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PRE-GAME SEQUENCE

HOW TO USE THIS GUIDE DEFINE THE TERRAIN


Original source: 5th Edition Rule Book Page 88
This collection of missions and special rules is in no way
intended to be a rigid set of rules, more a collection of Players should clarify the following:
ways to expand upon the options from those found in
the Warhammer 40,000 5th edition rule book and other -Which terrain pieces are area terrain, difficult terrain or
recommendations for ways to add some variation to your dangerous terrain (or a combination)?
games. Players are encouraged to adapt, change and even
ignore sections of these if they feel it will help to enhance -Which terrain pieces are impassable terrain?
their game.
-Which terrain pieces are ruins?
On this page you will find a quick guide to setting up a game
and how to use the mission special rules. -What cover saves do different terrain pieces confer?

This is followed by 11 different mission objectives taken and/ -Which buildings are impassable?
or adapted from the 4th and 5th edition Warhammer 40,000
rule books. -What are the armour Values, fire points, access points and
capacity for any buildings?
The 8 different deployment types are presented next
again taken and/or adapted from the 4th and 5th edition
Warhammer 40,000 rule books.
DEFINE MISSION OBJECTIVES
It is standard practice for players to choose a single mission
Finally the last two pages present 14 mission special rules.
objective for a game and use this to define who wins at
the end of the game. If players wish to randomise which
DEFINE BOARD EDGES mission they players can simply roll a D12 and consult the
Original source: 5th Edition Rule Book Page 88 table below.

The mission objectives, deployment types and mission D12 Mission


special rules presented here assume you will be playing 1 Seize ground
on a 6’x4’ gaming surface, if this is not the case it is 2 Capture and Control
recommended that you and your opponent look over the 3 Annihilation
rules you intend to use and discuss what adaptations will be 4 Bitter Enemies
needed before you begin playing. 5 Take and Hold
6 Sabotage
As units always fall back towards their own table edge it 7 Bunker Assault
is important to define which table edge belongs to each 8 Cleanse
player. Unless the description of the deployment type states 9 Breakout
otherwise, use the diagram below to establish the different 10 Rescue
table edges. 11 Evacuation
12 Re-roll on the chart

Each mission objective has a list of the mission special


The Gaming Surface rules and deployment types which are recommended for
that particular mission. Players will note that there are
some mission special rules on the last two pages which
Player A’s own table edge
do not feature in any of the mission objective descriptions.
These have been included as an aid to players who wish
Short table edge

to add more variety to the missions presented or help to


Short table edge

add a creative narrative to their games by changing the


environment the game is fought in.

SCORING UNITS
Original source: 5th Edition Rule Book Page 90
Player B’s own table edge
Scoring units are those taken from an armies Troops
allowance, unless it is a vehicle has the swarm universal
special rule or a special rule that states it is never scoring.

Unless contradicted in the description of the mission


objective, the presence of other units may deny an objective
HOW MUCH TERRAIN? to the enemy.
Original source: 5th Edition Rule Book Page 88

Aim for a 25% coverage of the board with a variety of terrain


WIPEOUT
Regardless of the victory conditions, if at the end of the
that interferers with line of sight and provides cover, terrain
game your enemy left on the table, you win the game.
which provides cover and does not block line of sight and
This does not apply in a Break Out mission if the attacker
terrain that blocks line of sight completely.
managed to get one or more units off the defenders table
edge.
MISSION OBJECTIVES

SEIZE GROUND At the end of the game you control an objective if there is
The battlefield is strewn with discarded equipment, at least one of your scoring units, and no enemy unit (any
wounded comrades, supplies and other detritus of war unit whether scoring or not), within 3” of it. As different
that, for various reasons, you wish to recover. You must objectives vary in shape and size, it is important to agree
fight off the enemy while scouring the field to secure as at the beginning of the game exactly where this distance
many of these vital objectives as you can. will be measured from.

The player controlling the most objectives wins.


