You are on page 1of 6

Crucible GT :: Game 1

Briefing: The planetary assault order has been given. You must secure all landing zones for the first wave of the assault. Intelligence has determined that defense will be light so proceed accordingly. You have been given all of the information you require to complete you mission and failure is not an option. To do so would be very bad for your, umm. . . career.

Deployment: Roll off to determine which half of the table is yours, winner decides; then each player rolls for their Warlord Trait (see page 111). Deployment Map is Hammer and Anvil (see page 119). Players begin placing all fortifications starting with the player who selected deployment zones first. Roll to see who deploys first, winner decides. First Turn: The player who deployed first goes first unless the initiative is seized (see page 122). Daemons always use Daemonic Assault. Game Length: This mission uses Variable Game Length (see page 122). Primary Mission: Starting with the player who deployed first, Place D3 + 2 Objectives outside of both players deployment zone making sure each objective is 12 inches from each other. Each objective is worth 3 VPs. Troops and Heavies (Including Heavy Vehicles) can control these objectives. The player with the most VPs wins this mission. Secondary Mission: Eliminate all enemy Heavy and Troops. Each Heavy and Troop completely destroyed is worth 1 VP. The player with the most VPs wins this mission. Tertiary Mission: Control the battle Field, the player who controls the most table quarters achieves this mission objective. All undamaged vehicles and units above 50% strength can control or deny table quarters. Controlling a table quarter earns you 1 VP. The player with the most VPs wins this mission. Victory Conditions: Calculate the total VPs for each objective. The player with the most VP for that mission wins that mission and generates Battle Points (see below). If you fail to achieve any of the missions then you receive 0 Battle Points. Primary Mission Secondary Mission Tertiary Mission 7 Battle Points 5 Battle Points 2 Battle Points

Bonus Objectives (Each is worth 2 BP): Slay the Warlord (page 122), First Blood (page 122), and Line Breaker (page 122) Mission Special Rules: Night Fight (page 124), Infiltrate, Outflank, Deep Strike, and Reserves (page 124)

Crucible GT :: Game 2

Briefing: Although a foothold has been established, Command was less than impressed with your progress. however, they have elected to grant you an additional attempt to rectify the situation - a stay of execution if you will. Your orders are to proceed with the current mission and reinforce the breach already established. You have been provided all that you need to know to successfully accomplish your mission. Doing so will, let us say, help your cause.

Deployment: Roll off to determine which half of the table is yours, winner decides; then each player rolls for their Warlord Trait (see page 111). Deployment Map is Dawn of War (see page 119). Players begin placing all fortifications starting with the player who selected deployment zones first. Roll to see who deploys first, winner decides. First Turn: The player who deployed first goes first unless the initiative is seized (see page 122). Daemons always use Daemonic Assault. Game Length: This mission uses Variable Game Length (see page 122). Primary Mission: Starting with the player who has first turn place a total of 6 objectives (see page 121). Objectives need to be more than 12 inches apart. One objective should be worth 4 VPs, two objectives should be worth 3 VPs, two objectives should be worth 2 VPs, and finally one objective should be worth 1 VP. Once the objectives are placed randomly determine what each objective is worth by rolling a D6 for each objective. The highest equals 4 VPs, the next two highest equals 3 VPs, and so on. If there are any ties roll off each tie until all objectives have their value. It is vital that these objectives are controlled quickly. Both Fast Attack and Troops can hold an objective. These objectives are Archeotech Artefacts (page 106). The player with the most VPs wins this mission. Secondary Mission: To prevent the enemy from locating our assets all fast attack units must be eliminated. Each Fast Attack and Troop destroyed is worth 1 VP. The player with the most VPs wins this mission. Tertiary Mission: Destroy your opponents most expensive unit. Prior to the start of the game each player informs their opponent which unit cost the most points. If there are more than one unit that qualify then it becomes the owning players choice. Unlike other missions both players can achieve this mission. Victory Conditions: Calculate the total VPs for each objective. The player with the most VPs for that mission wins that mission and generates Battle Points (see below). If you fail to achieve any of the missions then you receive 0 Battle Points. Primary Mission Secondary Mission Tertiary Mission 7 Battle Points 5 Battle Points 2 Battle Points

Bonus Objectives (Each is worth 2 BP): Slay the Warlord (page 122), First Blood (page 122), and Line Breaker (page 122) Mission Special Rules: Night Fight (page 124), Archeotech Artefacts (page 106), Infiltrate, Outflank, Deep Strike, and Reserves (page 124) Crucible GT :: Game 3

Briefing: Command is not completely disappointed with your results so far, but that may change. With that in mind, Command has seen fit to give you more resources for you to manage. Dont screw it up. Failure will be very detrimental for you.

