls, However, this mode an sil shoot within 2D6" fers D3 mortal wounds ifthere are enemy modle within 1” of, and friendly tits can stil target enemy units that are within I" of Designer's Not: you cannot pysically remove his this mode. ‘mode from your bated when ti destroyed (becouse, {for example, sue othe surface) then regards of Folly Automated Weapons Thismodels weapons whether te magorine explode or noi wrecked — from can only target the nearest visible enemy. Qua Icarus tht pont om adel cam mo longer tage a m0 Tascannons can insted choose to target the nearest longer shoot te vise enemy that can FLY. ln ether case, two units ne equally close, you may choose which targeted AN KEYWORDS UNALIGNED BUILDING, VEHICLE, WALL OF MARTYRS, VENGEANCE WEAPON BATTERIES Plasma Obliterstor - 5 ow | |APlsma Oblterator isa single model equipped with plasma oblterator. PLASMA OBLITERATOR 2» wearon mance TYPE Sap 0 AOMES ach ime you roll a hit rol of 1 when fring this weapon, Plasma oblterator 72 Heayy 206 S32 thismodalsutersa mortal wound ate allt shots have been resolved "ILTES Tmamobile This model ennot mae for any feason noe can it fight inthe Fight phase, Enemy models stomatal ht this model in the Fight phase ~ da ot make hit rol, However, this mod! can sil shoot ifthere are enemy models within 1" oft and friendly ‘uns can sil age enemy units that are within T° of thi model Automated Weapons Unless friendly unit is ‘embarked inside this mode its weapon can only target_D6 moral wounds the nearest visible enemy. Ito units are equally close, you may choose which targeted. ie Plats: 10 modes embarked in thie model can shoot In thee Shooting phase, measuring range and draving line of sight from any point on this model. They can do this even f enemy model ae within I” of his mel Plasma Explosion If this model seduced to 0 wounds roll a De before removing fom the bate and before any embarked models dlembark. Ona 4 its Plasma core explodes, and each nit within Dees maximum of 20 modes Thismodel can transport any number of INFANTRY CHARACTERS and one other INFANTRY wnit upto ACO KEYWORDS UNALIGNED ErWOR BUILDING, VEHICLE, TRANSPORT, PLASMA OBLITERATOR Firestorm Redoubt mM ows Bs Two FIRESTORM REDOUBT T Firestorm Redoubt iva singe model quipped with two quad Irs scone Bate cannon Punisher gating cannon (Quad Kars acannon AMNGE TYPE soe oo Heavy DS s 2 DS 20° Heavy20 s 0 1 96° Heavy > 3 Ds Aa oll hit rolls made fr this weapon against targets that can FLY. Subtract 1 from the hill made forthis weapon agunet all other target WARGEAR OPTIONS 7 Thimodel may replace each quad Iara Tascannon with abate cannon oF puneher galing canon ‘Automated Weapons: Unless a friendly units ‘embarked inside this mode, this models weapons ‘an only target the nearest visible enemy. Quad lars lascannons can instead choose to target the nearest ‘isle enemy that can FLY. In either cate ito nits are equally cose, you may choose which is targeted “Magazine Explosion: [this model ie reuced to ‘wounds, roll « De before removing i fom the buted and before any embarked modes deembark, (Ona6its magazine explodes, and each unit within 206 suffers D3 mortal wounds ‘ire Plots 10 models embarked in thie model can shoot in thelr Shooting phase, measuring range and Arswing line of ight from any pont on this model, Theycan do thi even if enemy models are within I of this mode TImmobile:Thismodel cannot move for any reson, nor cant fightin the Fight phase. Enemy models ‘utomaticlly hi thls model nthe Fight phase ~ do ‘ot make irl, However, this model on stil shoot ifthere are enemy models within 1” of and friendly tits can til target enemy units that ae within I of this mode Designers Note: If you cannot physically remove this dal fam your bated when sis destroyed (because, for example ted 1 the surf) the regards of ‘wheter ts magesine explode or no, 5 wrecked from that point on model can mo longer embark inside i,t anno Tanger hoot te Thiemodel can transport any nomber of INFANTRY CHARACTERS and one other INFANTRY wn up toa maximum of 20 model Dexigner’ Note: