The region of space known to the Tau as the Forbidden Zone holds within it the Farsight Enclaves, each world a triumph of science and artistry blended into a perfect meritocracy. To understand their origin, one must learn the story of Commander Farsight himself; warrior lord, hero, exiled rebel and cursed fiend alike. His battlesuit-clad armies are lethal in the extreme, but it is the independent mind of O’Shovah that is the Tau Empire’s greatest weapon and the one weakness that threatens its unity.
How This Supplement WorksThis supplement to Codex: Tau Empire allows you to tailor your collection of Tau miniatures into a force from the Farsight Enclaves, armed to the teeth and ready for battle. On this page you will find special rules and a Detachment unique to armies from the Farsight Enclaves that reflect their tactics on the battlefield. You will also find Warlord Traits, wargear, Formation, Altar of War missions and Tactical Objectives that you can use when fielding your Farsight Enclaves army in games of Warhammer 40,000.
Altar of War: Farsight Enclaves Missions
Echoes of War: Farsight Enclaves Missions
Books
Farsight Enclaves Special RulesArmies drawn from the Farsight Enclaves are slightly different to those found elsewhere in the Tau Empire. If you wish, you can say that any Tau Detachment or Formation in your army is from the Farsight Enclaves.Formations and Detachments from the Farsight Enclaves may use the Warlord Traits and Tactical Objectives from these pages in addition to those in Codex: Tau Empire. They also have the special rules shown below. Battlesuit SpearheadIn a Farsight Enclaves Detachment or Formation, XV8 Crisis Battlesuits are Troops choices instead of Elites choices.Ork HuntersUnits in a Farsight Enclaves Detachment or Formation have the Preferred Enemy (Orks) special rule when making close combat attacks.Ta’lissera BondUnits in a Farsight Enclaves Detachment or Formation that have the option to take the Bonding Knife Ritual special rule must do so.Special RulesPower OutageRoll a D6 at the end of every Assault phase in which the Fusion Blades used their Melee profile. On the roll of a 1, neither the Ranged nor Melee profile may be used for the rest of the game.Tidal WaveIf this attack causes one or more rolls on a damage table, you may reroll the results. If the Strength rolled is 11 or 12, treat it as Strength 10 instead.Planetstrike StratagemsThese are additional stratagems for Planetstrike games. They can be used if you are using the supplemental rules given in the Army of the Farsight Enclaves section. To do so, simply add them to the list of available stratagems.Attack StratagemsKill Zone
When declared: At the beginning of any of your Shooting phases When this stratagem is used, nominate a single point on the board and place a marker there. For the duration of this Shooting phase, any Shooting attack that targets an enemy unit within 8" of the nominated point has the Twin-linked special rule. Mont’ka Strike
When declared: At the beginning of any of your turns For the course of the turn in which this stratagem is used, you may re-roll each of your unsuccessful Reserve Rolls. Furthermore, you may re-roll the scatter dice for each unit that Deep Strikes into play this turn. Plasma Barrage
When declared: Immediately before the firestorm Your firestorm attacks are AP2. Red Tsunami
When declared: Immediately before the firestorm Before resolving the firestorm, every unit, building and gun emplacement on the table takes D6 automatic hits, using Random Allocation, with the profile below. Vehicles are hit on their side armour.
The Gale of Fire
When declared: Immediately before the firestorm Instead of resolving a firestorm as described in Planetstrike, every enemy unit, building and gun emplacement on the table takes 2D3 automatic hits with the profile below, using Random Allocation. Vehicles are hit on their side armour.
