A couple of months have passed and the Champion of the Night has been missing. A weak distress call summons the Stygian Claws and the Boon Lord of Excess to respond. The world is in disorder and Lord Augustus' forces have been running hot, their armies pushed to the limits. Rather than forming small patrol units, Imperial forces have been running at near full strength, taking turns to patrol the city outskirts...
The Armies
This is a 1v2 Imperial vs Chaos Scenario.
The Imperials will bring 2000 points + Warlord and Retinue.
Chaos will bring 1500 + 2 x Warlords and Retinues.
All armies by each player must be Battle-Forged. No fortifications are allowed.
The Imperials will bring 2000 points + Warlord and Retinue.
Chaos will bring 1500 + 2 x Warlords and Retinues.
All armies by each player must be Battle-Forged. No fortifications are allowed.
The Battlefield
The table will be split into 3 sections along the long edge. On one end are the Imperial forces, while the other are the Chaos forces. Right in the centre will be Lord Garrowbraid.
Deployment
Both players will then roll off. The winner will choose to deploy first or second. Once both players have deployed, but before any Infiltrators are deployed, deployed Lord Garrowbraid within 6" of the centre of the table.
First Turn
First Turn
The player that deployed first will have the first turn unless the opposing player can seize the initiative from him.
The player that deployed first will have the first turn unless the opposing player can seize the initiative from him.
Game Length
The mission uses Variable Game Length.
Victory Conditions
At the end of the game, the player that scored the most Victory Points wins the game. If the players have the same number of Victory Points, the game is a draw.
Primary Objective
Lord Garrowbraid must survive. If he survives, the Chaos player will get 3 Victory Points. If not, the Imperials get 3 Victory points. All units killed will give the opponent 1 Victory Point.
Secondary Objective
First Blood, Slay the Warlord, Line Breaker
Mission Special Rules
Reserves
Reserves
Lord Garrowbraid
Lord Garrowbraid has found himself dumped in the middle of Imperial lines, disoriented. Stygian Claws and the Tormentors (of Marc) respond to his distress calls and are on the way to retrieve him.
Garrowbraid will begin on the table, within 6" of the centre (preferably hidden behind cover of course). At the start of each turn he is alone and while he is not in combat, he must roll a leadership test. If he passes he can move freely. If he fails, he will move up to 2d6" towards the closest piece of cover. Once in cover, he will go-to-ground for that turn.
While he is alone, Garrowbraid will have the Shrouded Special rule.
Once he is able to join a Stygian Claw unit by being within 2", he will revert back to normal.
Unity Depicts Victory
The Chaos Leaders are attempting to meet up and consolidate their forces.
If, at the end of the game, both Warlords belonging to the Chaos side are still on the table, the players of that side receive and additional 2 XP each. If the Imperials are able to kill both Chaos Warlords, they will get the 2 XP instead.
The Chaos Leaders are attempting to meet up and consolidate their forces.
If, at the end of the game, both Warlords belonging to the Chaos side are still on the table, the players of that side receive and additional 2 XP each. If the Imperials are able to kill both Chaos Warlords, they will get the 2 XP instead.
Beginnings of a Warp Worldscape
Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash. The battlefields of Ichron III are slowly becoming twisted, representing the corruption caused by untenable forces of the Warp.
Refer to the Ichron III Warp World Scape rules.
Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash. The battlefields of Ichron III are slowly becoming twisted, representing the corruption caused by untenable forces of the Warp.
Refer to the Ichron III Warp World Scape rules.
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