Victory Conditions If the players control the same number of objectives, the
Before deciding development zones, the players must
game is a tactical draw.
determine the position of D3+2 objectives. The winner of
a roll-off chooses a point on the table to be an objective
(by placing a counter on it, choosing a detail of a terrain Mission special rules
feature, or any other method that is equally clear). Then Random game length
the opponent does the same, and the players alternate Deep Strike
choosing a point on the table until the position of all the Reserves
objectives has been determined. Seize the Initiative

These objectives may not be in impassable terrain, nor Deployment Types


within 12” of a table edge or another objective. Pitched Battle
Spearhead
After positioning the objectives, deployment of the forces Dawn Of War
begins, as described in the type of deployment being Encircled
used. Surprise Attack
Strong Point

CAPTURE AND CONTROL The player controlling the most objectives wins.
Both sides are attempting to capture the enemy base If the players control the same number of objectives, the
of operations or another similarly vital objective, whilst game is a tactical draw.
defending your own.
Mission special rules
Victory Conditions Random game length
After deciding development zones, but before deploying Deep Strike
any unit, starting with the player that will deploy first, each Reserves
player chooses a point in his deployment zone to be an Seize the Initiative
objective (by placing a counter on it, choosing a detail of a
terrain feature, or any other method that is equally clear). Deployment Types
These objectives may not be in impassable terrain or Pitched Battle
within 24” of the other objective. Spearhead
Dawn Of War
After positioning the objectives, deployment of the forces Encircled
begins, as described in the type of deployment being Surprise Attack
used. Strong Point
Ambush
At the end of the game you control an objective if there is
at least one of your scoring units, and no enemy unit (any
unit whether scoring or not), within 3” of it. As different
objectives vary in shape and size, it is important to agree
at the beginning of the game exactly where this distance
will be measured from.

Mission special rules


ANNIHILATION Random game length
Some battles are fought with only one goal - find your Deep Strike
enemy, crush him utterly and take away his means to Reserves
mount further resistance. Seize the Initiative

Victory Conditions Deployment Types


At the end of the game, each player receives 1 ‘kill point’ Pitched Battle
for each enemy unit that has been completely destroyed. Spearhead
Dawn Of War
If a character has a retinue, the character and his unit are Encircled
worth 1 kill point each. Surprise Attack
Strong Point
The player with the highest total of kill points wins. If the Ambush
players have the same total, the game is a tactical draw.
MISSION OBJECTIVES

BITTER ENEMIES Mission special rules


The crucible of war produces deep rivalries and bitter Bitter Enemies
enmities, so when the opportunity is presented to settle Random game length
old scores some commanders will risk all to personally Deep Strike
crush their nemesis. Reserves
Seize the Initiative
Victory Conditions
Deployment Types
In order to win the game, the leader of one army must Pitched Battle
have killed the leader of the other army. If this has not Spearhead
happened, then the game is a tactical draw. Dawn Of War
Encircled
If a leader is killed in a sweeping advance, this will only Surprise Attack
count as a win if the other leader was the sole model Strong Point
running him down. Ambush

At the start of the battle, each player needs to make it


clear to his opponent which model his leader.

TAKE AND HOLD The player with the highest total of points wins. If the
You have to secure the battlefield prior to the arrival of players have the same total, the game is a tactical draw.
much greater numbers of friendly troops for a decisive
battle. the enemy are known to be moving to be moving Mission special rules
with similar intent. You are the vanguard - smash Random game length
the enemy aside, take the high ground and await Deep Strike
reinforcements. Reserves
Seize the Initiative
Victory Conditions
Deployment Types
At the end of the game, each player receives 1 point for Pitched Battle
each scoring unit that has been completely within 12” of Spearhead
the centre of the table. Dawn Of War
Encircled
Non-scoring units do not contest the objective. Surprise Attack