Defence StratagemsAggressive Defence
When declared: At the beginning of any of the enemy’s Assault phases When this stratagem is used, all friendly Farsight Enclaves or Tau Empire units on the battlefield re-roll failed Overwatch rolls for the duration of the phase. Second-guess
When declared: At the beginning of any of the enemy’s Shooting phases In the turn this stratagem is used, all friendly Tau units on the battlefield have the Stealth special rule. Furthermore, for every unit your opponent brings into play from Reserve this turn, place a marker by the side of the board. In your subsequent turns, you may expend these markers to re-roll failed Reserve Rolls on a one-for-one basis. Tactical Objectives
Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Farsight Enclave armies, and which reflect Farsight’s unique methods of waging war. If your Warlord belongs to a Farsight Enclaves Detachment or Formation, you may use these Tactical Objectives instead of those presented in Codex: Tau Empire. If you do, the Tactical Objectives listed on this page replace the Capture & Control Tactical Objectives (numbers 11-16) from Warhammer 40,000: The Rules.If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Farsight Enclaves player generates a Capture & Control Objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Farsight Enclaves Tactical Objective instead. Other Tactical Objectives are generated normally. TARGETS OF OPPORTUNITY It is important to identify targets of opportunity, destroying them swiftly with massed firepower. 11 Declare that you are going to attempt to achieve this objective at the start of any of your turns, and then pick up to 3 enemy units. Score 1 Victory Point at the end of your turn for each unit you picked, but only if all of them have been completely destroyed. Type: FARSIGHT ENCLAVES RAPID STRIKE A sure way to achieve victory is to use your most mobile forces to rain a rapid series of attacks upon the foe. 12 Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a unit that arrived from Reserves during the same turn. Type: FARSIGHT ENCLAVES DECISIVE BLOW Landing a swift and decisive blow by seizing as many objectives as possible will win you the initiative. 13 Score 1 Victory Point at the end of the turn if you control at least twice as many Objective Markers as your enemy (or at least two Objectives Markers if the enemy does not control any). Type: FARSIGHT ENCLAVES CONCENTRATION OF FIRE Concentrate your firepower to ensure victory! 14 Score 1 Victory Point at the end of your turn if the first enemy unit attacked in your Shooting phase is completely destroyed in the Shooting phase. Score D3 Victory Points instead if the first two enemy units attacked are completely destroyed, and D3+3 Victory Points if the first three enemy units are completely destroyed. Type: FARSIGHT ENCLAVES APPLICATION OF FORCE Attacking the right foe at the right time with an overwhelming application of force can break the enemy's will to fight. 15 Score 1 Victory Point at the end of your turn if two or more of your units charge a single enemy unit. Score D3 Victory Points instead if the enemy unit is completely destroyed by the end of your Assault phase. Type: FARSIGHT ENCLAVES AVOID THE KILLING STRIKE Do not get ensnared in a war of attrition - withdraw and prepare another strike. 16 Score 1 Victory Point at the end of your second or subsequent turn if no units in your army were completely destroyed in your turn or the preceding enemy turn. Type: FARSIGHT ENCLAVES
Warlord TraitsWhen generating his Warlord Traits, a Warlord from a Farsight Enclaves Detachment or Formation may either roll on the Warlord Traits table in Warhammer 40,000: The Rules or on the table below.
DetachmentsDawn Blade ContingentDawn Blade Contingents are used exclusively by Tau forces from the Farsight Enclaves. The rules below will allow you to organise the models in your collection of Tau miniatures to represent a Dawn Blade Contingent in your games of Warhammer 40,000. The Dawn Blade Contingent you can see below can be included in any Tau Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Dawn Blade Contingent are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Dawn Blade Contingent, that entire Dawn Blade Contingent is your Primary Detachment. Command per Core
0-1 Core
1+ Auxiliary per Core
1-10
This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices (in any combination) and up to one Command choice. Only the datasheets listed here may be included in this Detachment. The Dawn Blade Contingent is a Farsight Enclaves Detachment. COMMAND BENEFITS Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result when rolling on the Warlord Traits table. HQ
The Signature Systems used in the Farsight Enclaves are, if anything, even rarer than their equivalents in the Tau Empire at large. Only one of each Signature System may be taken per army. Any character in a Farsight Enclaves Detachment or Formation that may select Signature Systems may use the Signature Systems of the Farsight Enclaves (below), at the points costs shown, in addition to the Signature Systems from Codex: Tau Empire.
