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EPIC: ARMAGEDDON

Unofficial
SUPPLEMENT
Devastating Impact
Kinetic strikes during the Crusade for Sigma III, M37, were an integral part of the ground fighting
Written by:

Greg Knight

Scenarios by:

Britt Holtsclaw

Contributors:
‘Apocolocyntosis’ – short stories on pages 5, 21 and 22
Britt Holtsclaw, Greg & Trent Knight – playtesting
Britt Holtsclaw, Greg Knight, Laurie-Ann Knight, Nuno Castilho – proof reading
Nuno Castilho aka ‘Rastamann’ – photography, graphic design and page layout
Peter Laycock – artwork throughout the booklet and the front and back covers
This booklet uses the following artwork from Peter (in alphabetical order)
Battle Hardened (page 14)
Desecration (back cover)
Devastating Impact (front cover and page 2)
Imperial Guard Tank Hunters (page 13)
Necron Destroyer (page 25)
Street Fighting (page 4)
They came from the skies (page 16)
Tycho Light Tank (pages 17 and 18)
Warhound vs Infantry (page 6)
Please be sure to visit his gallery at http://stugmeister.deviantart.com
‘SpeakertoMachines’ – short stories on pages 8, 11 and 27

Special thanks to:


Games Workshop – for creating the setting and game system
Tactical Command Forum Members – for being such a great community

Everything in this document is copyright of its original creators, notably those names, definitions, logos and visual media
items which are and will remain the intellectual property, trademarks and copyrights of Games Workshop Ltd.

3
0. Introduction................................................................... 5
1. Ill met by moonlight..................................................... 6
2. Escalating engagement................................................. 8
3. Blitzkrieg!...................................................................... 10
4. Rescue............................................................................ 12
5. Reinforce the right....................................................... 14
6. Battle of the Sulphur River......................................... 18
7. Hell’s highway.............................................................. 20
8. Breakout........................................................................ 22
9. The Hellblade Mts........................................................ 24
10. Ambush....................................................................... 26
0. Introduction

Getting tired of the same old 3000 point While some armies may be at a disad-
Tournament game? Thirst for new chal- vantage, most should do very well. Many
lenges, decisions, and the excitement of units thought useless or not worth their
something new? Here you have it. All points in tournament battles may shine in
you need to put you into the realistic a scenario battle. Air heavy, teleporting,
situations of a mobile battlefield with and mainly skimmer armies generally
different strategies, plans and problems. have an advantage and might give their
Can you rise to the occasion and fight opponent a bonus VP depending on how
something that’s not another “meeting it might affect the game. A good dose of
engagement”? common sense is all that is needed.
The following scenarios were taken from Some of the maps were made using map-
the Epic40k Battles Book and modified ping board, a free program which can be
for Epic:A. They have been tested, but all accessed from:
armies and possible combinations have
not, so we look forward to seeing your http://map.tylermade.co.uk/
AAR on how you handled a night road-
block or a daring rescue!

ng, having
g u a rd sm en’s bickeri sh and
it!’ T h e h. A spla
a s yo u r tu rn to guard rb e d b y their searc .
it? It w aves dis tu eep one
e h e ll did you lose igs and rustling of le ddle, presumably a d ducing a
, n o t g o o d!’ ‘How th
th e sn a p ping tw h a d fo u n d a pu e re a r S m ith was pro desperate
‘No, no, no rose to compete wit h so n th to
d that Jack y, kitty…’ To e bickering lapsed in .
a t a w h isper, n g to th e left indicate this … Here kitty, kitt fe li n e s. Th e ss o f w o od
starte d ed swea ri n sight fo r him to lo st ose dark n s to
p a n yi n g m u ffl
e xe cu te u s o
e d to e n d e a r e n in th e cl
a n t to m ake excuse
m to n d rd sm u w ed
a cc o r’s go
‘Commissa sound from nervous
in g lips, in te urs to g u a front: ‘Y o mith st p -o p
e d , se e m ing like ho e th in g u p .’ From the a ke it a n y worse.’ S r th e st am
e ra te sq ueaking e d . M in utes pass a ve to m ake som d a m n ca t, can’t m th is m o rn ing afte
de sp ntin u g to h d his ma ll
the hunt co ook, we’re just goin nyway if we don’t fin ah, Doc sedated the
silence as ck so n : ‘L l ki ll u s a , e a sy .’ ‘N the squad
Then , Ja
e a ll y? ’ Ja ckson: ‘H e ’l
e O g ry n compou n d
il ia ri ty fr o m some of an inner-sec-
issar? R to th a fam ty on
the comm nt too close t indicated garrison du m, they can
a ki n g , ‘L e ts say it we ence, again. ro a n s fr o m the righ Out here? We’re on a b o u t th e
sque kfast.’ Sil te it?’ G . ‘Nids? to think More
e fo r e xt ra b re a
y th a t th e ‘n id s a
a s n ew to so m e
N o o n e w a n ts
e m o re co nvincing?’
p e d could sa , but it w ays wo rk s! t could b ocked
Then, ‘We n ’s fa vo u rite excuse ctor’ ‘Nids ate it alw t guard rations! Wha back of his neck. A sh ised his
ith Jackso Phobos se ven ea on the s he ra
members w , not defending the t a n y th in g, they’d e mith felt something ll sp ra w li n g backward tes, who was
rld they e a ing: S s he fe of Ba
tor agri-wo ay in anywhere and . W e t, w arm, twitch own leg. But, even a to th e la ughing face
w n ce is p in
sneak their wed, then, more sile o fast, tripping over h ounding, he looked u g. ing his
llo to p hin arch, catch
bickering fo d him as he turned, y, ready to fire. Heart ismay. Back to searc He paused from his se is, Smith became
ape
squeal esc training kicking into
pla ring, d believe tha
t.’ id th
ting, swea t.’ As he sa e voices
u n , m il ita ry n h is tr o u sers. Shou reath, ‘No one would be a complete idio go, but even when th his
g ff o b to ea d
et finger o h under his ! You’d have ded a whil mith shifte
wiping a w ate it ’ muttered Smit an hour. ‘Nids ate it ates’ ‘joke’ had subsi ting in front of him, S s …’ Smith’s voice
‘Nid s lmo st ing B m is ri o u
out here a . The ‘debate’ follow ow … silence. Breath more jokes, this is se
ey’d been no
breath. Th e silence around him ng of undergrowth. N Come o n B a te s,
bit, easy to
do
th
gripped by ere had been the ru
stli
s? ’ N o re ply. ‘Bates? h a ve w a n dered off a r this time. He
nkin lief, he mu
st ose
were quiet
th ‘Jenkins? Je . as again, cl hind. Smith
fr o m fo ot to foot. e sti ll n e ss a l sh o ck turned to re me from. There it w g fr o m be
weig h t lence, th off. His in iti ise had co be com in hunt
a w a y in to th e si
g h t, so m e w a y
th o u g h t th e n o
o w it se e m e d to
ve . S m it h forgot the of
d ie d
Then noise
s to h is ri ection h e ird tim e . N ely refl e cti ple of et
fe
d o ff to w ards the dir rd the noise for a th r a roots, eyes strang he was within a cou ody as he
. He jogg e as he he a ere, unde in. When ugh his b
in the dark outh to call out, just e froze – the cat. Th , squeaking once aga tes. Pain spread thro eding
h is m g u e . H e g g e d n o t B a o r b efore the fe
opened t a co ll e a sl y, b o w -l a ck , b u t ce o f a li ct
dy to gree , cautiou lding him b minescen
turned, rea and began to advance . Something was ho the spectacular biolu
u a d a m e d ri n g ntosis
for his sq lu
– scre
nged – fell e impediment, eyes
registe
y Apocolocy
rg e t h e o rt st o ry b
his ta for th urred” - sh
ut franticly “ The cat p
looked abo ulfed his face. e d .
ng urr
tentacles e id ate him. The cat p
The ‘n