SABOTAGE At the end of the game the defender scores one point for
The attacker is engaged in a raid deep in enemy territory, each objective that has not been destroyed, whilst the
his mission is to push deep into enemy lines and destroy attacker receives one point for each objective destroyed.
an important installation.
Each objective counts as an Immobilised vehicle with AV
10. To destroy an objective it must suffer a penetrating
Victory Conditions
hit in close combat. Glancing hits and non-close combat
Before rolling for deployment zones one player must be
attacks have no effect on objectives.
assigned as the attacker the other the defender.
The player with the highest total of points wins.
After deciding development zones, but before deploying
any units, the defender must determine the position of 3
objectives within their deployment zone. Each objective Mission special rules
should be represented by a suitable marker or piece of Night Fighting
terrain. Random game length
Deep Strike
These objectives may not be in impassable terrain, nor Reserves
within 6” of a another objective or more than 12” from Seize the Initiative
another objective.
Deployment Types
After positioning the objectives, the attacker deploys his Pitched Battle
army first, followed by the defender, as described in the Spearhead
type of deployment being used. Dawn Of War
Encircled
The attacker takes first turn unless the defender Seizes Surprise Attack
The Initiative. The first turn is fought using the Night Strong Point
Fighting rules.
MISSION OBJECTIVES

BUNKER ASSAULT As different fortifications vary in shape and size, it is


The defenders have established a heavily fortified defence important to agree at the beginning of the game exactly
line of bunkers, trenches and pillboxes. The attacker has where this distance will be measured from.
been ordered to assault the fortifications and capture or
destroy them. The player controlling the most fortifications wins.
If the players control the same number of objectives, the
game is a tactical draw.
Victory Conditions
Before rolling for deployment zones one player must be
assigned as the attacker the other the defender.
Mission special rules
Preliminary Bombardment
Fortifications
After deciding development zones, the defender places
Obstacles
his fortifications in his deployment zone.
Minefields
Random game length
The attacker then sets up his army in his deployment zone
Deep Strike
as described in the type of deployment being used.
Reserves
Seize the Initiative
The defender then sets up his army and any mine fields
and obstacles they have chosen to use.
Deployment Types
The attacker takes first turn unless the defender Seizes Pitched Battle
The Initiative. Spearhead
Dawn Of War
At the end of the game you control a fortification if there Encircled
is at least one of your scoring units within the fortification, Strong Point
and no enemy unit (any unit whether scoring or not),
within 3” of it.

CLEANSE The player with the highest total of points wins. If the
Both sides are attempting to sweep the area clean of players have the same total, the game is a tactical draw.
opposing troops. Roving forces be on the lookout to seek
and destroy any enemies they encounter. Mission special rules
Random game length
Victory Conditions Deep Strike
At the end of the game, each player receives 1 point for Reserves
each table quarter that he controls. Seize the Initiative

You control a table quarter if you have more scoring units Deployment Types
wholly within that quarter than your opponent. Pitched Battle
Spearhead
Non-scoring units do not contest table quarters. Dawn Of War
Encircled

EVACUATION WS BS S T W I A LD Sv
The enemy has identified a key strategic asset to your
forces and is moving in eliminate it. Your only hope is to Evacuee 2 3 3 3 1 2 1 7 4+
hold them back the enemy hordes long enough for them
to make good their escape. The Evacuee has the following profile.

Special Rules:
Victory Conditions Slow and Purposeful, Independent Character.
Before rolling for deployment zones one player must be
assigned as the attacker the other the defender.
Mission special rules
At the end of the game, each player receives 1 ‘kill point’ Random game length
for each enemy unit that has been completely destroyed. Deep Strike
Reserves
If a character has a retinue, the character and his unit are Seize the Initiative
worth 1 kill point each.
Deployment Types
The Evacuee is worth 3 kill points to the defender if he Evacuation
gets into base contact with the departure point (where he
instantly makes good his escape). The attacker gains 3 kill
points if the Evacuee is removed as a casualty.
MISSION OBJECTIVES

RESCUE If the model carrying the counter is killed or has to fall


Both forces are sweeping the area for something valuable back the counter is dropped and remains on the board.
- lost plans, maps or even an injured spy - when they it may be picked up by any non-vehicle model by moving
clash near its last known location. onto base contact, halting its movement when it does so.

Models may not move any further during the movement


Victory Conditions phase they gain possession of the counter.
Before deciding development zones, the players must
determine the position of 6 numbered counters. The
Models may not run when in possession of the counter,
winner of a roll-off chooses a point on the table to place
but may hand off the counter to another non-vehicle
a counter, without looking at the number on the counter.
model by ending their movement in base to base contact
Then the opponent does the same, and the players
with that model.
alternate placing counters on the table until the position of
all the counters has been determined.
The player controlling the objective wins.
If the neither player controls the objective, the game is a
These counters may not be in impassable terrain, nor
tactical draw.
within 12” of a table edge or another objective.