Altar of War: Farsight Enclaves Missions
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ALTAR OF WAR
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Or’es Mont’kaThe Fire caste practise two stratagems above all others – the Kauyon, which draws the prey to the Patient Hunter, and the Mont’ka, the technique of the Killing Blow. This latter tenet revolves around the painstaking preparation of a single devastating attack, launched when the course of the war hangs in the balance. The Fire caste will practice long and hard for the final blow that will clinch victory for their warriors, often rehearsing the same series of manoeuvres and fire solutions for days until their forward observers – typically a team of Pathfinders – inform them that now is the time to strike.
THE ARMIESWhen all of the elements are in place, and the enemy army has over-stretched itself, down comes the Killing Blow to sever the head of the foe and end its threat for good. Once the command is given, Fire Warrior Teams hasten to the battle site in squadrons of Devilfish, Crisis Teams drop down from the skies above with all guns blazing, and the sky fills with the contrails of Air caste fighters as the final ambush is launched. Though the plasma bolts, missiles and fusion blasts of the Mont’ka are likely to tear out the enemy army’s throat, it is the carefullyhoned precision of the Fire caste’s synchronised attack that is the most formidable weapon of all. Choose armies. The Farsight Enclaves player must choose a Farsight Enclaves Detachment to be his primary detachment. THE BATTLEFIELD Use the deployment map included in this mission. The players roll-off and the winner of the roll-off decides which half of the table they will deploy in. The opposing player deploys in the opposite half. Then, set up terrain. DEPLOYMENT The enemy player deploys first, anywhere in their half of the table that is more than 9" from the centre line of the table. The Farsight Enclaves player then does likewise. FIRST TURN After deployment, the Farsight Enclaves player rolls a D6. On a 2+, the Farsight Enclaves player goes first. On a roll of 1, the enemy player goes first. GAME LENGTH This mission uses Variable Game Length. VICTORY CONDITIONS The Farsight Enclaves player wins if, at the end of the game, he has completely destroyed a number of enemy units that is equal to or higher than the number of game turns that have taken place in the game. If not, his opponent wins instead. Reserves. 3-4
ALTAR OF WAR
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Way of the Broken SwordCommander Farsight learned early in his training that to break the cohesion of an enemy force is to rob it of strength. Just as the Tau Empire seek to thrive through unity, O’Shovah and his commanders seek to deny their foes the opportunity to do the same. Their pinpoint attacks reduce the enemy command structure to tatters, ensuring that their troops are scattered across a war zone and unable to support each other. Whilst confusion and fear reign amongst their prey, the Hunter Cadres will close in, administering a series of lightning-fast strikes that neutralise or destroy the independent elements of the foe.
THE ARMIESThe Tau of the Farsight Enclaves call this technique the Way of the Broken Sword. This is a reference to the military council at the beginning of the Arkunasha war in which, when asked about his strategy for engaging and defeating the greenskin threat, Farsight took down a ritual sword and broke its blade in two. Even though the Fire caste have a saying that ‘a broken blade can still cut’, the accuracy and efficacy with which it can do so is greatly reduced, allowing the Tau to strike the killing blow in the meantime. Choose armies. The Farsight Enclaves player must choose a Farsight Enclaves Detachment to be his primary detachment. THE BATTLEFIELD Use the deployment map included in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which half of the table they will deploy in. The opposing player deploys in the opposite half. Then, set up terrain. DEPLOYMENT The enemy player deploys first, anywhere in their half of the battlefield that is more than 12" from the centre line. The Farsight Enclaves player then does likewise. FIRST TURN After deployment, both players roll a dice, re-rolling ties. The winner of the roll-off may choose to go first or second. GAME LENGTH This mission uses Variable Game Length. VICTORY CONDITIONS The player with the most Victory Points at the end of the game is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objectives At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. In addition, at the end of the game, the Tau player rolls D6+6. The result is the Cohesion Distance (in inches). For every unit left in play in the enemy army that is within Cohesion Distance to another unit in the same army, the enemy player gets 1 Victory Point. For every unit left in play in the enemy army that is not within Cohesion Distance to another unit in the same army, the Farsight Enclaves player gets 1 Victory Point. Secondary Objectives Slay the Warlord, First Blood, Linebreaker. Reserves. 5-6
ALTAR OF WAR
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Way of the Short BladeUniquely amongst his peers in the Fire caste, Commander Farsight places great importance upon the mastery of close-quarters warfare. This is a direct result of his long and bloody wars against the Orks, where he had little choice but to learn how to fight both at close range and even in hand to hand combat – a form of military engagement avoided by the Tau Empire at large. Yet O’Shovah believes that if a Tau warrior learns the arts of close quarters warfare as well as long range slaughter, he will become a true master of the military arts.
