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Phoenix Nest 2018 Summer Mission #2

The Kairosa System has has been shattered in recent centuries, beginning in Imperial control, then being wrested from them by the Tyranid hordes and stripped of biomass, only to be claimed by the Tau, terraformed and repopulated, and finally falling to Chaos when a sudden warp rift appeared in the middle of the system about fifty years ago. In that time the worlds of the Kairosa system have fallen to the powers of the four gods of Chaos, each major power claiming a series of planets and falling to internecine feuding.

In an effort to win a minor victory over his rival, Slaanesh had sent out multiple cultist cells onto Imperial held systems nearby in order to corrupt and swell the ranks of his forces, planning a surprise blow to Nurgle’s cult compounds on the outskirts of the Kairosa System. These manipulations have caught the attention of the Holy Orders of His Majesty’s Inquisition, and various agents of other galactic powers, who have all sent in scouting forces to investigate the resource-rich system.

The Battlefield/Place Objectives

Adjust and define terrain with your opponent. Each player then rolls a D6 (re-rolling ties). The winner of the roll-off  places the first objective, and the loser places the second, alternating until all objectives are placed. Objectives should be placed in the locations shown in the diagram below:

Deployment

The player who placed the final objective rolls to determine a random deployment map (BRB 216-217) and gets to choose their deployment zone, and their opponent uses the opposite zone. After deployment zones are set, the player who did not choose their deployment zone deploys their first unit in their deployment zone. Players alternate deploying units one at a time in their deployment zones until both armies are fully deployed.

First Turn

When both players finish deploying, they roll off. The player that finished deploying first gains a +1 to this roll. The winner of this roll gets to choose if they will go first or second. If the winner of this roll off decides to go first, the other player may attempt to seize the initiative, and on a roll of a 6+ they go first instead.

Game Length

At the end of round 5, the player who went first rolls a D6. On a roll of 3+ the game continues. On turn six, the player who went second rolls a D6, and the game continues on a 4+. The game ends automatically at the end of turn 7.

Victory Conditions

The player who has the most victory points at the end of the game is the winner. The game is a major win/loss if the difference between the player's scores is 10 or more. The game is a minor win/loss if the difference between the players’ scores is 9 or less.  The game is a tie if both players have the same number of victory points at the end of the game.

Take and Hold: At the end of the game, each objective marker is worth 3 victory points to the player who controls it. A player controls an objective marker if they have more models within 3” of the center of the objective than their opponent.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the player it doesn’t belong to. If units from both players’ armies are killed or removed from play simultaneously, then both players get 1 victory point.

Linebreaker: When the game ends, if you have at least one model fully within the enemy’s deployment zone (meaning it’s base, or the entire model if it has no base), you score 1 victory point for this objective

Special Rules:  

Disengage and Report!: Scout units traditionally spot enemy forces and engage only when absolutely necessary. As a result, all infantry units may fire after falling back, but only hit on 6+.

Keep a Low Profile: In the fast world of scouting and movement, there is no place for heavy, lumbering vehicles or screeching monsters. Neither player may include vehicles or monsters with a toughness value over 5. No transports may be taken.

 

 

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Pre-Game, Deployment, & Setup

Pre-Game

Step 1: Before any dice are rolled, players adjust and define terrain on the board, then both players choose Warlord Traits, Psychic Powers, spend pre-deployment command points,  and any additional Relics they will use. These should be written or notated clearly for reference in game.

Step 2: Players reveal the items from step 1 to each other simultaneously.

Deployment Map & Objectives

Step 1: Players roll off for deployment.

Step 2: The player who rolled higher randomly determines the deployment type from the maps on pg. 216-217 of the 40k Main Rulebook, and then chooses their deployment zone.

Step 3: Players then place objectives following scenario guidelines as listed on each mission. Instructions for placing objectives are as follows:

A: All objectives are considered to be on the ground floor, and may not be placed inside of enclosed buildings. Move terrain if necessary to accommodate this requirement.

B: Distances are measured to and from models to the closest point of the objective marker when determining which models are in range to control an objective.

 

Step 4: Each player chooses 3 of the Secondary Mission Objectives listed below. A player may only choose each mission once. They then reveal them to their opponent simultaneously.

Step 5: The player who lost the roll-off in step 1 deploys the first unit. Deployment proceeds normally thereafter.

Determining First Turn

Step 1: Players roll off for first turn.

A: The player that finished deploying first gets a +1 modifier to the roll to go first.

Step 3: The player that wins the roll-off may choose to go first or second.

Step 4: The player that goes second may choose to roll to seize the initiative.

Game Length, Tabling & Concession Scoring

Each game lasts 6 Battle Rounds. At the game’s conclusion, the player with the higher total score is the winner. If one player chooses to concede before the game has come to a natural conclusion, they automatically score 0 points and their opponent is marked as the victor. At the time of concession, the victor keeps their current score and earns 4 points per remaining Battle Round towards the Primary Mission, assuming their army has enough forces to accomplish mission objectives. Additionally, the victor also earns the maximum number of possible Secondary Mission points left to them, also assuming the victor’s army has the capability to accomplish the mission objectives.

Example Scenario: If it were the end of Battle Round 3 when the losing player concedes, and the victor chose Recon for their secondary mission, but had not yet scored any points for that secondary mission. The victor would earn 3 total points for the secondary mission as they would have 3 more turns to earn those points had the game continued, assuming they have at least 4 units left on the table with which to fulfill the mission’s scoring parameters. If they have 3 or less units left, they score no points for that Secondary Mission as it would not be possible for them to fulfill the scoring parameters even if the game had gone on to a natural conclusion.