Whe you smirk model onto a Frstorm Root, ou may ind useful place some of thm ‘on the battlements to rnin you which ni) ae ide the fortification ACTON KEYWORDS UNALIGNED evra ‘BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, FIRESTORM REDOUBT Macro:cannon A Strongpolat - i a 30 iad "A Macro-canon Agua Srongpoat Wa angle model upped wi an Aquila macro cannon, weron Mt TYPE SAP 0 ABLES ‘Agua macro-cannon When attacking wih this weapon, choose one ofthe profes blow . if ile 14-3 pe Tat any Damage rllsof1.or2 made for this weapon Macro shell, TE Heavy D ps TeatanyD Quake sell 180" Hensy 206 9 2 Ds Heavy blter 36°_Heay3 ma WARGEAR OPTIONS {This model may ake up to four heavy bolts ‘ABILITIES Tmobile: Thismodel cannot move forany reson, Fire Pints 15 moss embarked in his model can shoot nor cant fightin the Fight phate, Enemy models in their Shooting phase, measuring range and drving ‘tomatialy hit this mode! nthe Fight phate ~ do lino ight from any pont on thie model Theycan do ot make hit ol, However, this model can ail shoot this even fenemy model ate within 1 ofthis model ifthee ate enemy models within I oft and felendly uns can stil target enemy units that a within I" of Magazine Explosion: I this model reduced t 0 this mode ‘wounds, roll a Ds before removing it fom the batted tn before any embarked models disembark. On 36s Designers Note: Ifyou cannot physically remove this magazin explodes, and each unit within 206" suffers DS ‘model fom your bated when iis desayed (because, mortal wounds {for example, glued tothe surface) then ogres ‘of whether its magacine explodes or not tis wnckod-_Avtomated Weapons: Unles rena units embarked {rom that pot on ole can na lngeremburk inside inde this modal, each oft weapons can only target the i itcan no longer shoot te. nearest visible enemy Ito units are equally oss, you tay choose whichis targeted, Thismodel can transport any number of INFANTRY CHARACTERS and one other INFANTRY wnit up = maximum of 30 models ‘mansPoRT Designers Note: When you embark mols ont. Macro-camon Aguila Srongpoin, you may fd it waft place smn of then on the btlement orn you whic wit) ar inside the ortiation AGO KETOOROS UNALIGNED wer BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, AQUILA STRONGPOINT, MACRO-CANNON, An Aqua Strongpoint ee Cag irr «ceria NAME mM ow a s T W A Vortex Missile Aguila ee = Strongpoint VORTEX MISSILE AQUILA STRONGPOIN’ A Vortex Misile Aquila Srongpoint a single model equipped wih a vortex isle batery. wearon RAGE _TYPE Sar onus easy bolter 36 ‘Hay 5 1 “This weapon may target unit tha are nt vibe to there whe ing in acon wih he ‘ AAstomatedWespons ability, Each time you it the target eee withthe weapon suffers D6 mortal wounds Ifa mas Y ieswoundd but not ain by the atack, rol anther die, fn 6 the model suffer futher Dé mortal wounds, Wancena OPTIONS 7 Thismodel may take upto four heavy Balers BITES ‘Containment Failure: this models reduced io Fire Poin 1 modes cmbarked inthis model an ‘wound, before removing itfrom the batlefeld and shoot in their Shooting phase, measuring range and before any embarked model disembark, ix vortex. drawing line of sight fom any pint on this model missles explode. Each unl within 206 suffersD6 ‘They do this even if enemy models ate within 1" of, ‘mortal wounds. Ifa model ls wounded but notin ths model ‘inthis manner, oll another dive, on atoll of 6, the ‘ode iesucked into the wiring vortex and sin, Immobile:Thismodel cannot move fo any reason, nor cant fight inthe Fight phase. Enemy models Designer's Note: fou cannot pysicaly remove this atomically hit this model in the Fight phase - do ‘modal from you bated when is dstroyed (because, not make hit lls, However, tis model én sll shoot Forexample it glad tthe surface) then tis wrecked there are enemy modes within ¥" oft and ftendly “fom that point om, mol ca no longer enrk inside nite can sl target enemy units tha are within 1 of it team no longer shoot et, this mode Automated Weapons: Uns friendly unit is ‘embarked inside this model, ach of te weapons can only target the