After positioning the counters, deployment of the forces Mission special rules
begins, as described in the type of deployment being Random game length
used. Deep Strike
Reserves
After the deployment of all units but before the first turn a Seize the Initiative
D6 must be rolled to see the number of the counter which
is the real one. Deployment Types
Pitched Battle
To reveal a counter, the player must move a non-vehicle Spearhead
model into contact with it and halt the model’s movement. Dawn Of War
Turn the counter face up and see which number it has on Encircled
it. If the counter is the one with the number rolled at the Strong Point
start of the game, the model has located the objective,
and it is now in that model’s possession. If the counter is
any other number, discard it and keep hunting.

BREAKOUT The attacker’s units will leave the board as soon as one of
its model’s bases touches the defender’s board edge or
The attacker’s forces have been surrounded and are
facing complete destruction unless they can break through when its hull touches the board edge if it is a vehicle.
the enemy lines. They must act quickly to escape before
their foes can move up overwhelming forces to annihilate Once one of the attackers units has left the table it may
them. not return for any reason.

The player with the highest total of points wins. If the


Victory Conditions
players have the same total, the game is a tactical draw.
Before rolling for deployment zones one player must be
assigned as the attacker the other the defender.
Mission special rules
The attacker sets up his army first and gets first turn Random game length
unless the defender Seizes The Initiative. Deep Strike
Reserves
At the end of the game, the defender receives 1 point for Seize the Initiative
each enemy unit that has been completely destroyed.
Deployment Types
If a character has a retinue, the character and his unit are Pitched Battle
worth 1 point each. Encircled
Ambush
At the end of the game, the attacker receives 1 point for
each of their units that escaped off the defenders board
edge.
DEPLOYMENT TYPES

PITCHED BATTLE
In the most classic style of engagement, the two opposing
forces deploy in battle formation and advance head-to-
head, guns blazing.

The table is divided lengthways into halves, by drawing an


imaginary line through the middle of the short table edges.
For example, a 6’x4’ table would have two 6’x2’ halves.

Unless contradicted by the description of the mission type


being played, use the following set up instructions:
12” 12”
The players roll-off, and the winner chooses to go first or
second. The player that goes first then chooses one of
the long table edges to be his own table edge. He then
deploys his force in his half of the table, with all models
more than 12” away from the table’s middle line (this is
his ‘deployment zone’). His opponent then deploys in the
opposite half.

Deploy any infiltrators and make any scout moves.

Start the game. Once deployment has finished, the player


that chose his deployment zone first starts game Turn 1
with his first player turn.

AMBUSH
Your forces are lying in wait for a convoy of enemy
reserves heading for the front line or a scouting party
probing for holes in your defences, spring the trap and
destroy them whilst minimising your own losses.

Unless contradicted by the description of the mission type


being played, use the following set up instructions:

Before rolling for deployment zones one player must be


assigned as the attacker the other the defender.

The table is divided lengthways into halves, by drawing an


imaginary line through the middle of the long table edges.
The attacker choices which short table edge will be his
table edge.

The defender deploys his army up to half of the table from


his table edge.

The attacker then deploys according to the Hidden Set-


up rule (found in the Mission Special Rules section),
anywhere on the table more than 12” from a defending
model. Any non-infantry models in the attacker’s army
must be held in reserve.

Start the game. Once deployment has finished, the


attacker starts game Turn 1 with his first player turn.
DEPLOYMENT TYPES

DAWN OF WAR
A clash of patrols escalates into a major engagement as
the sun rises and reinforcements begin to pour in.

The table is divided lengthways into two halves.

Unless contradicted by the description of the mission type


being played, use the following set up instructions:

The players roll-off, and the winner chooses to go first or


second. The player that goes first then chooses one of the
long table edges to be his own table edge. He then can
deploy up to two units from his Troops selections and up
to one unit from his HQ selections in his half of the table
(this is his ‘deployment zone’). His opponent then does
the same in the opposite half, but must position his three
units more than 18” from enemy units.

