Due to its proximity to the Ocean, the city of Drakkas is subject to the Seas of Fog warzone trait due to the massive banks of sea fog that roll in from the coast.
- The Seas of Fog trait causes all units targeted by shooting attacks to be considered 3” further away. Eg. A 12” range requirement becomes a 15”.
- The Seas of Fog–False fire special rule may also be played for games in this location with both players agree-ing to do so or can be rolled for. This is at the players discretion. This rule allows for the confusion and possi-ble friendly fire that fighting in thick fog causes. If in effect, each unit or vehicle that starts the shooting phase within 12” to a friendly unit must roll a D6. On a roll of a 1, every model in that unit must make a Snap Shot attack, if possible, at the nearest friendly unit, mistaking them for the enemy in the swirling miasma. A unit that is forced to make a friendly fire attack may not make another action this shooting phase. Any losses due to this attack do not count towards victory points in regards to primary and secondary objectives.
- Battles played in Drakkas should be played on a board with terrain representing a town or city. The tallest terrain piece must be placed in the centre of the board. Subsequent pieces of terrain must then be placed 2”-12” away from this central piece in size order. 2” gaps represent alleyways that only infantry can negotiate and 12” caps represent roadways. The board must be setup before player sides and the mission have been chosen as well as before army lists have been revealed to each other as to avoid terrain placement for ad-vantage. You wouldn’t want to bring a mastodon and have nowhere to drive it due to a row of terraced hous-ing in the centre of the board. There are no restrictions on unit types for battles played here and there are no point limits unless specified.
Location 2. Palo Flatlands
The Landing site of this campaign’s traitor forces. Due to the plains flooding after the majority of the forces had landed, the Grasping Mire warzone trait applies to all games played at this location.
- The Grasping Mire special rule means that the entire battlefield except the areas covered by the base of a terrain piece are assumed to be within the Grasping Mire. Any infantry units within the Grasping Mire may not run and must roll a D6 before moving. On a roll of a 1, the unit suffers D3 Str 4 AP—hits with the pinning special rule. Jump pack or jet pack units that either jump or thrust count the Grasping Mire as dangerous ter-rain, as do all non–superheavy vehicles except Walkers, Skimmers and Flyers.
- The Terrain for battles played here will have the smallest number of buildings possible. This is an uninhabited region of marsh and swamps so trees, craters and rocky outcrops will be preferred. Some wrecked building will be fine to block line of sight, as will foliage and some larger rocks.
Location 3. The Drada Outpost (i)
A complex of huge subterranean caverns within a bunker complex that house the planet’s stockpiled munitions. These vaults have very limited access and no large surface presence. Due to the vaults being underground and their access points being locked, they will be inaccessible in the first campaign turn. As such The Drada outpost will have 3 rules profiles. The first will represent the battle on the surface for control of the access points used in the first turn, the second will represent the small units of astartes that infiltrate the bunker complex with the team who gained the most control points from turn 1 taking the role of the attacker. Profile 3 will be used in Campaign turn 3 and will be written at a later date to reflect the previous 2 turns of battles.
Profile 1-Surface profile.
Due to the location on the surface near the coast, the surface of the drada outpost subject to the Seas of Fog warzone trait due to the massive banks of sea fog that roll in from the coast. The Seas of Fog trait causes all units targeted by shooting attacks to be considered 3” further away.
The Armoury Vaults special rule does not apply due to the subterranean location of the vaults. In the first game turn, battles here will use the standard missions and deployment tables as this represents both sides fighting for control of the ground above the complex. The result of these battles will impact the next turn’s battles using the second profile set out on the next page. The Armoury Vaults special rule will apply in campaign turn 3.
Terrain for campaign turn one should reflect an imperial outpost, as combat is on the surface. This may mean defences, buildings and barricades etc. Natural terrain is also good.
Location 3. The Drada Outpost (ii) - The subterranean caverns of the armorium.
Victory conditions:
A complex of huge subterranean caverns within a bunker complex that house the planet’s stockpiled munitions. These vaults have very limited access and no large surface presence. Due to the vaults being underground and their access points being locked, they will be inaccessible in the first campaign turn. As such The Drada outpost will have 3 rules profiles. The first will represent the battle on the surface for control of the access points used in the first turn, the second will represent the small units of astartes that infiltrate the bunker complex with the team who gained the most control points from turn 1 taking the role of the attacker. Profile 3 will be used in Campaign turn 3 and will be written at a later date to reflect the previous 2 turns of battles.