5
1. Ill met by moonlight

Situation: Your flanking column is movement, road movement is added if


speeding along the Sagan Turnpike on applicable, and it is possible, that not all
Wynn’s World. Already running late, forces enter the table on turn 2. The same
you need to get into position for a dawn restrictions to off board movement, oc-
attack in 2 hours’ time. The night is cold curs on turn 3.
and foggy, with no sign of the enemy,
when your column’s Vanguard signals Seven VP markers are placed. Three
“CONTACT! CONTACT! Hostile force of along the central road, one at each road
unknown size blocking the Pike”. Imme- end and one at its centre. The other four
diately the swirling fog ahead lights up will be placed one foot out from central
with the multicolour glow of explosions road side and one foot from the centre-
and tracers. It’s going to be one of those line of the table.
days!
Table: A standard 4ft x 6 ft. table was
Weather: Night and fog slowly clear to used with players deploying along the
a bleak dawn. On turns 1 and 2, no tele- long edge.
porting, flying, or artillery shooting into
Forces: 4000 point armies were tested,
the fog and darkness. Normal firing can
but anything between 3000 to 5000 points
only be done at ranges under 15cm. On
would work well. A slow force may be
turn 3 (daybreak), normal combat rules
disadvantaged and spacecraft and plan-
but a -1 modifier applies to all firing over
etfall are not recommended.
15cm. No weather penalties apply on
turns 4 through 6. Time: Six turns.
Set-up: Forces are set-up with a 250 point Victory Conditions: For each VP mark-
or less ‘vanguard’ unit on table. This unit er that a force controls (normal control
may be as far as 50cm in, but at least part rules) they gain 1 point. Whoever scores
of the unit must touch the main road run- the most VP’s wins. To achieve this, there
ning from the centre of one deployment should be no non broken enemy within
area to the other. The unit should be 15cm of VP marker. Except where cov-
scouts if they exist in the army. On turn ered above, normal tournament rules
2 the main column arrives on table, on apply.
road, in a three inch wide column (8cm).
Off-road movement is possible once Note: Army choice here may affect the out-
the unit arrives on board. Only Double come, so if only one player takes a slow army
movement is allowed to off-board troops. then they may find themselves blocked in and
Note that the length of any preceding unable to manoeuver.
forces is subtracted from a unit normal

Warhound titan Celerus Bellum (Legio Ignatum) during the pacification of Sigma IX, M40, its Plasma Cannon
making the dead of night look like broad daylight
Battlefield:

Baneblade Imperator Primus during the Apocrypha Styx


campaign against traitor marines of the Black Legion

7
2. Escalating engagement

Situation: Two patrols clash while they Armies: Any Tournament army is legal.
are probing a weakened sector of the 3000 to 5000 points recommended.
battlefront. As the engagement contin-
ues, both sides call for reinforcements to Terrain: Terrain can be mutually placed
continue the attack. or by letting the person who didn’t set
up terrain choose which side to deploy
Set-up: Both players will set up one on. A dozen terrain features (hills, ruins,
ground unit of 250 points or less along woods, or other terrain) is about right.
their right long table edge. The deploy-
ment area will be along the rightmost Victory Conditions: Blitz Markers must
30cm and extend to the centre of the ta- be deployed along the 30cm back line
ble (60cm) in along the short edge. Rein- of the deployment area. Other markers
forcements appear just off board behind are placed on the far side of a diagonal
the 30 cm deployment edge, or behind line drawn between the players left edge
other reinforcing units. Movement is and his opponents left edge. Usual Tour-
calculated from where they actually are nament victory points and conditions
when activated. Reinforcements arrive apply.
on a D6 roll of 4+ on turns 2-3, 3+ on Turns: Six turns.
turns 4-5, and automatically turn 6 be-
fore activation rolls. Each unit is rolled Alternate reinforcements: Those wishing
for separately unless carried by a trans- to have a lower luck factor game can try this.
port where both are treated as a group From Turn 2 onwards, up to 1000 points
for 1 roll. Units with transport must ar- worth of reinforcement’s may arrive on the
rive aboard. Activate as normal. battlefield through the player’s 30cm deploy-
ment line.
Table: Standard 4 ft. x 6 ft. table.