If one player is tabled (a player has no qualifying models on the table at the end of any player turn), the tabled player keeps their points earned up until that point in the game, and their opponent earns points in the same fashion as outlined above.

If a player draws a bye due to an uneven number of players, this should go to the player with the lowest total score and that player receives a win and a score of 20 points.

Players should take careful note that tabling your opponent does not automatically score maximum points for the mission. Concession also does not automatically award max points to the victor!

Primary & Secondary Mission Scoring

Primary Mission: End of Player Turn Scoring

Each player scores points at the end of their player turn.

1.       Do you hold one or more objectives?

a.       1 point

2.       Was an enemy unit destroyed during your player turn?

 .                     1 point

Primary Mission: End of Battle Round Scoring

Each Player also scores points at the end of each Battle Round.

1.       Do you hold more objectives than your opponent?

a.                   1 point

2.       Were more of your opponent’s units destroyed this battle round than your own?

 .                     1 point

Secondary Missions: Any Time Scoring

Each player may score up to 4pts for each of the following Secondary Missions, for a total of 12 between the three they’ve chosen. These points can be scored at any time unless otherwise specified in the description.

Headhunter: 1pt for each enemy Character that is destroyed.

Kingslayer: Choose an enemy model that is a Character.

·         Earn 1 point for every 2 wounds of damage it loses, cumulatively.

·         In the instance where a Character may regenerate wounds or resurrect  during the course of the game, total wounds it loses over the course of the game are counted towards this mission.

·         If the model selected has the Character and Vehicle or Monster keywords, you earn 1 point for every 4 wounds it loses.

·         If the Character is also your opponent’s Warlord, earn 1 additional point if it is destroyed.

·         An enemy Character selected for Kingslayer may not also generate points for Titan Slayers.

The Reaper: Earn a point for every enemy unit that is destroyed that began the game with 10+ models. If a unit begins the game with 20+ models, you earn 2 points if it is destroyed.

Recon: Have a unit at least partially in each table quarter at the end of your player turn. A unit may only count as being in one table quarter at a time for the purposes of this rule. 1pt per turn.

Big Game Hunter: 1 point for every enemy model with 10 or more wounds that is destroyed.

Titan Slayers: For every 8 wounds lost by enemy units with the Titanic keyword in total throughout the course of the game, earn 1 point.

·         A model chosen for Kingslayer may not also generate points for Titan Slayers, even if that model has the Titanic keyword.

Example: One enemy Titanic model loses 4 wounds turn 1, and a different enemy Titanic unit loses 12 wounds turn 2 for a total of 16 wounds lost in total to enemy Titanic models. You earn 2pts towards this objective.

Behind Enemy Lines: 1 point if at the end of your player turn you have 2 or more of your units at least partially within 12” of your opponent’s rear most and longest board edge.

Death by a Thousand Cuts: Earn 1 point for every 3 enemy units destroyed in a Battle Round.

Example: 5 enemy units are destroyed in the first Battle Round, you earn 1pt towards this mission. In the second Battle Round, 7 enemy units are destroyed and you earn 2 pts towards this objective.

Old School: Earn 1 point for the following:

·         First Strike: An enemy unit is destroyed in the first Battle Round.

 

·         Slay the Warlord: The enemy Warlord is destroyed at game’s end.

 

·         Linebreaker: Have one of your models within your opponent’s deployment zone at the end of the game.

 

·         Last Strike: An enemy unit is destroyed in the last Battle Round played.

Gang Busters: Select an enemy unit consisting of multi-wound models. Earn 1 point for the following:

·         Each enemy model in the chosen unit destroyed that started the game with 5 or more wounds.

·         Every two enemy models in the chosen unit destroyed that started the game with 3 to 4 wounds.

 

 

 

 

 

 

As the fight leaves the skies and rotates onto the surface, Kairosa Secundus is embroiled in the messy business of a ground war. Every faction has stepped up their game, committing more resources to the fight, pouring in reinforcements, and gearing up for all-out war. This is a war of movement and establishing a beachhead, where lives are less important than feet of ground.

 

This is not helped by the fact that every specialist from earth caste scientists to imperial sanctioned psykers are going crazy all over the planet. The chaos cults are losing their fair share of minds as well, leaving all to wonder who is causing such a thing. A great power is welling up inside of the planet as massive rents and jagged fissures of rock open along fault lines, as some form of oppressive mental weight bears down on everyone involved. To quote Bone’ead Ruggun, “Is good to be dis dumb. We be.. wot? Lunch?!”

 

Scenario 1: Seize Ground

 

Deployment: Random

 

6 objectives placed as shown:

 

Seize Ground Bonus Point: If a player holds or contests 5 or more objectives at the end of their player turn, gain 1 point.

For an objective to be contested, both players have models within 3” of it but neither controls it. This typically occurs because both players have an equal number of models within range of the objective and either none of them are Objective Secured, or all of them are.

 

Special Rules:

 

My head hurts: Due to the immense psychic pressure building up within the planet, causing anyone with too complex a mind to start with massive migraines, and eventually potentially go mad. At the start of their controlling player’s turn, all characters and psykers (whether in a transport or not), must make a toughness test (roll 1d6 and roll equal to or under their toughness score, 6 always fails) or take 1d3 mortal wounds.

Reinforcements: At the start of the controlling player’s turn, each infantry unit deployed on the table (this does not count units inside transports or in reserve) replenishes 1d3 models, or heals one model for 1d3 wounds (if the unit is made up of multi-wound models, the unit only gains back 1 model, and only if there are no wounded models in the unit).

Phoenix Nest 2018 Summer Mission #6.docx

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