THE ARMIESIn learning how to overcome the foe in close quarters, and in broadcasting the footage of such a feat, O’Shovah gave his forces a potent morale boost – a triumph of the spirit for a race that traditionally fears melee combat. He realised that after receiving the right training and being inspired by the right words, the Fire caste would have discipline and courage enough to defeat the brutish thugs of the savage races where they were strongest. In the process, their self-belief would be rekindled, and their morale would become all but unshakeable for the rest of the war. Choose armies. The Farsight Enclaves player must choose a Farsight Enclaves Detachment to be his primary detachment. THE BATTLEFIELD Use the deployment map included in this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher decides which half of the table they will deploy in. The opposing player deploys in the opposite half. Then, set up terrain. DEPLOYMENT The enemy player deploys first, anywhere in their half of the table that is more than 9" from the centre line of the table. The Tau player then does likewise. FIRST TURN The Farsight Enclaves player goes first unless their opponent can Seize the Initiative. GAME LENGTH This mission uses Variable Game Length. VICTORY CONDITIONS Each player must keep a tally of the number of units they cause to be removed from play during any Assault phase. This also includes units removed from play because of Overwatch fire. The Farsight Enclaves player wins if his tally equals more than half of his opponent’s tally. If not, his opponent wins instead. Reserves. Echoes of War: Farsight Enclaves MissionsHere you will find a selection of Echoes of War missions, which represent key historical battles inspired by the violent struggles within the history of the Farsight Enclaves. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies, characters and war machines described in this book. Similarly, each Echoes of War mission includes a map that depicts the battlefield on which these vital conflicts were fought.For those with a mind to historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. However, whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection. №1
ECHOES OF WAR
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Blood in the Red DesertThe brilliant tactician who will earn the name Farsight must free the oxide deserts of Arkunasha from the Orks infesting it. Ten years of war unfold as each side learns to adapt to the hostile red storms and rust devils that haunt Arkunasha’s chasms, engaging the foe whilst living tornadoes of particulate iron whip around them. Though the Tau have unrivalled mobility and a fierce aggression, the desert storms hide the Orks until they can enact their bloody revenge. The fate of the planet hangs in the balance with every battle as Tau ingenuity is matched against the sheer ferocity of the greenskins.