On Essin, Peridor II, in the Segmentum Solar, the Psyker gene was unusually common, and during the Dark Ages the Essenes, cut off from
the rest of humanity, developed a harsh screening and training programme to detect psykers at a young age, before their talents manifested,
and to train them to control their powers without falling prey to psychic parasites or warp incursions.
The programme was not perfect, but it worked, and soon a sizeable proportion of the populace was “Evolved”, as they were called locally.
They served as heavy labor, armed forces and ruling elite, depending on the nature of their talent, and they brutally destroyed any of their own
that went out of control.
When the Imperial Crusades arrived, the Essenes joyously complied, accepted reunification and the rule of Empire, and the crusade fleet
moved on after establishing an Imperial assessors office, for collecting tithes and to monitor the local rulers. On Essin, harmony prevailed.
Then came the edict of Nikaea, banning Psykers and Sorcery. The Imperial commander on Essin ordered the Evolved to renounce their evil
ways, and turn themselves in for re-education. Unsurprisingly, the Essene rulers and the rest of the Evolved resisted forcefully.
The Essene no longer had an army, leaving all things military in the hands of the Empire, so the Imperial Commander believed that rounding
up the Essene witches and sorcerers would be an easy task. He had never seen them at war, or even angry, but even without any formal military
structure, and without any heavy equipment, the Evolved were still a force to be reckoned with.
Empaths usually working in medical facilities turned their supernatural senses on the thought and plans of the imperials, and choirs of Tele-
paths cast out an undetectable network of thought, reaching all of the Evolved on Essene. Imperial Arbites and Guard squads, coming to collect
the psykers, all found themselves minutes, sometimes hours, late.
Not content with escaping and hiding, the Evolved soon took the fight to their enemies. Telekines and Pyrokines, once employing their tal-
ents in construction and manufactories, now turned their powers on the Imperial Guardsmen patrolling the streets. A single Psyker could crush
or burn a man with a thought, while a choir could destroy a tank platoon before it got off a shot.
The un-evolved civilian population of Essin had been conditioned for generations to follow the direction of their evolved kin, and they read-
ily took up hunting rifles and farm implements, following the psychic call of their leaders, the highly evolved. In addition to inspiring loyalty and
courage in their kin, the Evolved leaders were also capable of panicking entire companies of guardsmen with psychic assaults, and where they
led their improvised companies, the Imperials ran in unreasoning fear.
With the seize and imprison operation in tatters, the Imperial Commander withdrew to his fortified compound, trusting minefields and long
range guns to keep the foul sorcerers at bay until reinforcements could arrive.
The full capabilities of the Essene Rulers had not been used in millenia, but their Precogs had foreseen their fate were they to remain a part
of the Empire, and they fought for their lives. Under the withering gaze of the Rulers, reality flowed like water, and the defenses surrounding the
compound shattered, or simply vanished without a trace.
In the ensuing chaos, the Evolved led their followers forward.
“Psyker revolt” - short story by SpeakerToMachines
Battlefield:

Ultramarine forces (2nd Company) hold a position against the onslaught


of Hive Kraken during what are now known as the Tyrannic Wars.

9
3. Blitzkrieg!

10

Situation: Force A has punched through from turn 2 onwards. So on turns 2-3
the lines of Force B into weakly held ter- a 4+ is need, turns 4-5 a 3+ is need and
ritory. The attackers must brush aside on turn 6 its Automatic.1D6 is rolled for
the scattered enemy resistance and seize each formation in the reserve. Units that
their objectives before fresh defenders have a speed of 35cm+ gain a +1 to their
arrive. roll. This bonus doesn’t not apply to air-
craft/planetfall/teleporters. Formations
Armies: Any legal army. 3000 to 5000 in transports are considered to move at
points are recommended. the speed of their transport but must ar-
Terrain: Terrain follows the standard rive in it. The speed of the formation is
Tournament setup. A dozen pieces is determined by its slowest unit not in a
about right. transport.

Set-up: This scenario is played along the Player A deploys just off his table edge.
short sides of the board. Both players They will roll to enter the table from turn
roll D6 and add their strategy rating; the 1 onwards. So on turn 1-2 a 4+ is needed,
highest is player A. Starting with player turns 3-4 a 3+ is need and on turn 5 a 2+
A, both alternate placing an objective is needed and on turn 6 it’s Automat-
marker in their respective coloured ar- ic.1D6 is rolled for each formation. For-
eas, as marked on map. Next roll 1D6 mations that have a speed of 35cm+ gain
and add their strategy rating, the high a +1 to their roll. Formations in transport
score is the attacking Force A. Player B are considered to move at the speed of
will deploy up to ¼ his force hidden (i.e., their transport but must arrive in it. The
a marker placed on the table indicating speed of the formation is determined by
the centre of its position. Its position is its slowest unit not in a transport. All
revealed immediately if it moves, fires or movement is measured from the table
enemy units approach within 15cm). Air- edge, when formations move onto the
craft flying over hidden markers do not table.
trigger them, unless they are attacking Victory Conditions: Each side will get 1
that hidden marker. These forces can be victory point for each objective marker
deployed hidden anywhere on the table they control. No enemy force must been
but must be no further than 120cms from with in 10 cm of an objective in order to
his short edge of the table. Note that War claim it. Routing units and aircraft can-
Engines can be deployed, but not hidden. not be used to claim objectives. The play-
Each formation has 2 markers, one of er with the most VPs wins.
which is a dummy that can be placed up
to 120cm away from the real marker. First Turn: Roll a D6 and add strategy
rating to see who goes first.
The rest of Force B is in ‘reserve’ and
will enter play from Player B’s short ta- Table: Standard 4 ft. x 6 ft. table.
ble edge. They will roll to enter the table
Turns: Six turns.