nearest visible enemy, I two units are equally lose you may choose which targeted, Thiemodel can transport any number of INFANTRY CHARACTERS and one other INFANTRY unit up toa maximum of 30 models TRAKSPORT Designer’ Note: Whe you embark adel onto a Vortex Mise Aquila Stomgpoint, you may ind it wif to place sone of thom onthe btlemets to remind you which wit) are inside the fortieation. UNALIGNED mows o Ss T W A ‘Void Shield Generator so ‘BUILDING, VEHICLE, TRANSPORT, WALL OF MARTYRS, AQUILA STRONGPOINT, VORTEX MISSILE ‘OID SHIELD GENERATOR sv a ‘A Void Shield Generator a single model ‘BLES Tmobile: This model cannot move for any eon, ‘nor can ight inthe Fight phate Enemy models r ‘automatically hit this model nthe Fight phase do ‘not make hit lls Friend units can stl arget enemy ‘unis that are within I” ofthis mode Projected Vold Shields All unite whally within © of Vold Shel Generstoe receive a 5+ vulnerable save aguns any attacks made in the Shooting phase {ones the ring mode i also within 6” ofthe Voit Shild Generator. ACTON KEYWORDS 'UNALIGNED_ wevwonas ‘BUILDING, VEHICLE, VOID SHIELD GENERATOR RF) SKYSHIELD LANDING PAD NAME wow 8 S T Wo A Wo fy Skyshield Landing Pad 520 4 A Skyshield Landing Pad is si et "ABILITIES Tanding Pad Gonfigur nding Pada friend the + Shielded: A invulerabl Skyshield Landing save in this manner + Vd Any dy un wh the Fie Saeed Klett spends ene um ontop ofa Syed in this configuration regains D3 lost wounds a the end of the turn a result ofthe landing pads ot move for any reason, nor can i fight i the Fight phase. Enemy model in the Fight phase - nake hit rolls Friendly units can stil target enemy nits ids destroye ad, all ofits other ns (se the Bate . Kerworas BUILDING, VEHICLE, SKYSHIELD LANDING PAD Seer Cera nes ag rem aa shells ae flying and blades are drawn, such faithful diligence canbe the difference between victory in the Emperor's name, Penne cet roe ons saviour of the Sabbat Worlds | 9 ae Eo NEW BATTLEFRONTS Pitting two Battl-forged armies a nst one another, matched play missions are as level playing field as you can get in your Warhammer 40,000 games. Victory will go to the commander who has fortune, strategy and cunning on their side, and each new mission you play isan opportunity to master all three, From capturing enemy-held objectives to sizing precious relies with a worth calculated in worlds, dominating the battlefield with heavy artilery to anniiating your foes wholesale, the matched play missions avalable inthe Warhammer 40,000 rulebook give players a wide range of strategic challenges. Whether your tastes run to the tightly controled scenarios of Eternal Was, or the rapidly shifing buteield challenges of Maelstrom of War, thers plenty of material there to keep you gaming for days on end. Every general or watlord worth their name relishes new strategic challenges, however Tried and tested tactics rust be revised, or whole new routes to victory found, Units of weapons that seemed at fist glance, to ack the utility you desired suddenly come into thei oven as their bilities on the tabletop are proved invaluable, (Opponents who know each others every ploy suddenly discover new trick and traps to tryout on one another On the following pages you will fin just such a range of eaciting new opportunities to crush you fos. Amongst the Bernal War missions on offer, you will Fin battles in which reserve forces roll intr ater tur to escalate the confit to catastrophic levels. You will ply games where the location of your goals is concealed until the lst moment, focing you and your ‘opponent intoa race to secure them, and thers in Which the acquisition of certain objectives can bestow ‘upon a warlord wnparallled glory Commanders will be assassinated and territory claimed, with ech battle offering new nail-biting chances for victory or dees. The Maelstrom of War missions presented here are squaly exciting, ineoducing nev permutations of this system to bring fresh challenge to your games. From battles in which forees mus act quickly to secure thelr objectives before the