THE ARMIESOne player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume. The other commands an Ork army from Waaagh! Dok, chosen from Codex: Orks. Both players select forces to an agreed points limit. The Farsight Enclaves player must include Commander Farsight as the Warlord of his army. The Ork player must include a Warboss (to represent one of Painboss Toofjaw’s lieutenants) as the Warlord of his army. THE BATTLEFIELD Set up terrain, using the deployment map opposite. Place Primary Objectives After setting up the terrain, the players take it in turns to place a total of four Primary Objectives. No objective may be placed further than 18" from one of the short table edges. DEPLOYMENT The Ork player must first determine his Warlord Trait. He then deploys first and the Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. Any unit that cannot be deployed starts the game in reserve. FIRST TURN The Ork player goes first unless the Farsight Enclaves player can Seize the Initiative. GAME LENGTH This mission uses Variable Game Length. VICTORY CONDITIONS The player with the most Victory Points at the end of the game is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Primary Objective is worth 2 Victory Points to the player that captures it. In addition, the Farsight Enclaves player scores 1 Victory Point for each enemy character they have killed. Lastly, each side scores 1 Victory Point for each enemy unit that is removed from play in the Assault phase (keep a note of these tallies). Secondary Objectives Slay the Warlord, First Blood, Linebreaker*. * In this mission, the Ork player scores 1 Victory Point for each of his scoring units that end the game with at least one of their models in the Farsight Enclaves deployment zone. Units that are Falling Back or have Gone to Ground do not count. Night Fighting*, Reserves. The Night Vision special rule does not ignore the effects of this version of the Night Fighting mission special rule. At the beginning of each turn, the player whose turn it is must scatter any rust devil markers in play 2D6" – if a Hit! is rolled, the marker must be moved towards the nearest unit (friend or foe) by the shortest possible route. If the movement does not cause the rust devil to come into contact with any units, it remains in play. If this movement causes a rust devil marker to touch a piece of terrain and/or one or more units, it stops as soon as it is in base contact. Any unit touched by a rust devil marker immediately suffers 2D6 Strength 9 AP`-` hits that use Random Allocation. Once these hits have been resolved, remove the rust devil marker. Vehicles resolve these hits against their side armour. №2
ECHOES OF WAR
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The Battle for Dal’ythAun’Va’s campaign to colonise the planets on the other side of the Damocles Gulf has led the Imperium to retaliate with spectacular force. A battle group of Imperial warships have translated from the Warp into the heart of the Tau Empire, hammering their way past militarized colonies and orbital stations to make planetfall upon the core sept world of Dal’yth. Across the planet, Farsight and O’Shaserra mount a series of cunning retaliatory strikes upon the massed ground forces of the Imperial Guard and the Space Marine insertion forces that bolster them.
THE ARMIESOne player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume. The other commands a Space Marines army chosen from Codex: Space Marines. Both players select forces to an agreed points limit. The Farsight Enclaves player must include Commander Farsight as the Warlord of his army. The Space Marines army cannot include any fortifications. THE BATTLEFIELD Set up terrain, using the deployment map opposite. Place Primary Objectives After setting up the terrain, the players take it in turns to place a total of D3+2 Primary Objectives. DEPLOYMENT The Space Marines player must first determine his Warlord Trait. He then deploys first and the Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. Any unit that cannot be deployed starts the game in reserve. FIRST TURN The Farsight Enclaves player goes first unless the Space Marine player can Seize the Initiative. GAME LENGTH This mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective At the end of the game, each Primary Objective is worth 5 Victory Points to the Space Marines player and 1 Victory Point to the Farsight Enclaves player. In addition, at the end of the game, the Space Marines player receives 1 Victory Point for each of the Farsight Enclaves player’s units that has been completely destroyed, and the Farsight Enclaves player receives 2 Victory Points for each of the Space Marines player’s units that has been completely destroyed. Units that are falling back or are not on the board at the end of the game, count as destroyed for the purposes of this mission. A unit that is removed from play and then re-enters play because of the Imperial Behemoth special rule (below) awards the Farsight Enclaves player 2 Victory Points every time it is removed from play (but not when it is In Transit – see below). Remember to keep track as the game progresses. Secondary Objectives Slay the Warlord, First Blood. Reserves.
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ECHOES OF WAR
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The War of DakkaThough Commander Farsight had learnt much about the greenskin psyche on Arkunasha, he encountered an Ork warboss of remarkable cunning after his reconquest of the Damocles Gulf. Diverting almost all of his resources into capturing the alien warlord, Farsight pursued his foe to the colonized world of Atari Vo. The resultant war saw the commander’s anger get the better of his intellect, for Warchief Grog’s asteroid base had crashed into the planet’s capital city, and O’Shovah could not stand to see so many of his people die. Before the end, he had been outmanoeuvred, outgunned and even outguessed by his nemesis; ambushed at the crater that was all that remained of Tau’rota’sha, he barely escaped with his life.