Profile 1-Surface profile.
Due to the location on the surface near the coast, the surface of the drada outpost subject to the Seas of Fog warzone trait due to the massive banks of sea fog that roll in from the coast. The Seas of Fog trait causes all units targeted by shooting attacks to be considered 3” further away.
The Armoury Vaults special rule does not apply due to the subterranean location of the vaults. In the first game turn, battles here will use the standard missions and deployment tables as this represents both sides fighting for control of the ground above the complex. The result of these battles will impact the next turn’s battles using the second profile set out on the next page. The Armoury Vaults special rule will apply in campaign turn 3.
Terrain for campaign turn one should reflect an imperial outpost, as combat is on the surface. This may mean defences, buildings and barricades etc. Natural terrain is also good.
Location 3. The Drada Outpost (ii) - The subterranean caverns of the armorium.
- Profile 2- Underground profile. In campaign turn 2 missions at this location must be played with this profile instead. These are based on the Between the Hammer and the Anvil mission from HH Book 6. The side with the most control points for location 3 from the previous campaign turn counts as the attacker for the purpose of this scenario. These skirmishes represent small forces that are infiltrating the Armorium complex and also represent the fact that the side that won the first turn’s battle on the surface would control more access points and would therefore have more troops infiltrating.
- The players must decide on a points value from 1500 to 3000 for the attacker’s points. The defender then has 2/3 of the points of the attacker. For example, for a 3000 point game, the defender would have 2000 points. Due to the vaulted ceilings of the Armorium complex, the battlefield is represented by a standard battlefield. Terrain should consist of industrial buildings, craters, wrecked vehicles and machinery if possible. Failing that, rocks are ok too as they could be from a cave in. The attacker then splits their force into 3 roughly equal sections. Players can use common sense with building their lists. A Spartan will not fit in a lift unless you take it apart, nor is it particularily stealthy. The campaign organiser therefore asks that no vehicles larger than a Predator may be used in battles using this profile but this is ultimately up to the players. Flyers cannot be taken in this game mode but skimmers, jump infantry and jet bikes may be taken and may act normally.
- The following special rules are in effect for battles using this mission: Burned Bridges and Bitter Flight and Paragon of their Legion
- Burned Bridges: The defenders are surrounded and overwhelmed. They know they must win or die. While at least 12” away from either escape edge (long edge), defending units gain the Fearless rule. When within 12” of an escape edge, defending units must flee towards the nearest point of the escape edge. Defending units that flee from the field score no victory points for the Defending player.
- Bitter Flight: At the end of any of the player turns, the defender may select any of their units that have all of their remaining models within 6” of a long table edge and no models within 6” of an enemy model. Each of the selected units may make a shooting attack at any enemy unit within range and line of sight but may only fire snapshots, and is then removed from the table. Units removed in this fashion are considered to have escaped the ambush and trigger the primary objective of the mission: Bitter Flight.
- Paragon of their Legion: If the defender’s warlord is removed from the table through the Bitter Flight special rule, they may make their shot at full ballistic skill. They also score an additional victory point (for a total of 4 Victory points)
- Deployment: Before units are placed, players must roll for their psychic powers and warlord traits if necessary. The attacker then chooses on of their 3 groups and deploys it in either zone A or B. The defender then deploys all of their force in their deployment zone, with no models within 12” of an enemy unit. The attacker then chooses one of their 2 remaining groups to deploy in the zone opposite the one already deployed in. All units must be deployed at least 12” away from enemy units, If they are unable to deploy they may be placed into reserve. The attacker may now attempt to deploy additional units from their undeployed group. The attacker may choose a single unit from their undeployed group and roll a D6. On a 2+ they may deploy that unit in either zone A or B as long as it isn’t within 12” of an enemy unit. The defender may then roll a D6. If this equals or exceeds the attackers roll they may move D3 units 6” in any direction which may bring them within 12” of an enemy unit. Once the attacker declines to deploy further units or fails the roll deployment ends. First Turn: The defender takes first turn unless the attacker seizes the initiative. This game uses the variable length game rules.
Victory conditions:
- Vengeance in Blood: The attacker scores 1 VP for each enemy unit destroyed in the shooting and assault phase. The Attacker gains no victory points for units that flee the field.