chance to succeed passes ‘hem forever, to scenarios in which leaders must m strategie gambles to win, o forces must engage in desperate race against time to evade a horrible death these thrilling and chaotic bates will test your skills A tabletop commander tothe absolute iis! PLAYING NEW MISSIONS Thissection includes twelve new matched play misions sx ternal War missions, and six Maelstrom of War missions. You can agree with your opponent which set cof matched play missions to use, or you ean rol ff, and ‘whoever rolls highest can choose which setto use, be it ‘one fom this book or the Warhammer 40,000 rulebook. Having picked the set you wish to use, you can either select one ofthe sx misions, or toll a dice to randomly select one using the appropriate table. The tale forthe matched play missions in this book is belo Ee ‘mssion Front-line Warfare Cea mission Kill Confirmed. ‘Targets of Opportunity “Tactical Gambit Resupply Drop Scorched Earth Dominate ence Race to Victory Ascension Sealed Orders Roving Patrol MATCHED PLAY MISSION RULES Im addition to Paychi Focus, Strategic Discipline and Tactical Reserves, the flowing special rules also apply to all matched play games. Understrength Support Understrength units can only be included in Auxiliary Support Detachments ‘Targeting Characters ‘An enemy CHARACTER with less than 10 wounds can ‘only be targeted its both visible tothe fier and it is the closest enemy model to the fier. Thismeans that any other enemy mode is loser, whether is visible oF ‘not, then the enemy CHARACTER cannot be targeted. Limits of Command ‘ou cannot use the Command Re-roll Statagem to affect Mission dice rol, Mision dice roll ince any dice rolls that are made before the battle begin (such as those that determine who chooses deployment zones lor who gets the first turn), those that must be made at the end ofa battle round (such as ols that determine i the batle ends or any rolls that determine how many ctory points ae awarded toa player Boots on the Ground ‘When determining which player controls an objective marker, exclude all unis that have the Flyer Battlefield Role - these units can never control objective matkers ETERNAL WAR FRONT-LINE WARFARE ‘Your forces have encountered the enemy along a contested border between your territory and thers. It is imperative that you seize the disputed ground quickly, while preventing your foe from crossing the border into your own lands THE ARMIES ach player selects a Batle-forged army to an agreed points limit ‘THE BATTLEFIELD (Greate thebatlfeld and setup terain “Theplayers cll off and the winner determines ‘which of the standard deployment maps is used inthe batle (see the Warhammer 40,000 rulebook) and picks one of the deployment zones for their army. Theiropponent uses the “other deployment zone, “Theplayers then place four objective markers ‘on the batlefel as follows. Starting with the player who won the ear roll-off, the players alternate placing thes objective markers until all four have been set up. Thefirst objective ‘marker setup by each player canbe placed anywhere on the battlefield sa long a the ‘entre of the maker is atleast 12 rom the ‘centre ofthe battlefield and both player deployment zones. The second abjctive marker setup by each player must be placed in their own deployment zone, In both cases the centre ofeach objective marker must be ITISBETTER TO Poa Ceca eed Pe fires PU Ee Ney Pete more than 12° from the centre of any other ‘objective marker and mote than 6° from the ‘edge ofthe battlefield, ‘DEPLOYMENT ‘The players alternate deploying their units, ‘neat a time, starting with the player who placed the fourth objective marker. players ‘models must beset up winolly within thie deployment zone. Continue sting up waits until both sides have set up their arn. FIRST TURN ‘Theplayers cll off and the player who finshed setting up thei army first adds 1 to their result. The winner can choose to take the first or second turn. If they take the first turn, their opponent can rll a D6; on a6, they ‘manage to see the initiative, and