Ork recon forces advance on


the plains of Tora II, during
Waagh! Gol Drugah in what
would eventually become the
largest armoured engagement
of the war for the Tora system
Battlefield:

ousting
a n ti le support, ol of the
erc ntr
lar and m mly in co
a sw e ll of popu ce they were fir
on on e
gedra III r all, but aking th
to p o w er on Re mised wealth fo e m o u s rituals, m surpers.
t in ro sph e u
ad swep ey had p med bla d up to th mmissar Reye
a m C o alition h ial Governor. Th ecame clear. le g e n d perfor ld or could stan a ti c C o
n
The Erh effectual Impe egiance soon r b out o f wou haris m rial help
a n d in u e a ll p e r ia l figures y this time, few ter-coup, the c to call for Impe
upt eir tr ent Im e. B ou n ing
the corr nt and army, th oted to promin all who could se rated, and in a c Pharamon, vow rutal.
ve r n m e ib ly d ev a b le to r ly in fi lt s u la o f w a s s w ift and b ell as all the
go ten s take poo enin ent as w t,
Cults os Sorcery unmis , however, was ntrol over the p entral governm f government, untains held ou
a o s a nd l re g io n e iz e d c o m th e c a l s e a t o tr a l m o la n ets
C h ria t, s fr o ion ce n ep
taint of ll equato Regimen . The retribution aptured the reg ld capitol in the bardment by th
One sma n Lions, a PDF sto re d e s h a d c ly th e o ita l b o m
ra re rc n b
th Reged could be the Coalition fo tal farmlands. O m aerial and or gedran d
id
of the 4 ut until justice o n ths, th e coas , a n d fro rs , th e 4th Re l occupa-
ld o r t m u g h jun g le inva d e ruta
and ho ithin three sho own thro etrable hipping by the b
W
e s , s w eeping d miles of impen e C h a os-wors gees displaced
astal c iti sault b y d by th e refu the old
major co from ground as laser site. o m e rc y grante from among th
s le a d in g toward
d ce be n g irregula
rs
ared roa
d
protecte st orbital defen at there would e few cle e advan
-
ird -l a rg e w e ll th n g le s , recruitin a lo n g th river. Th brid-
th in g fu ll to th e ju s s in g m e n y r g
Know k in , pre e Is lon
t fell bac e rebels rossed th e pillars of the was cut
t s u r re nder, bu r m y fo ll owed th th e a tt ackers c it h in th b r ig a d e
no alition a when ealed w rhead
th e C o n c a m e a d co n c e s p e a -c o ntrolled
tion. e rc o n fi dent, o t a lr e ady wo ating rebels h e p ro c ess), th ted by remote forces
Ov
th e w a r was n rges the retre co m p a ny in th a s s e ts targe
e th e C oalition d
that n cha ured nti-air e tim els ha
capitol. e first indication ct the demolitio ying a full armo d by rebels, its a ry bombs. By th victorious reb
Th d e te (d e s tr o u n d e c e n d ia d . T h e
d to t off surro ing in htere g
had faile were se nd itself ft dropp en slaug advancin
ce scouts en the charges rcements. It fou by rebel aircra brigade had be expected it. e a th tr a ps, and x o ra b le
wh fo orks raz
ed e ast ads were
d t ine
ge, and and rein r bank, th aders le slow, bu h the
ff fro m support ly erected fieldw ached the othe in when the inv a crawl — the ro hroughout the th ro u g
o
a n d it s hasti r id g e and re to s tr ik e aga p g ro u nd to q u ip m ent. T d in b re aking
mine s ntoon b , ready ter-co u heavy e cceed e
ted a po e jungle the coun sing any sort of nd eventually su e Capi-
had erec ck into the dens suppression of ib le u s ly, a a t w a s left of th either
a k poss nuou n, and a
ll th edra
melted b e expected quic e jungle was im broadcast conti n overru maining citize
n of Reg y. Impe-
r
Th u g h th a p it o l a d b e e V ic to
a d fr o nt thro in th e Old C o n in g help. P e n in sula h s aw e very re n a s T e mplars
ir m e g
on a bro chic cho lanet, and sum fleet arrived, th quent cleansin nd is now know chines
, the psy p f se ter, a kertoMa
advance c shrouding the e time the relie owers. The sub y e a rs la io n s . ry b y S p e a
ti
warp sta fortunately, by
th ous P nized 42 gedran L Short sto
Un lta rs to the Ruin net was re-colo n of the 4th Re
mous a p la ti o
blasphe eported
; The o men
ontain n
tol were ind-wiped and d lassified, and c

11
m c
slain or s of Regedra are
l re c o rd
ria
4. Rescue
12

Situation: Red Forces have invaded Sil- Set-Up: The Blue Relief Force will be
vanos II and are making good progress positioned just off the left end of a short
toward the Capital. A Blue Force spy has table edge as shown on the Map. Red
infiltrated their HQ and stolen copies of Force deploys all its force in the Red
their battle plan and codes. This could Force deployment area as marked on the
change the whole military situation. Un- Map. The Blue Garrison will be deployed
fortunately, the spy was seriously injured in the Blue Force Garrison deployment
while escaping and is currently holed area as marked on the map. Roll 2D6 to
up in a ruin behind Red Force lines. Blue determine sides. High roller is Red Force.
Force has dispatched a small detachment Blue Force Garrison deploys first. Then
to secure a perimeter around the ruins the Red Force deploys and makes sure
as a large Red Force heads towards it. A that no units are within 40cms of a Blue
large Blue Force Relief column now must Force Garrison unit; finally Blue relief
punch a hole in the Red Force line large force deploys just off the left end of the
enough for the spy to escape through. short table edge. The transport vehicle
containing the injured spy and medical
Forces: Any mutually agreed upon size team keeping the asset alive should be
(4000 points in our case). No aircraft may marked secretly. How this is marked is
be used. Blue Force is split between a up to the players.
Garrison (full formations totaling up to
25% of the points) and a Relief Force just First Turn: Roll a D6 and add strategy
off table on the short table edge of the rating to see who goes first.
opposite table end (with the rest of the
formations in the army and at least 75% Victory Conditions: Red Force wins
of its point value). if the vehicle containing the spy is de-
stroyed. Blue Force wins if the spy exits
Terrain: Terrain should include a ruin the table end that the relief force came in
in the Garrison area and a dozen or so on (even if routing) by the end of turn 6.
patches of hills, woods, and farmland Anything else is a draw.
(same as woods for visibility, but not
dangerous terrain .Think of a corn or Table: Standard 4 ft. x 6 ft. table.
cane field) elsewhere. Then the terrain is
Turns: Six turns.
placed equally about the table by mutual
consent.