Troops and HQ units that can infiltrate, can do so, as


long as at the end of deployment the player still has a
maximum of one HQ and two Troops units on the table.
Lastly, players make any scout moves.

Start the game. Once deployment has finished, the player


that chose his deployment zone first starts game Turn 1
with his first player turn.

All units that were not deployed, and were not declared
to be in reserve during deployment, must enter the game
in the movement phase of their first turn by moving in
from their own table edge, just like units moving in from
reserve.

During game Turn 1 the night fighting mission special rule


is in effect.

SPEARHEAD
Both armies are trying to outflank the enemy, when
contact is made and battle erupts.

The table is divided into four quarters, formed by drawing


two imaginary perpendicular lines through the centre
point. So a 6’x4’ table would have four 3’x2’ quarters.

Unless contradicted by the description of the mission type


being played, use the following set up instructions:

The players roll-off, and the winner chooses to go first or


second. The player that goes first then chooses one of 12”
the long table edges to be his own table edge. He then
deploys his force in one of the two table quarters on his
side of the table, more than 12” away from the centre of
the table (this is his ‘deployment zone’). His opponent
then deploys in the diagonally opposite quarter.

Deploy any infiltrators and make any scout moves.

Start the game. Once deployment has finished, the player


that chose his deployment zone first starts game Turn 1
with his first player turn.
STRONG POINT
The enemy has pulled back his forces back into a strong
defendable position with the aim of slowing the advance
of your army long enough for fresh troops to arrive.
18”
Unless contradicted by the description of the mission type
being played, use the following set up instructions:

Before rolling for deployment zones one player must be


assigned as the attacker the other the defender.
18”
The players roll-off, and the winner chooses a long board 24”
edge. The defender then sets up any of his units from
his Troops, Heavy Support and HQ selections anywhere
within a 24” square area central to the defender’s edge of
the board as shown on the map (this is his ‘deployment
zone’). He does not have to set them all up, but he must
deploy at least one unit. Any units not deployed are held
in reserve. 18”

When the defenders reserves become available they


enter from a random board edge as indicated on the map.

The attacker then sets up his units at least 18” away from
the defender’s deployment zone (this is the attacker’s
‘deployment zone’).

Deploy any infiltrators and make any scout moves.

Start the game. Once deployment has finished, the


attacker starts game Turn 1 with his first player turn.

SURPRISE ATTACK
The attacking army has taken an opportunity to isolate
and destroy key enemy units before reinforcements can 12”
arrive.

Unless contradicted by the description of the mission type


being played, use the following set up instructions:

Before rolling for deployment zones one player must be


assigned as the attacker the other the defender.

The defender may set up any of his units from his Troops 1 8” 6
and HQ selections anywhere within 8” of the centre of the
table (this is his ‘deployment zone’). He does not have to
set them all up, but he must deploy at least one unit. Any
units not deployed are held in reserve.

When the defenders reserves become available they


enter from a random board edge as indicated on the map.

The attacker choices one of the short table edges as his


board edge. He then deploys his force on the board up to
2-5
12” from his table edge (this is his ‘deployment zone’).

Deploy any infiltrators and make any scout moves.

Start the game. Once deployment has finished, the


attacker starts game Turn 1 with his first player turn.
ENCIRCLED
Whether it be a suicidal raid in the heart of enemy territory
or a desperate gambit to break out of an cunning trap,
your force is surrounded and not every one will make it
out alive.

Unless contradicted by the description of the mission type 18”


being played, use the following set up instructions:

Before rolling for deployment zones one player must be


assigned as the attacker the other the defender. 6” 6”
12”
The table is divided lengthways into halves, by drawing an
imaginary line through the middle of the long table edges.
The attacker sets up his force anywhere within 6” either
side of this centre line but not within 6” of either long table
edge (this is his ‘deployment zone’). 18”

Attacking units forced to fall back will do so towards the


centre of the board.

The defender then sets up his units at least 18” away from
the defender’s deployment zone (this is the attacker’s
‘deployment zone’). The defender may split his force
between deployment zones at either end of the board.
Deploy any infiltrators and make any scout moves.
The defender’s reserves may come on from either short
board edge and any of the defender’s units forced to fall Start the game. Once deployment has finished, the
back will do so towards the nearest short table edge. attacker starts game Turn 1 with his first player turn.