Deployment: Roll off to determine which half of the table is yours, winner decides; then each player rolls for their Warlord Trait (see page 111). Deployment Map is Vanguard Strike (see page 119). Players begin placing all fortifications starting with the player who selected deployment zones first. Roll to see who deploys first, winner decides. First Turn: The player who deployed first goes first unless the initiative is seized (see page 122). Daemons always use Daemonic Assault. Game Length: This mission uses Variable Game Length (see page 122). Primary Mission: Starting with the second turn each player will receive a Supply Drop at the beginning of their turn. Deep Strike an objective scattering 2D6. If a Hit is scored then the objective does not move. If the Supply Drop hits one of your units then all members of that unit must take a Dangerous Terrain check failing on a 1 with no armor saves. In the next 2 game turns repeat the Supply Drop until there are 6 total objectives. Each Objective is worth 3 VPs and can only be controlled by Troops. The player with the most VPs wins this mission. Secondary Mission: Destroy the enemy; each enemy unit is worth 1 VP. Dedicated Transports do not count towards the unit and are worth no VPs if destroyed. The player with the most VPs wins this mission. Tertiary Mission: Control the battle Field, the player who controls the most terrain pieces achieves this mission objective. Each controlled terrain piece is worth 1 VP. Only Troops can control terrain pieces. The player with the most VPs wins this mission. Victory Conditions: Calculate the total VPs for each objective. The player with the most VP for that mission wins that mission and generates Battle Points (see below). If you fail to achieve any of the missions then you receive 0 Battle Points. Primary Mission: Secondary Mission: Tertiary Mission: 7 Battle Points 5 Battle Points 2 Battle Points

Bonus Objectives (Each is worth 2 BP): Slay the Warlord (page 122), First Blood (page 122), and Line Breaker (page 122) Mission Special Rules: Night Fight (page 124), Mysterious Objectives (page 125), Infiltrate, Outflank, Deep Strike, and Reserves (page 124)

Crucible GT :: Game 4

Briefing: Time to finish the job and eliminate enemy forces. In addition, There is intelligence that needs to be acquired. Dont bother returning unless you have completed these simple tasks.

Deployment: Roll off to determine which half of the table is yours, winner decides; then each player rolls for their Warlord Trait (see page 111). Deployment Map is Hammer and Anvil (see page 119). Players begin placing all fortifications starting with the player who selected deployment zones first. Roll to see who deploys first, winner decides. First Turn: The player who deployed first goes first unless the initiative is seized (see page 122). Daemons always use Daemonic Assault. Game Length: This mission uses Variable Game Length (see page 122). Primary Mission: Each unit is worth 1 VP. Each dedicated transport is worth 1 VP. The player with the most VPs wins this mission. Secondary Mission: Place an objective inside of your deployment zone starting with the player who deployed first. Controlling your objective is worth 2 VPs and capturing the objective in your opponents deployment is worth 4 VPs. The player with the most objectives wins this mission. Tertiary Mission: Place 1 objective in the middle of the table. Each turn this objective is controlled earns you 1 VP. Only Troops can control this objective. The player with the most VPs wins this mission; however, if the both players have equal number of VPs then both players earn the Battle Points for this mission. Victory Conditions: Calculate the total VPs for each objective. The player with the most VP for that mission wins that mission and generates Battle Points (see below). If you fail to achieve any of the missions then you receive 0 Battle Points. Primary Mission Secondary Mission Tertiary Mission 7 Battle Points 5 Battle Points 2 Battle Points

Bonus Objectives (Each is worth 2 BP): Slay the Warlord (page 122), First Blood (page 122), and Line Breaker (page 122 Mission Special Rules: Night Fight (page 124), Mysterious Terrain (page 102), Infiltrate, Outflank, Deep Strike, and Reserves (page 124)

Crucible GT :: Game 5
Briefing: It appears that Command knew all along of an ancient artifact of incredible power in the sector. This relic must be taken at all costs. Stop your whining, soldier! you did not need to know this until it was necessary and it is now necessary! Do not disappoint. Things will get quite uncomfortable for you if you do.

