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The Mission:
THE ARMIES
For this mission, all players select armies using the standard Horus Heresy - Age of Darkness rules and any one Force Organisation chart of each player's choice, to an agreed points limit.
SETTING UP THE GAME
Before any models are deployed, all scenery must be set up, except Fortifications included as part of any army.
Roll off and then take turns placing three objectives each no closer than 12” to another objective and no closer than 6” from any board edge. Starting with the player that won the roll off. The objectives should be numbered 1-6
DEPLOYMENT
To determine deployment order, the players roll off. The winner may choose to deploy first or second. The Deployment map to be used is search and destroy.
The player who deploys first selects their Deployment Zone and then deploys their entire force, including any Fortifications they possess, except for any units held in Reserve, into their Deployment Zone.
The player who is deploying second then deploys their entire force, including any Fortifications they possess, except for any units placed in Reserve, into their Deployment Zone.
FIRST TURN
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.
GAME LENGTH
This mission lasts for five turns. On a 4+ a sixth and final turn is played.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory points has won the game. If the players have the same number of Victory points, the game ends in a draw.
Primary Objectives
Promethium Storage tanks:
Each objective marker represents a promethium storage tank and is worth 2 points. Objectives are scored at the beginning of a players turn.
Each objective has the Unstable special rule.
Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was also a Primarch choice, then an additional Victory point is scored.
Line Breaker: Each scoring unit in the enemy’s deployment zone at the end of the game is worth 1 victory point.
The Price of Failure: (lf Lords of War units are used).
MISSION SPECIAL RULES
Reserves
Night fighting
Unstable (The player currently holding the least number of objectives rolls a D6 at the end of the game turn. If the players hold the same number of objectives roll off to decide who rolls. The result of the dice roll decides which objective explodes that turn and is removed. The explosion is resolved as follows. Explosion distance D6”, S7 AP- Breaching 5+. The Objective is removed immediately, and so no special rules may be used for that objective, such as heart of the legion. If the D6 result is of an objective that has already been removed, then there is no effect)
29 авг 2024