EVACUATION
Your spies have identified an opportunity for you destroy 8”
one of the enemies key strategic assets and your forces
are moving in eliminate it. Your enemies only hope is to 18”
hold you back long enough for them to make good their
escape.

Before rolling for deployment zones one player must be


assigned as the attacker the other the defender.

The defender sets up his entire army in the centre of


18” 18”
the table, anywhere more than 18” from any table edge.
Place a suitable model to represent the departure point, or
simply indicate a departure point using a marker of some
sort. The model representing the Evacuee is placed more
than 24” from the shuttle.

The attacker then places his army, within 8” of the


opposite table edge from the shuttle. The defender gets
first turn.
18”
MISSION SPECIAL RULES
Random Game Length NIGHT FIGHTING
Original source: 5th Edition Rule Book Page 90 Original source: 5th Edition Rule Book Page 95

Play game turn 6 on a 3+. Roll 2D6 x3 for the distance units can see once a target is
selected. If the target is outside the distance the shots are
Play game turn 7 on a 4+. wasted.

Game automatically ends after game turn 7. Barrage and ordinance weapons fire as normal but add +D6’
to their scatter if they fail to roll a hit.
RESERVES
Original source: 5th Edition Rule Book Page 94
PRELIMINARY BOMBARDMENT
Original source: 5th Edition Rule Book Page 258
Players may choose to keep any or all of their units in
reserve at the start of the game. Though they must declare
At the start of the game roll a D6 for each unit and terrain
what method the unit will be using when it becomes
piece on the table, on a roll of a 6 they are hit.
available (e.g. Deep Strike, Outflank, etc.) when they state
the unit will be held in reserve.
Non-vehicle units take D6 Str 5 AP4 hits that cause pinning.
Reserve table
Vehicles suffer a Crew - Stunned damage result. Vehicles in
Turn Roll to arrive
a squadron are rolled for individually.
1 N/A
2 4+
Obstacles are removed if hit.
3 3+
4 2+
Pieces of area terrain, such as small woods or power
5+ Automatic
generators etc, can be replaced with a crater if the players
feel this is appropriate.
Outflank
Units with the Scout and/or Infiltrate universal special rules
Buildings and ruins are not effected by the Preliminary
may arrive from reserve on the short board edges. Roll a D6
Bombardment, nor are units inside them.
when they become available:
Units in reserve cannot be hit and are not rolled for.
D6 Short board edge
1-2 Controlling players left
3-4 Controlling players right HIDDEN SETUP
5-6 Controlling players choice of either edge Original source: 5th Edition Rule Book Page 269

DEEP STRIKE Hidden Set-up:


Original source: 5th Edition Rule Book Page 95 For each infantry unit starting the game in ambush, the
attacker gets a single ‘ambush marker’. In addition to these
When the unit becomes available place the first model from markers, the attacker gets D3+3’dummy markers’. It is
the unit anywhere on the table and roll 2D6 and the scatter these markers, rather than the units they represent that are
dice to determine its final position. deployed at the start of the game.

Place the rest of the unit in base contact around the first Hidden Movement:
to form a circle, when the first circle is complete a second Markers may move around the table, moving as infantry,
should be started with the models in base contact with the until they are revealed as described opposite. Markers are
circle inside it. Each circle must include as many models as subject to the slow and purposeful universal special rule.
will fit.
Detecting Ambushers:
Models landing in difficult terrain must take dangerous Whenever a defending unit wishes to fire on or assault a
terrain tests. marker, you must first test to see if the unit can detect the
ambushers. Make a night fighting roll, and if the marker
If any of the models cannot be placed because they would is within the distance rolled, it is removed if a dummy, or
land off table, in impassable terrain, on top of friendly the unit placed if it is not a dummy. At least one of the
models/enemy models or within 1” of enemy models the unit ambushing models must replace the marker, with the rest
is not placed and the controlling player rolls on the Mishap in unit coherency and further away from the spotting enemy
Table and applies the result. than the marker.

