- Speak to your opponent about the Terrain and then determine Warlord Traits, Psychic Powers/other abilities.
- Roll off. Winner chooses whether he will Attack or Defend. The Attacker will choose one long board edge he will attack from, before deployment begins. The opposite long board edge will be the Defenders board edge (see the special mission rules below)
- The Attacker deploys all forces as they normally would subject to the following restrictions. Those on the board must be placed anywhere on his half of the board that is not within 24″ of the center of the board (the Shrine Point). Units with special deployment options such as Eldar Rangers or Ghostkeel Battlesuits may still use them but cannot be within 12″ of the center of the board.
- Defender places their units that are on the board entirely within 12″ of the center of the board (The Shrine point). Defenders may only Deploy up to 1/2 (rounded up) of their total starting number of units on the board, regardless of in what order they do so. For example some units deploy after everything has deployed, but these would still be subject to the same stricture and could not exceed 1/2 the total number of starting units.
- No units deployed off the board can come on until turn 2, even if their rules would normally allow it.
- The Defender has the first turn. The Attacker may try to seize.
Mission Special Rules:
- Attackers and Defenders within 12″ of the Shrine point gains a +1 to their Leadership for all purposes, unless Desecrated (see below).
- When units the Defender placed off the board come into play, they may do so according to their rules if you wish or they will roll on the following chart , to be deployed according to it at the end of the movement phase. If it is impossible to place the unit this way, roll again until it is possible. Example: If you rolled a 3, but the attacker blocked off their deployment edge so thoroughly that there is no room to place units, you would roll again.
- 1-2: Anywhere within 6” of The Defenders long board edge, even within 9” of the enemy!
- 3-4: Anywhere within 6 inches of The Attackers long table edge, that is not within 9” of an enemy model.
- 5-6: within 6” of any table edge that is not within 9” of an enemy model.
- The Shrine Point is considered to be on ground level, reaching upwards to infinity. That means any model within 3″, regardless of elevation, can contest or control it as normal allowed.
Objectives (these replace the secondaries and tertiaries other missions use)
- Primary Objective for all players (9 Victory Points):
- Control of the Shrine Point at the end of the game is the Primary Objective.
- Secondary Objectives (6 points for Attacker, Variable points for Defender, see below):
- ATTACKER Secondary Objective: Desecration (worth 6 Victory Points)
- Starting in round 2, an Attacking non-vehicle units may choose to Desecrate the Shrine point if it is within 3″ and no enemy models are within 3″. This is done in place of shooting, and so cannot be done by a unit that is disallowed by a rule from shooting. When the Shrine is considered Desecrated, both attacker and Defender lose the benefit of the Shrine. Also, Defending units receive a 1 point penalty to Leadership scores (for all purposes) when within 12″ of the Shrine point. If the Shrine point remains desecrated at the end of the game, you have achieved the Secondary Objective.
Note: A Defending non-vehicle unit may choose to re-consecrate the Shrine point (instead of shooting as before) if it meets all the same requirements. If this happens, the Shrine Point is no longer Desecrated, and the effects of Desecration cease. The normal positive effects of the Shrine point return to normal! The Defender gets no actual points for Consecrating the Shrine.
- DEFENDER Secondary Objective: The One (worth variable Victory Points, see below)
- Beginning in round 2, a Defending Character (instead of shooting) who controls the Shrine Point can nominate a friendly unit within 3” in the shooting phase. That unit must have originally cost 75 points or more. That unit is sacrificed (remove the entire unit from play permanently). The character then becomes THE ONE. The One gains:
- “Objective Secured” rule, a Warlord Trait of his choice from his Codex, and 3 extra wounds. In addition he can attempt to Deny the Witch once per turn with a +1 bonus to the roll!
- The Defender receives their Secondary Objective points based on which round he makes this sacrifice. Round 2 = 3 Victory Points, Round 3 =5 Victory Points and Round 4+ = 6 Victory Points.
- Tertiary objectives
- Line in the Sand: Control at least two Table quarters by the end of the game by having more units in them than your opponent. A unit can only claim to be in one Table Quarter for this purpose, which must be declared as soon as a unit is in two quarters. You can score this objective once.
- Blockade Run: If you end the game with two entire units with all their members fully within 12″ of the enemy long board edge, you have achieved this objective. You can only score this once.
- Head Hunting: If you end the game having killed 3 or more characters, you have achieved this objective.
Categorised in: Mission
This post was written by Jive Consulting