- Bitter Flight: Any Defending unit removed from the table using the Rule Bitter Flight scores victory points according to their unit type (see table at bottom)
- Secondary objective: Slay the Warlord (Attacker only) If the attacker slays the defender’s warlord they score an additional Victory point. If the warlord is slain in close combat by one of the attacker’s HQs then the attacker scores an additional 2 victory points.
Drada Outpost 3 will be written at a later date to reflect the events of the previous 2 campaign turns
Location 4. Vosch Manufactorum
The Vosch Manufactorum is the manufacturing capital of the world. Only the upper levels are used to sustain the planets population. However, deep within the cavernous bowels of the facility something is stirring. Radiation and heat blasts ricochet around making them utterly inhospitable to all but the Astartes. Deep within the data cores of the manufactorum may hold valuable information on the location of the STC.
Due to the radiation and heat blasts in the lower levels, battles at this strategic objective are subject to the Rad Wastes special rule. This means, for any units not equipped with Hardened Armour, Void Hardened armour or an invulnerable save, the opposing player must roll a D6 against the Majority Toughness of that unit at the end of its controlling players turn. If the result is greater than the units majority toughness or a natural 6, then that unit takes D3 wounds with no armour saves allowed. Vehicles and units embarked within vehicles or buildings are immune to this special rule.
In addition, at the start of each game turn, both players must roll a D6. If the sum of the two dice is greater than 7 then the player who’s roll was the highest must place a large blast template anywhere on the table and scatter it. The blast will always scatter the full distance and all models under its final position suffer an attack of the following profile:
This location is also subject to the Manufactorum Complex special rule. In a game played at this objective, the side which currently has the highest number of control points at this objective may roll a D6 each time a friendly vehicle is removed from play, on a roll of a 6 the vehicle is placed into Ongoing Reserves. (Points are still scored for the destruction of that vehicle is the game is using kill points). Also, as long as the controlling players side has the highest number of control points at this location at the beginning of a campaign turn, an additional vehicle of the Tank type (of any kind available to the army list) that makes up the main detachment , may be included in the army, paying the usual points cost but does not take up a force organisation choice of any type.
Location 5. Cotann Spaceport- The interplanetary hub and space elevator.
Due to the layout and arrangement of the spaceport being standardized across the vast expanse of humanities’ reach, the Cotann spaceport is ideal for teleporting reserves into battle from orbit and dropping units via grav-chutes. As such, the Cotann spaceport is subject to the Planetary Spaceport special rule.
The Planetary Spaceport rule means that,
- All units belonging to the side which currently holds the greatest number of control points at this location may deploy using the Deep Strike special rule if held in reserves and all failed rolls to bring on flyers may be re-rolled.
As the spaceport is high up in the mountains, it is not subject to the Fog rules at all. However, due to the massive altitude, this Battlefield is subject to the Frozen Wasteland War zone trait, which models combat far above the clouds.
The Frozen Wasteland rule means that,
- At the start of each player turn, before the movement phase begins, each unit of infantry, Beasts or Monstrous creatures without the Cybernetica Cortex special rule must take a toughness test. If the test is failed, the unit must reduce its Initiative, Weapon Skill, Ballistic Skill and all movement (including run moves and charges) by 1 until the beginning of its controlling players next turn. Markers may help to keep track of this such as a snowflake or a coin etc.
- Weapons with the Gets Hot rule ignore its effect for the first game turn.
- Successful Dangerous terrain tests for vehicles must be re-rolled
- All close combat attacks gain the Rending special rule in addition to any other rules they possess.
Summary of Location Rules
Type of battle at each location
1. Drakkas, Fog + friendly fog fire. City terrain with tallest building in the centre with deployment decided after. In campaign my introduce the broken ruinscape and treacherous ruins special rule if a number of battles are played here to represent the toll war takes on the battlefield.
2. Palo flatlands, Grasping mire. Board counts as dangerous terrain for Deep striking.
3. Drada outpost. Profile 1. Standard battles and deployment. Seas of fog rule. Side with most CP earned from this location becomes the attackers for Profile 2.
Profile 2. Legendary mission from book 6. Subteranian vaults using special deployment. No special rules from campaign, just those mentioned.
Profile 3. Surface battle. The side with the most CP from the profile 2 games gains the Armorium special rule for all subsequent games here.
4. Vosch Manufactorum. Rad wastes and Manufactorum rules
5. Cottan Spaceport. Frozen Wastes and Planetary spaceport rules.
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