Mishap table Ambushers Shooting or Assaulting:


D6 Effect Should the ambushing unit shoot or launch an assault,
1-2 Terrible accident: markers are removed and the unit they represented set up.
Unit destroyed
3-4 Misplaced:
Opponent deploys unit with no scatter
5-6 Delayed:
Unit placed back in reserve
MISSION SPECIAL RULES
MINEFIELDS SEIZE THE INITIATIVE
Original source: 5th Edition Rule Book Page 256 Original source: 5th Edition Rule Book Page 92

The defender gets D3+3 mine field markers to place Just before the player that should go first begins his first
anywhere outside the attackers deployment zone. turn, the opponent can decide to steal the initiative. If he
decides to do so , he rolls a dice. On a result of a 6, he will
Each marker extends 3” in all directions with this area go first instead, immediately beginning his first turn (the
counting as difficult and dangerous terrain. Units suffering opponent cannot then try to seize the initiative back again.)
casualties must take a pinning test.
VACUUM
OBSTACLES Original source: 5th Edition Rule Book Page 271
Original source: Cities of Death Book Page 39
Models with more than one wound on their profile lose not
A player using the Obstacles special rule gets D3+3 of any one but D3 wounds when they suffer an unsaved wound.
of the obstacle types listed below, and each one may be up
to 6” long. All attacks, both shooting and close combat, use the
Rending rule.
Obstacles may be setup anywhere on the table.

Barricades
LOW GRAVITY
Original source: 5th Edition Rule Book Page 271
Provides a 4+ cover save, are difficult terrain for all models
apart from skimmers, but are removed if moved through by
Infantry models may move over terrain in the same manner
a non-skimmer vehicle.
as jump infantry (though they still move 6”). Any such
movement that ends in area terrain will result in a dangerous
Razor Wire
terrain test
Difficult terrain for all non-vehicle models. Vehicles may
move over it with no effect.
Models that run must roll two dice and pick the highest
result, but if a double is rolled the entire unit must make a
Tank Traps
dangerous terrain test.
Impassable terrain to all vehicles except skimmers. They do
not affect non-vehicle movement, but provide a 5+ Cover
Save for non-vehicle models sheltering behind them. SUSTAINED ATTACK
Modified from the original source: 4th edition Rule Book
FORTIFICATIONS Page 193
Modified from the original source: 4th edition Rule Book
Page 193 A player using the Sustained Attack special rule is able to
‘recycle’ units that have been destroyed during the battle to
A player using the Fortifications special rule may deploy up represent wave after wave of reinforcements.
to one bunker, or intact building, in his deployment zone
for each infantry unit he will be deploying in his deployment Any of the players Troops units that are wiped out may
zone during his set up. move on from the attacking player’s own board edge, or use
that Outflank rule if they have the Scout or Infiltrate universal
When the player using the Fortifications special rule deploys special rule. They move on at the beginning of the player’s
his army he must deploy a unit in each of the bunkers or next turn.
intact buildings he deployed. These units may move freely
once the game starts. Destroyed vehicles without a WS may not be recycled.

Before the start of the game both players should discuss


the Armour Value, access points, capacity and fire points for UNDERGROUND
each bunker/intact building, whether or not they contain any
parapets and how these should be played during the game. The battle is being fought underground be it in a vast cavern
or the bowels of a hive city. To represent this, the following
For more information on bunkers and intact buildings see rules apply:
5th Edition Rule Book Pages 78 - 81.
All indirect fire weapons range stats are all changed to 0-24
inches regardless of their normal rules. They have been
BITTER ENEMIES modified for this unique environment.
Original source: 5th Edition Rule Book Page 267
Skimmers cannot move over, or land on, terrain that is taller
In any turn in which the two leaders are engaged in an as- than 3”.
sault against one another, every model on the table gains
the preferred enemy universal special rule. Jump troops cannot move over, or land on, terrain that is
taller than 3”. They may climb them as normal on foot if their
Should one side’s leader be killed in an assault, every unit in rules allow.
the defeated army must take a Morale check.
No deep strike. Troops that would normally be left in deep
strike, like troops in drop pods or spore mines, deploy as
normal. The drop pod is not deployed.

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