Deployment: Roll off to determine which half of the table is yours, winner decides; then each player rolls for their Warlord Trait (see page 111). Deployment Map is Vanguard Strike (see page 119). Players begin placing all fortifications starting with the player who selected deployment zones first. Roll to see who deploys first, winner decides. First Turn: The player who deployed first goes first unless the initiative is seized (see page 122). Daemons always use Daemonic Assault. Game Length: This mission uses Variable Game Length (see page 122). Primary Mission: Place one objective in the center of the table. The player who controls this objective wins this this mission. The objective can be moved by a scoring unit; however, it can never move more than 6 inches in any given phase. To do so would cause the unit to drop the objective. If the objective is in a vehicle that moves more than 6 inches then the vehicle is destroyed with all passengers taking a strength 10 hit with no armor save. Secondary Mission: In order to provide covering fire to secure the primary mission you must control the battlefield. The player who controls the most table quarters achieves this mission objective. All undamaged vehicles and units above 50% strength can control or deny table quarters. Controlling a table quarter earns you 1 VP. The player with the most VPs wins this mission. Tertiary Mission: Destroy the enemy; each enemy unit is worth 1 VP. Dedicated Transports do not count towards the unit and are worth no VPs if destroyed. The player with the most VPs wins this mission. Victory Conditions: Calculate the total VPs for each objective. The player with the most VP for that mission wins that mission and generates Battle Points (see below). If you fail to achieve any of the missions then you receive 0 Battle Points. Primary Mission Secondary Mission Tertiary Mission 7 Battle Points 5 Battle Points 2 Battle Points

Bonus Objectives (Each is worth 2 BP): Slay the Warlord (page 122), First Blood (page 122), and Line Breaker (page 122) Mission Special Rules: Night Fight (page 124), Infiltrate, Outflank, Deep Strike, and Reserves (page 124)

Crucible GT :: Game 6
Briefing: Something has gone horribly wrong. The Artifact has done something that Command did not anticipate. The Inquisition has begun scanning the Artifact and discovered three additional pieces that must be controlled to unleash the full power of the Relic and the ultimate power that resides within. Beware: the Artifact has unleashed Psychic Potential beyond understanding Briefing: Something has gone totally wrong. The Artifact has done something that Command did not anticipate. The Inquisition began scanning the Artifact and it revealed 3 additional pieces that must be controlled to unleash the full power if the Relic and ultimate power. Beware the Artifact unleashed Psychic Potential beyond understanding Deployment: Roll off to determine which half of the table is yours, winner decides; then each player rolls for their Warlord Trait (see page 111). Deployment Map is Dawn of War (see page 119). Players begin placing all fortifications starting with the player who selected deployment zones first. Roll to see who deploys first, winner decides. First Turn: The player who deployed first goes first unless the initiative is seized (see page 122). Daemons always use Daemonic Assault. Game Length: This mission uses Variable Game Length (see page 122). Primary Mission: Place objective 3 objectives 12 inches apart down the center of the table. Each objective is worth 3 VPs also any unit controlling the objective shows psychic potential. The leader of each and every unit within 3 inches of an objective has a level 1 psychic power (a unit champion/sergeant/Exarch etc., if the unit is joined by an Independent Character then the model gains Master 1. If the model is already a Psycher then add +1 to its psychic level.); if the unit does not have a leader than nominate 1 model. Psychic Disciplines and Powers are randomly generated. Roll a D6 to determine the Discipline (result of a 6 the player choses) then roll a D6 to determine the power (page 142). If the unit moves away from the artifact then the psychic power is lost until the unit is within 3 inches of the object. Remember perils of the warp test must be taken each time a power is used. The player with the most VPs wins this mission. Secondary Mission: Destroy the enemy Psykers; each enemy Psycher is worth 1 VP (this includes Psykers created by an object). The player with the most VPs wins this mission. Tertiary Mission: Place an objective inside of your deployment zone starting with the player who deployed first. Controlling your objective is worth 2 VPs and capturing the objective in your opponents deployment is worth 4 VPs. This objective can be controlled by any unit that is not a vehicle. The player with the most objectives wins this mission. Victory Conditions: Calculate the total VPs for each objective. The player with the most VP for that objective wins that objective and generates Battle Points (see below). The player with the most Battle Points wins the game. If the score is tied then the game results is a draw. Primary Mission Secondary Mission Tertiary Mission 7 Battle Points 5 Battle Points 2 Battle Points

Bonus Objectives (Each is worth 2 BP): Slay the Warlord (page 122), First Blood (page 122), and Line Breaker (page 122) Mission Special Rules: Night Fight (page 124), Mysterious Objectives (page 125), Infiltrate, Outflank, Deep Strike, and Reserves (page 124)

You might also like