Captain Sicarius of the 2nd Company (Ultramarines) after drop landing on the imperial
world of Luna Mundii to coordinate a large scale rescue of the Omega-98665 STC cache
Battlefield:

13
5. Reinforce the right

14

Situation: Your dispersed force is ad- Where the reinforcements will arrive de-
vancing quickly through disordered pends on the roll of a D6. The 4 ft. x 6 ft.
enemy resistance when a strong enemy table is broken into the following sectors.
force is encountered to your front. You The player rolls a D6 and checks the map
must collect your scattered detachments for the point of entry for the reinforce-
quickly and direct them to where they’re ments. All reinforcement will measure
needed most if you are to overcome the movement from the table edge which
enemy before he overcomes you. they enter on. Place the arriving units
just off the table and move them on table
Forces: Any legal army. 3000 to 5000 one detachment at a time as they are ac-
points are recommended. tivated. Repeat this process on turn 3 for
Table: Standard 4 ft. x 6 ft. table. the other reinforcement group’s arrival.

Terrain: Terrain follows the standard First Turn: Roll a D6 and add strategy
Tournament setup. rating to see who goes first.

Set-up: Each player will deploy half their Turns: 6 turns.


force by point’s value or as close as pos- Victory Conditions: Standard Tourna-
sible. The rest will be divided into two ment rules and victory conditions apply.
roughly equal groups, called group Al-
pha and Beta. Note: If an enemy force ZOC blocks your en-
try onto the table, the unit is allowed to move
Reinforcements: The player who won laterally until an opening is available, and
the strategy roll will deploy reinforce- then enter. However, this sideways move-
ments first. Before any activation on ment is subtracted from the units on table
turns 2 and turn 3, reinforcements will move. Alternately, simply engage it!
arrive off table. Roll a D6; with 1-3 indi-
cating group Alpha has arrived, 4-6 that
it is group Beta. The other force will
arrive on turn 3.

m a l l ! ! !’
‘K ill the e o n to his
s a r
C a t o G aius Cae on Division
General 3 4 t h S teel Legi ocles Gulf
the Dam
troops of st speech of the
nge
on his lo Crusade
Tyranid strike on strong point
Zeta, defended by Rynn’s World
PDF Regiment 2867

Battlefield:

15
Rynn’s World in the initial stages of the Tyranid onslaught
Imperial Guard light tanks on the way to recon the advance of the XXIII Sahelian Tank Regiment during the
Stricke IX campaign, 998M40
6. Battle of the Sulphur River

18

Situation: The Sulphur River divides Deployment: Armies are deployed off
Desolation Valley into two halves and is board one formation at a time beginning
impassable except at the two bridges that with the force with the lower strategy
remain across it. Your mission is to seize rating. Place just off the table edge, any-
both bridges and the access roads to the where along the long edge of the table.
valley beyond. No teleporting, planetfall, or air transport
are allowed during turn 1.
Terrain: The Sulphur River was 20 cm
(8”) wide and went from each player’s First Turn: Roll a D6 and add strategy
left corner edge to their opponents left rating to see who goes first.
corner. Two bridges, wide enough to
hold a Titan, were centred 30 cm (2.5 ft.) Victory Conditions: Eight victory mark-
up the river from each side, with roads ers are placed, one at each road entry
leading off each directly to the long table point, and one at each end of the bridg-
edge. A ruined town was placed where es. Whoever controls the most Victory
the road left the board on both right sides Markers at game end is the winner.
and 4 cane fields (treat as woods without
Turns: A minimum of four is suggested,
vehicle dangerous terrain test) and 4 hills
but if you have the time, keep going until
completed the set-up. The bridges block
one side controls both bridges and one
line of sight, but can be shot into or from,
access road on each side.
and count as cover. War Engines will
prevent passage through them while on a Historical: The original Battle of the Sul-
bridge, unless the bridge is wide enough phur River was fought between the Imperial
for others to go around. Fists and Warboss Waaa-Dreg’s Orks. A
similar battle (you can use the same map)
Table: Standard 4 ft. x 6 ft. table.
took place between Ghazghkull’s Orks and
Armies: This battle was fought with Blood Angels at the Battle of the Skeletus
4,000 points. Larger or smaller points val- River. In this case, the Orks deploy as above
ues could be used, but faster armies, es- but the Blood Angels arrive on turn 1 by
pecially those equipped with skimmers, Drop Pod.
transport aircraft, or large amounts of
attack aircraft, will have an advantage.
Battlefield:

During the Battle of the Sulphur River, several mega-gargants


were engaged by imperial titans. This depicts one such encounter.

19
7. Hell’s highway

20

Situation: Your army has launched a Deployment: Player A deploys all his
major drive up the Sanlando Valley on formations first, on or between the two
Rynn’s World. Commanding Alpha road strips (as marked on the map by
Force, you are ordered to hold open its the black rectangle). Player B divides
only viable supply road through this des- his force into two groups (Points even)
olate country from Bravo Force’s coun- called Alpha and Beta. Then Player B
terattacks. deploys group Alpha into one of the
deployment zones marked on the map.
Terrain: Two small parallel ridges 2 ft. Then Group Beta will be deployed on the
and at 4 ft. In from the left table edge other deployment zones, marked on the
block Line of Sight. Parallel to these, and map.
centred 3 ft. from the left and also run-
ning across the board are 2 strips of the First Turn: Roll a D6 and add strategy
divided highway. Six Mesa or other des- rating to see who goes first.
ert terrain pieces were also used.
Victory Conditions: Check for victo-
Table: Standard 4 ft. x 6 ft. table. ry from the end of turn 4 onwards. If
in any end phase a player has the only
Armies: We used 4000 points. Smaller non-routed units on both highway strips,
armies will favour the attacker. Slow that player is the victor. Any other situa-
armies will be advantaged as the defend- tion at the end of the game is a draw.
er. Units with 15 cm or less movement
must have transport.
Battlefield:

ous
d, conspicu ,
o u si n e s accelerate a d tu rn e d
nd. The li m gress, he
co m p o u th e ir p ro th e old-
nd’s hed even
rc a d e le ft the Iron Ha n Father Ichmal watc ntiques: pre-dating re d by his
or’s moto d road. Ir o rs were a ages ca p tu
e g ove rn e sh a tte re r. T h o se ca e ta il e d im
s th th ato ,d
ns wailed a ncing over f the vindic sk as hand
Gate claxo , antique wheels bou e exposed innards o turned back to the ta ed as defe
ctive,
practicali ty e rate on th . Ichm a l een report , there was no
in th e ir im in g to o p n ce o f fo rm ato r h a d b
nu ga dic und
drites conti eniable ele ago this vin lly it was so fields of a hundred
mechaden itive, but with an und rain. u se . Three days first visit. Mechanica b a tt le
m
est STC, pri ved in his augmente d he had yet to find
d b th e ca rnor’s le cross th e er and
sa n d e fo r th e g o ve
se e n th is ve h ic
se d th e re solute pow
ye s is , a p a ra l h a d se n
bionic e l problem,
th e on
failure whil With his own eyes Ic ly to Iron Fathers he
hma had
An unusua full engine n dicator’s
re n tl y su ffe re d
a m a lf u n cti o n .
e p ti o n kn o w n o
s re st le ss . lt s h o me the vin
having a p p a use of su ch ties of p e rc spirit w a ve th e b o oil in the
a l cl u e as to the ca ack. With the subtle g h a d ch anged, the stics hatch. As he dro ly, sensing deep turm silent ben-
phys ic g a tr someth in diagn o ack wa ri ffering a
o rl d s, n e ver sheddin ine’s spirit. But now h m a l re -s ecured the on Father stepped b w n in to disarray. O s machine spirit,
w s Ic Ir th ro tank’
of this mach t of sight a power. The I functions n with the
endurance otorcade passed ou denly running at full asm, their limited A a te o f communio
The m su d to sp a st
owing roar, ors went in is mind into
itted a bell im a clutch of servit xhaling, he relaxed h t failure:
engine em . B e h in d h n d ic ato r. E I/ O p o rt : e rr o r: componen oom///
ir it e vi m system ooooooo
machine sp al re-approached th the main battle syste ///Critical m/// Zooo
h m h o o o o m o o o o o metal’
edal to the
ediction Ic rfacing w it ooooo o o ooooo o o
a d e n drites inte o o o o o om/// Zo x finish: failing. ///Z ig h w a y ’ ‘p
his m e ch
/// Zoooo
o o
fective; wa eh
ooooooom g; one way glass: de edom of th
///Zooooo is si n e t: o p e n road; ‘fre , such …
ro m e h u bcaps: m ve s o ve rw rite: ta rg
in g p a st . And desire
ch -> objecti spee d
T: 42B7C51 and forms d sparked
INTERRUP rs in m yr iad shapes e s ripped an
o o — in g ca rn e ss
the compo
und
///Zooooo ns: gle a m . Servo h a
d fu ll o f st range visio s h a d fu ll y engaging , ploughing through n t ve h ic le
ggered, min stem rated erra
Ichmal sta tor wanted— th is tim e the drive sy he vindicator accele ectually perusing the
ngine , ffect. T ine ff
the vindica ar from the tank’s e booting, but to no e onse, mass bolter fire uing a
longing … e r g re at ro li ta n y o f re n d in re sp s ru n n in g on full, purs
Anoth e ro u engine
bellowed th ntry turrets snapped e horizon,
un. Ichmal eady on th ntosis
as tracks sp d towards the road.
Se
vi n d ic ato r w a s a lr
rt st o ry b y Apocolocy
an the Sho
perimeter en crewed
a g lo ri o u s blaze. n d sp e e d ers had be
in e the la
By the tim
dream.

21
8. Breakout

22

Situation: In a desperate bid to escape, within 15cm of them. Markers may be


Force A launches a dawn assault through fired upon and will get a blast marker
the encircling enemy forces besieging it. each time they are, but are otherwise
unaffected. These BMs will stay with
Forces: Any legal army. 3000 to 5000 the unit and will affect their activation.
point armies are recommended, but no The defender gets one numbered marker
army may include aircraft, planetfall or for each formation in his original army.
wraith gates. The defender (Force B) will Those not corresponding to the forma-
reduce his army to half the points of the tions to be deployed are treated the same
attacker (Force A). Note that slow armies as the others, but when revealed they are
are disadvantaged. MINEFIELDS (5cm x 15cm) and are trea-
Table: Standard 4 ft. x 6 ft. table. ted as Dangerous Terrain by both sides
(ie, kill on a roll of 1 without saves and
Terrain: Terrain follows the standard not causing any blast markers”). Note
tournament setup. A dozen pieces are that War Engines are set up directly onto
recommended, placed before sides are the table and cannot be hidden.
chosen.
The attacker sets up 20cm from the oppo-
Set-up: Before game start, both sides roll site long table edge.
2D6. High roller will be the attacker and
loser will be the defender. First Turn: Roll a D6 and add strategy
rating to see who goes first.
Deployment: Defender (Force B) deploys
anywhere up to half way across from Victory Conditions: To win, the attacker
his table edge, using numbered markers must exit off the defenders table edge
which indicate the centre of the forma- with half or more of his detachments.
tion. These are revealed immediately Detachments on or under half strength
if they fire, move, or the enemy comes do not count. He has only 6 turns, so step
lively!!!

In the grim da
partmento M rkness of the
unitorium th future there
e grim, dark, is only war …
struggle of co future contai at least for th
untless billion ns only pape e armies of th
individuality s of humans rwork. So muc e imperium.
of the soul. Fr (b e it against alien h paperwork. For the De-
prize now de eedom, expr hordes, or m But in both ca
nied to the in es si on , love: all sm ou nt ai ns of invoices ses the
numerable sw othered in th ) has ground
arms of man e fight for su down the
In all other ar kind: Keith ha rvival. But Ke
eas of the im s job satisfac ith, Keith hold
manders), cr pe ri um ti on . s that
eativity is stam , save that of
ped out. But military tacti
las-battery, ev not here, no cs (a pursuit for on
ery variation t at Keith’s de ly the loftiest
alities, do no of shell case sk. Every type of battle com
t always enco has to be desi of am -
mpass all of gn ed by someone. mo pouch, ev
freedom none th e de Th e re er y m ar k of
the less. The ta ils. When this lic s of STC cann
excess of othe strict utilitaria happens, ther ot cover all ev
rs. The toy ar nism in many e is Keith. A lim entu-
weaponry of mies and pers ar eas of the Im ited sort of fr
the space mar on al regiments of pe ri um ex ists in contra ee do m, but
ine chapters. planetary go st to the flour
It all has to be vernors, the is h and
A priority blee designed and devotional de
p in te rr th at m ea tailing on the
his latest re-d upted Keith’s ns a modicum
etailing of M quaternary aft of choice, of
one of Keith’ k1114a Las-pa ernoon prayer expression.
s finest, tastef cks: ‘director’ s. A message on
ul minimalism pa s offi ce , now’. This w hi s sc re en, the respon
tive. Now it se ired with a Sp as not unexpe se to
emed he was artan aesthe cted, it had be
the endless sy to be congra ti c, he had know en a good job,
stems of depa tulated in pe n the respon
rtment and cr rson. Leaving se would be
absence. He oss-checked his desk his ab posi-
traced his way ag ai nst the reques se nc e from the chai
tors, arriving through the t r was logged
, at last, at hi la by ri nt hine corridor fo r hi s presence else in
s destination s, across cave where: an au
. rnous offices thorised
full of banks
of typing serv
i-
(continues on
the next page)
Battlefield:

ge .
revious pa ays curt
d from the p u t he was alw aa6. Is this
... continue ont o f h im . B
321/a
eprints in fr tification 4 ed and im-
a cr o ss th e desk, blu u received styling no w a s re ce iv
llenly yo tion not
e d ir e ct o r glared su d . ‘M y re cords show plied Keith ‘Notifica rints: ‘Your words do
T h b e exp e ct e rre ct si r’ re th e b lu e p tio n .’ Ke it h
l, th is was to a n e rror?’ ‘Co e it h , a look at d th e notifica be
and fo rm a
have b e e n , a look a t K ntly ig n o re would t n o
rre ct , th ere cannot r arched an eyebrow g e st yo u have blata h is d ire ct or’s words e d ire ct or
co e directo e prints su g a diction o f b ellowed th
n te d .’ T h th e se b lu e ct co n tr e si g n s! ’ in d i-
pleme ctions, ew dir s to all d ng as he
atch your a when he kn ordered to add skull rints, fingers trembli etails ‘This is
seem to m ering for a response u w e re e b lu e p in g th ed
nd lls! Yo d to th min ur
gaped, flou sponse. ‘SKULLS! Sku t here.’ Keith pointe director squinted, exa ector rose ‘Those fo
co rre ct re re si r, ri g h u ll s. T h e le .’ T h e d ir
the ’ ‘He ny sk ptab
the skulls? styled as ti is is unacce n.
‘Where are ts on the plans, now ind a technicality, th d e si g en
rive
cated four bordination. Hiding b r-cent of the surface
eh of th is inst the ali
su e p e e ro r m a rc h to war aga s on the front,
deliberate r barely on mp ull
account fo ies of the E Skulls within skulls, sk s!’ Keith cow-
skull-rivets th e ga la xy the arm e d sk u ll s! e r o f sk ull
cro ss we n e e po w ly that
nt skulls? A lace here, without th so many skulls? Sure s any
One per-ce principals have no p um hope to endure d ‘But si r, akes thing
e n a ce . Yo ur artistic H o w ca n our Imperi ng himself he blurte e that more skulls m
m ck! etti se
s on the ba aught, forg ry perspective I can’t
more skull m the director’s onsl ita
o F ro m a m il d made ork
fr
ered back essive? Vulgar even? d th a t just as re r
xc d obse rv e too late fo
would be e ?’ o f th e Im perium ha s science. It was also e . T h e
ve ntists . It wa f Kho rn
more effecti e. The scie ore deadly servants o m
w a s w ro ng, of cours rmies of mankind m ng the blood-crazed iverse, if the imperiu !’
Keith s ma d e th e a
. He d ie d fi g hti
evil in th is u n
e sku ll th ro ne
faster, skull enal legion d who was plation. ‘Skulls for th
vehicles go s re-assigned to a p er who was good an contem cyntosis
wa
Keith, who heard made him wo
nd
b ri e f ti m e for such o rt st o ry by Apocolo
a very lls, Skulls!”
- sh
last words
he e only had “Skulls, Sku
w a s sa lva tion? But h
really

23
9. The Hellblade Mts.

24

Situation: Glass Lizard Pass, Desolation Table: Standard 4 ft. x 6 ft. table.
Valley, Rynn’s World. Force B is defend- Terrain: On Force B’s side there will be
ing the end of Glass Lizard Pass, which a clear mountain pass that’s 60 cm x 60
opens into the Alkali Plains beyond. It is cm. On either side of this will be 60 cm x
defending in depth. Force A is attempt- 60 cm of hills, dangerous or impenetrable
ing a frontal assault with its main force terrain and rough patches simulating the
while flank marching over the foothills of Hellblade Mt’s foothills. The rest of the
the Hellblade Mts. with ¼ of its strength. table would have up to 4 pieces of terrain
Forces: Any tournament legal army of that are small hills or occasional patch
any size. of forest or marshes, placed before sides
Deployment: Roll 2D6 at game start. were determined. Running down the
High roller = Force A. Low roller= Force middle of the board is a stream, which
B. runs down the middle of the mountain
pass and through the middle of Force A
Force B will deploy his full army. Force deployment zone. The stream is crossable
A will need to divide his into a ‘Main and is classed as dangerous terrain. Force
Group’ made of 75% of this army and a B’s Blitz objective is placed in the centre
‘Flanking Group’ consisting of the rest. back edge of the pass. All others objec-
Both Force B and the Main Group of tive markers are place as normal.
Force A will deploy normally. Force B
may deploy up to 60 cm from its long ta- First Turn: Roll a D6 and add strategy
ble edge. Main Force A may deploy up to rating to see who goes first.
20cm in from its long table edge. Victory Conditions: Force A gets 1 VP
Flanking Force A will deploy just off for each unit in the pass within 15cm
table along one of the short edges on of the exit edge and 2 VP for each unit
Force B flanks (but not both - write down that travels the pass and exits off the exit
which one before game starts, to show edge. Air transported, planetfall, or tele-
your opponent on start of turn 2). The ported units do not count for these VPs.
flanking force may enter anywhere along Force B gets 3 VP if Force A gets no units
the 60cm on that short table edge if they off the board at the end of the pass and 1
pass their initiative test. VP for each destroyed enemy unit.
Game length: 5 turns.
Battlefield:

