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Get them out of there!
One Force is cut off from resupply and reinforcement, surrounded and alone, holding onto their tactically advantageous position, can they hold against the onslaught or will they be worn down before help can arrive? Side Selection: Each team rolls a dice and the winners choose to be either Aggressor or Consolidator. Each side then selects their secret missions for the battle as written in the secret mission deck. Deployment: The Consolidator’s select a minimum of 1x HQ, 1x Troop and one other choice from one of their Forces to be entrenched in the middle of the board, a minimum of 18" from any board edge, this is their deployment zone. Inside this deployment zone they must then set up two objective markers, no closer than 12" to each other. The Aggressor then place 1 additional objective marker anywhere on the board they like, no closer than 12" to an existing objective and a minimum of 6" from any board edge. Infiltrators for the deployed Consolidators Force can be setup anywhere. Aggressor infiltrators must be held in reserve and enter play with the rest of the Force using their normal rules.
Get Them Out Of There! Deployment Map:
2x Objectives Consolidator deploys 1x Force 18" 18"
18" 18" Aggressor Board Edge 2x Objectives
Reserves: The remaining consolidators must be placed in reserve and will have the Outflank mission special rule at no extra points cost. Aggressors can only hold units with the Deep Strike special rule in reserve. First Turn: The Aggressor takes the first turn as they move both Force’s onto the board from opposite long board edges. (Decided by Aggressor) Game Length: At the end of turn 5 role a dice, on a 1-2 the game ends immediately on a 3 or more the game continues. If the game continues then a D6 is rolled at the end of turn 6 and on a 1- 3 the game ends. If the game continues again then continue to the end of turn 7 at which point the game will end automatically. Victory conditions: The side holding the most objectives at the end of the game is declared the winner. If both players are holding the same number of objectives then Kill Points will decide who the winner is, if the results are still tied then the game is declared a draw. Fall Back: Any units falling back will do so towards the nearest board edge.
The player with the most points at the end of the game is the winner. The Army going second then deploy at least 1xHQ & 1xTroop from one of their Forces in the next corner. If the game is still a draw then it is a draw. The major objective is worth 3 points and the minors are all worth 1 point each. First Turn: The team that is going second can attempt to steal the initiative on a D6 roll of 6. Each side then selects their secret missions for the battle as written in the secret mission deck. be they for good or evil your missions is to recover them at whatever cost! Side Selection: Each team rolls a dice and the winners choose to be either Aggressor or Consolidator. There is one major objective in the board centre and then 4 minor objectives placed as indicated in the map below. Fall Back: Any unit falling back will do so toward their Forces table corner by the most direct route. Reserves enter play at any point 15" along any edge from the corner of their Deployment Zone. Then remaining Forces are deployed in different corners. . If there are an equal number of points then it will be decided on Kill Points.) Infiltrators are deployed after all Forces have deployed following the usual rules for infiltrators except that they cannot be deployed within 6" of any objective. Any that cannot be placed on the board the turn they arrive are held back until next turn when they will arrive automatically. The Army that goes first choose a board corner and setup at least 1xHQ & 1xTroop from one Force Within 12" of the long board edge and within 24" of the short board edge.Scenario 2: Secure the Relic: A very powerful relic of great importance dating back to the Horus Heresy has been discovered on a desolate planet in the far corners of the galaxy believed to have been left in the aftermath of crashing wreckage from a fierce space battle. (Allies should now be deployed in opposite board corners as indicated in the deployment map below. Victory conditions: There are 1 major and 4 minor objectives on the board. clock-wise from the first. Various smaller artefacts also litter the area and both Armies want them for their own ends. Game length: The game will last for 6 turns. Secure the Relic Deployment Map: Consolidator Deployment Zone 24" 12" 12" 24" Minor Relic Major Relic Aggressor Deployment Zone Reserves: Both Armies must place any remaining units in reserve. then the player’s role a dice and the Army with the highest role choose to go first or second. Deployment: For this game each Relic (objective) is deployed prior to any models being placed on the board.
if both team have infiltrators then roll off and the highest roller chooses first or second. First Turn: The aggressor takes the first turn unless the Consolidator can steal the initiative on a D6 roll of 5+. . Game Length: At the end of turn 5 role a dice. Aggressor unit’s forces to fall back will do so towards their Forces board edge. Taking this into account the Aggressors have taken the opportunity to launch their attack! The Consolidators are prepared for this and have marshalled a sturdy defence which tactic will prevail? Side Selection: Each team rolls a dice and the winners choose to be either Aggressor or Consolidator. on a 1-2 the game ends immediately on a 3 or more the game continues. If the game continues then a D6 is rolled at the end of turn 6 and on a 1. (If the Consolidator Army contains multiple units that MUST deep strike. Fall Back: Any consolidator unit forced to fall back will do so towards the centre of the board. Infiltrators are setup after all other units have been deployed using the normal rules. The Aggressors then finish their setup by deploying any remaining units in their Forces deployment zone. The Consolidators now deploy their whole Army within 4" of the central line. If the game continues then continue again to the end of turn 7 at which point the game will end automatically. Victory Conditions: This game uses the Kill Points victory conditions as both sides want to cause as much damage to their enemy as possible while achieving their own missions. Convoy Deployment Map 8" 12" 8" 12" 8" Aggressors Force 1 Deployment Zone Aggressors Force 2 Deployment Zone Consolidators Deployment Zone Reserves: The Consolidator Army can have up to 4 units with the ‘deep strike’ special rule in reserve and the Aggressor can have any number of units in reserve.Scenario 3: Convoy: Armies are most vulnerable when moving between locations. The Aggressors now setup their ambush by deploying 1x troop and 1x other choice from each Force within 8" of opposite long table edges. Each side then selects their secret missions for the battle as written in the secret mission deck. This leaves the forces spread out with long battle lines to either side. Once reaching the centre of the board the unit will immediately regroup no matter its casualties.3 the game ends. Deployment: Divide the board in half along its length. a maximum of 4 may be held in reserve).