they get the first turn instead! BATTLE LENGTH ‘At the end of battle round 5, the player who hha the fist turn rolls a D6. Ona 3, the {game continues, otherwise the game is over, ‘At the end of battle round 6 the player who hha the second turn rolls Dé. Thistime the game continues on a+, otherwise the game ‘sover.Thebuttle automatically ends a the end of battle ound 7. VIGTORY CONDITIONS At the end ofthe game, the player with the ‘most victory points ithe winner. Ifboth players have the same, the game i draw ‘Victory points are scored forthe following Seizeand Control: At the end ofthe game, cach objective marker is worth a number of victory points tothe player who controls 4 A player controls an objective marker they have more models within 3 of the centre of tthan their opponent does, The ‘numberof victory points you receive for each ‘objective marker you control depends on its location: the objective marker in your own Aeployment sone is worth | victory point, the ‘objective marker inthe enemy’ deployment zone is worth 4 vietory points, and the other ‘two objective markers ae each worth 2 victory points Slay the Warlord: Ifthe enemy Warlord hhasbeen slain during the bate, you sore 1 victory point First Blood: Thefist unit, of any kin, to be estroyed during the battle is worth I victory point to the opposing player at the end ofthe game, If two oF more unis feom opposing forces are destroyed simultancousy, then both players get I victory point. Linebreaker: Ifa the end ofthe battle, you have atleast one model within the enemy's Aeployment zone, you score 1 victory point. ETERNAL WAR Ag raving the flak batteries of the foe, your best pilots are inbound with supplies to drop to your beleaguered forces. You must race your enemy tothe prize, driving them away from the drop coordinates and seizing the supplies as they land. ay PaO nee re et eae cra ate ty) onenere i er reer Next, the players place six objective markers Pee eee ees Set eee Ae ee een eee Perea ee ets ere en ee er eee ee ee ee ots ‘entre of anyother objective marker and more than 6” from the edge of the batted ee ene es eee eens) pee ener Sea ites ree ‘ofthe deployment zones for their army. Their tener ees See eee eee Pee eu oe didnot pick thei deployment zone, A players ‘models must beset up wholly within their eee Pace eeenncen ere rng CAUCE Sana Poe eee eee eet nd feet een een ea eae set Ce eee ter tag ‘manage to seize the initiative, and they gt the cote ATT st IY ens reer ree eer ete ee es coerce ea ere ees ee eee net ers Ce eu Per eteenenete see eee Cee \ Sa ects | | Cee nears eter ee erated ee eect Pee ee en ee ee eet eet eres Se eT) Ss peers tate TT ere eee eee ea Pe teiettint eee game continues, otherwise the game is over ieee hte ere a Priore ete ese ett eee ete ee cere ns eerie eee eres errr a US} pee eee eens ern ay Pee eo eet Neto eee peer eee nee a aero ee eke eee eee heme an objective marker if they have more peer ee errand ees Perea eat een eta careernd Cre ese ed eet Tan tas See ere eres Poet nee eee sty Per kerere Pere eee ey Perinat En epee niet PUNT at Renn ea a Par Cen as Eero Reta ETERNAL WAR SCORCHED EARTH ‘You are fighting for control of key strategic assets scattered throughout this region. However, while seizing these locations is undoubtedly valuable, destroying those crucial {to your enemy is more important still, and will likely bing you victory. THE ARMIES Each player selects a Batle-forged army to an agreed points limit ‘THE BATTLEFIELD (Greate thebatlefeld and setup terrain. Next, the players place sx objective markers as follows. The players roll off and, starting ‘with the winner, the players alternate placing these objective markers until al six have been setup. The objective markers can be placed anywhere on the battlefield, a long as the centre ofeach is more than 12 from the «entre of any other objective marker and more than 6 from the edge ofthe battlefield ‘DEPLOYMENT ‘Theplayer who placed the sixth objective marker determines which of the standard

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