25
10. Ambush

26

Situation: A military convoy is moving Set-up: Roll 1D6 each, the high roller
up through what was supposed to be is the ambusher. The ambusher will set
cleared territory when it is ambushed by up ½ his points total or less in or behind
enemy forces. Can the convoy regroup in covering terrain after the defender has
time to bring its superior strength to bear set his whole force in column along the
before the ambushers’ reinforcements road. Each defending unit must be with-
arrive? in 5 cm of the next along the road. Once
set up the ambusher may request the
Table: Standard 4ft x 6ft table. whole column as a formation be moved
forward or back any distance on the
Forces: Any Tournament Army will do.
road, but not so much that any unit is off
Army size has been tested between 3000
the end of the road or board.
and 4000 points. Mainly foot armies as
the ambusher will be at a disadvantage One half (round points down) of the am-
due to late reinforcements. It is strongly bushers force is deployed before turn 1.
recommended that both side don’t use This cannot contain WE but must contain
teleport, planetfall, or air transport op- the Supreme Commander if present.
tion in army lists for this scenario.
The ambusher receives reinforcement’s
Time: Six turns or until one side has lost turns 2 and 3. Divide the remaining forc-
¼ of its formations. es into two closely equal groups, called
A and B. Roll to see which group enters
first 1-3 group A, or 4-6 for the group B.
The formations in the Group may enter
anywhere along the long edge of the de-
ployment zone for the ambusher (which
is 135cm by 75cm area). Each formation
enters automatically on ‘double-move’
order, with any infantry aboard trans-
ports.
Terrain: Please check map for terrain lay-
out.
Victory: Either destroy ¼ of the oppo-
sition’s formations (round down) or by
the end of turn 6, have the most points.
Points are gained by destroying the ene-
my forces, 1 VP for an infantry stand or
LV, 2 VP for each unreinforced vehicle, 3
VP for each aircraft, RA vehicle, or dam-
age point on a WE.
Special Rules: Only the ambusher can
try to activate on turn 1.

Eldar Revenant Scout Titan before a surprise attack by


White Scar hit and run forces, during the pacification of
Ull-Thraknor
Battlefield:

e’la. How the gue’la


a ho rd e of slower, shambling gu impos-
follow ed by den for a year, was
me to th e iso lat ed human ha d su rvi ve d, or managed to stay hid em y ha d a na me. The
When the Tau emiss
aries ca
lac e th e cu sto ma ry de ter mi ne , bu t at least now the en red addition-
pu sible to nts, and orde
they offered the po lled for reinforceme
outpost of Romero, th e Gr ea ter Go od . The Ta u co mm an de r ca d. As ye t, th e gue’la
to joi n th e Ta u Empire, for ris tic all y ce me nt s to be constructe ,
ch an ce
tive, as expected, bu
t unch ara cte al defensiv e em pla e main enca ment mp
response was nega no t att ac ke d wi th in sensor range of th ho ld ou t ag ain st
Gue’la. had that he could
incoherent, even for ed wi th an d th e co mm ander was confident if th ey did ap pe ar to
ey were fac avy weapons, even
s made planetfall, th an enemy with no he
When the Tau force rew th em se lve s at the Fire-
mb ers .
ies who th have superior nu
crazed, fanatic enem ou gh t for su rvi val, and no concept
of
of the last defender,
howev-
no th that fought ersary of the death
caste warriors with an ge ali en all ies On th e an niv g. A pa ssi ng co met
a also had str ced him wron
surrender. The Gue’l rin g an aly sis im po ssi -
er, portent s in th e sky an no un
st moon, for mi ng three
ated on death, rende and struck the neare
fiercely, but evapor fra ctu red int o th ree the gro un d, th e fog
rfect triangle, and on , and
ble.
th e ex pe diti on ary fleet huge craters in a pe Ta u se ttl em en t, the earth heaved
lon y, ho we ve r, an d in. Th ro ug ho ut th e e inv as ion .
It was a small co d swiftly and rolled len during th
pe d, so th e pa cification proceede e’l a th e de ad ro se fro m were they had fal or ga niz ed , kil lin g only
was well eq uip ramshackle Gu dis
on, the defaced and e’la were slow and holy
according to plan. So ea rth -ca ste engineers Most of the risen gu bu t so me we re infused with an un
let ely raz ed , an d h sh ee r nu mb ers , de rs, kil lin g em-
settlement wa s co mp th ro ug shocked Tau de fen
on th e site. rac ed th ro ug h th e e. Ot hers
had erected an outp
ost energy and brought onlin
d a loc al ye ar pa sse d. me nt cre w be for e the guns could be e slig hte st pr ov o-
et moved on, an place ded at th
The expeditionary fle we re blo ate d by toxic fluids, and explo siv e po iso ns .
came when an rro
something was amiss eryone nearby in co
The first signs that e area cation, showering ev
ht , co ve rin g th Tau commander
d creeping in at nig s in a panic, but the
unnatural fog starte eakin g of th ing s mo v- So on , th e ou tp os t wa
atic sweep, destroy
ing the
Reports came in, sp and started a system
around the outpost. d to dis ap pe ar wh en on ral lie d his for ce s, en th e few su rviving
in th e fog , an d th en sentries starte s fou nd , bu t tio ns wh ere ve r th ey were found. Th pr oa ching!
ing
d destroyed equipme soon, perimeter
nt wa abomina vement, ap
patrol. Discarded an left rim ete r se nt rie s ca lled out an alert – mo lki ng ine xo rab ly
ssing warriors were pe m the fog, wa
no remains of the mi str en gth . Fro m all sid e, figures emerged fro th ou sa nd s mo re of the
ne at squad t. They resolved, as
patrols were only do en one night towards the outpos e-caste Tau, brutally
e att ac ke r wa s dis co ve red wh
e’l a, bu t ev en mo re horrifying, also fir natural hunger,
The nature of th isis Suit warrior gu as if driven by an un
ac ke d, an d on e Cr ye t sti ll wa lki ng ,
a reinforced patrol
was att maimed e night.
lmet cam, before he tpost, isolated in th
ge d to tra ns mi t footage from his he up ted . Th e wa lking towards the ou Machines
ma na
d the transmission
was int err story by SpeakerTo
was pulled down an rio us sta tic , bu t it clearly “P lag ue of unlife” - short
thick with a myste
blurry footage was t from a fog bank,
d gue’la bounding ou

27
showed animals an

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