Reserves enter play anywhere on their Force’s board edges no closer than 6" from either central line.3 the game ends. First Turn: The Aggressor always takes the first turn. . your favourite Squig or something of equal value to you) and is determined to use it for their own ends. If the game continues then a D6 is rolled at the end of turn 6 and on a 1. the second Consolidator then does the same in the opposite quarter. no closer than 12" to any of the table edges and not within 12" of each other. 1xTroop and 1x other from 1 Force into one of the remaining table quarters • At least 6" from any of the central lines and 12" from the central point. Game Length: At the end of turn 5 role a dice. • They then place 2x objective markers in each quarter. Each side then selects their secret missions for the battle as written in the secret mission deck. The Consolidators choose 2 opposite quarters to set up in. • Infiltrators that are being used from the selection above are then setup anywhere on the board following their usual setup rules. 1x Troop and 1x other unit from one Force into one quarter. If the game continues again then continue to the end of turn 7 at which point the game will end automatically. Fall Back: Any units forced to fall back will do so towards their Forces board quarter by the most direct route. The Aggressors have to get it back before they are lost for good and the Armies spirit broken. • The 2nd Aggressor Force then does the same in the opposite quarter. Deployment: • The board is divided into 4 quarters. dropping any objectives they may be carrying as a result of their panic. Liberatus Deployment Map: Consolidator Deployment Zones Aggressor Deployment Zones 2x Objectives 2x Objectives Reserves: Any units not deployed on the board at the start of the game are considered to be in reserve and follow the normal reserve rules. • They then deploy up to 1xHQ.Scenario 4: Liberatus: During war dastardly deeds are committed by both sides and resources are captured to be bartered with later or heroes taken to be tortured for information or just to appease a bloodthirsty god! In this scenario the Consolidator has taken a bounty of pillage from the Aggressors (as mentioned above this can be a fallen hero. • The Aggressor then deploys a minimum of 1xHQ. • The remaining Consolidator units are kept in reserve. Side Selection: Each team rolls a dice and the winners choose to be either Aggressor or Consolidator. holy relic. on a 1-2 the game ends immediately on a 3 or more the game continues.
Special Rules: Moving Objectives .Only the Aggressors can move objectives as they are so determined to liberate their fallen commander / pet Squig etc whereas the Consolidators are to busy attempting the ritual sacrifice / official execution that they must remain stationary. If the score is equal then use Kill Points as a decider. • Note: If the unit carrying an objective enters assault the objective will go to whichever side wins. . if the assault is a draw then the objective will stay with the side that entered combat with it. Shooting and Assault are not affected by carrying an objective except that the unit carrying the objective will always count as having moved even if remaining stationary. The winning side is the Army with the most points at the end of the game. The aggressor may move objectives by moving any infantry unit into base to base contact with it. • Objectives can be loaded into any transport vehicle and take up no transport slots. must move along the ground. The unit dragging / carrying an objective may still run in the shooting phase. (See special rules section below for how this works) and each objective held by a Consolidator scoring unit at the end of the game is worth 1 point to the Consolidator. they can then move the objective in their next movement phase.Scenario 4 continued: Victory Conditions: Each of the objectives is worth 2 points to the Aggressors if it is taken back to and held by a scoring unit in their deployment zone. Jump infantry however.
Each Consolidator Force then deploys their HQ and 1 other unit within this deployment zone.e. dedicated transports are not worth any break through or kill points to either Army. Fall Back: Any units forced to fall back will do so towards their board edge by the most direct route possible. Daemons. 12" from that board edge is their deployment zone. The Aggressors then have to set up their Army within 18" of the opposite board edge. have to make this final push to smash through the solid defence of their enemy. prior to scatter roll. now so close to victory.Scenario 5: Break Through: The battles have been hard and demanding up to this point and the Consolidators find themselves holding out at their inner defensive line in a last attempt to stop any units from breaking through into their vulnerable inner sanctum. Deployment: The Consolidators choose a long board edge on which to make their last stand. At the end of the game the Army with the most points is the winner. If the game continues again then continue to the end of turn 7 at which point the game will end automatically. Game Length: At the end of turn 5 role a dice. Once this has been done the Consolidator’s then deploy their remaining units within their deployment zone. .. Break Through Deployment Map: 12" Consolidators Deployment Zone 18" Aggressors Deployment Zone Reserves: The Consolidators can place any number of units in reserve.3 the game ends. For the purposes of this game. at least 18" from the Consolidators board edge) First Turn: All 4 players roll off and the highest combined total takes the first turn. Infiltrators are deployed after the rest of the units and the Consolidator deploys theirs first. If the game continues then a D6 is rolled at the end of turn 6 and on a 1. Drop Pods etc may still do so but must be placed. Victory Conditions: Each Aggressor unit that makes it off of the board from the Consolidators board edge counts as 1 break through point to the Aggressor. If the points are equal then use Kill Points as a decider. The Aggressors. Each unit of the Aggressors that is destroyed is 1 kill point to the Consolidator. on a 1-2 the game ends immediately on a 3 or more the game continues. If the score is still equal then the game is a draw. Each side then selects their secret missions for the battle as written in the secret mission deck. Side Selection: Each team rolls a dice and the winners choose to be either Aggressor or Consolidator. The Aggressor must deploy their entire army on the board (Aggressor units which MUST arrive from deep strike i.
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