THE ARMIESOne player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume; Commander Farsight must be their Warlord. The other player commands an Ork army from Waaagh! Grog, chosen from Codex: Orks. Both players select forces to an agreed points limit. The Ork player must include a Warboss (to represent Grog himself) as the Warlord of his army, at least one unit of Flash Gitz led by Kaptin Badrukk, and at least two other units of Lootas and/or Flash Gitz (in any combination). The Ork player may not include any fortifications in their army. THE BATTLEFIELD Set up terrain, using the deployment map opposite. DEPLOYMENT The Ork player must first determine his Warlord Trait. He then deploys up to half of his army first and keeps the rest in Reserve. The Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. He may not keep any units in reserve, apart from Flyers. FIRST TURN The Ork player goes first unless the Farsight Enclaves player can Seize the Initiative. GAME LENGTH This mission uses Variable Game Length. VICTORY CONDITIONS At the end of the game, the player that has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. Primary Objective The Farsight Enclaves player gets D3 Victory Points for each of his units that voluntarily leaves the board by the Ork table edge (see Entrapment and Escape). Roll separately to see how many Victory Points each such unit earns at the end of the game. If Commander Farsight himself voluntarily leaves play in this manner, he is worth 3 Victory Points at the end of the game. The Ork player receives 1 Victory Point for each Farsight Enclaves unit that has been completely destroyed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. The exception is those units that have voluntarily left play (see Entrapment and Escape). Note that Farsight Enclaves Flyers are not affected by the above rule, and they obey the usual rules for entering and leaving play. Secondary Objectives Slay the Warlord, First Blood, Linebreaker. Reserves.
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ECHOES OF WAR
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Arthas MolochFarsight and his expedition have travelled to the artefact world of Arthas Moloch, intending to scour the greenskin taint from the planet’s surface. In doing so, they have unleashed an ancient evil. A glowing disc of energy has appeared above the Great Star Dais at the heart of the planet’s necropoli, and countless crimson-skinned fiends have spilled out alongside cackling acrobats whose limbs spit mutagenic flame. Farsight is forced to learn quickly of this unholy alliance, concocting a counter-strategy that has very little to do with reason and everything to do with gut instinct. His attack must be swift, for if the forces of Chaos achieve their mutual goals, all three of the Ethereals that have accompanied Farsight’s expedition will be mercilessly slain and, in the process, the Tau Empire will be brought to the brink of perpetual war…
THE ARMIESOne player commands Farsight’s army, chosen from Codex: Tau Empire and using the additional rules in this volume. The other commands a Daemon army, chosen from Codex: Chaos Daemons, and including only units with the Daemon of Khorne or Daemon of Tzeentch special rules. Both players select forces to an agreed points limit. The Farsight Enclaves player must include Commander Farsight as the Warlord of his army and a single Ethereal. The Daemons player must include one Daemon Prince with the Daemon of Khorne special rule, one Bloodthirster of any type, and one Lord of Change. With the exception of Commander Farsight, neither side may take special characters. THE BATTLEFIELD Set up terrain using the deployment map opposite. A piece of terrain representing the Great Star Dias must be placed in the centre of the table. DEPLOYMENT The Daemon player must first determine his Warlord Trait. He then deploys up to half of his army using the deployment map opposite and keeps the rest in Reserve. The Farsight Enclaves player deploys second, using the rules from the Warhammer 40,000 rulebook and the deployment map opposite. The players then roll-off; the winner of the roll-off deploys a single unit of 20 Ork Boyz, with sluggas and choppas but no other upgrades, anywhere in the Daemons deployment zone that is not within 1" of another model. This unit has no upgrades. If there is not room to deploy the entire unit of Ork Boyz in the Daemons player’s deployment zone, deploy as many as possible – the rest are not used. FIRST TURN The Farsight Enclaves player goes first unless the Daemons player can Seize the Initiative. GAME LENGTH The mission uses Variable Game Length. In addition, if at the end of any of the Daemons player’s turns from game turn three onwards, there are no units locked in close combat, the game ends immediately. VICTORY CONDITIONS If the game ends whilst the Farsight Enclaves player has at least two models with Talismans of Arthas Moloch (see below) in the Daemons player’s deployment zone, the Farsight Enclaves player automatically wins. If the game ends because of the Variable Game Length rule and the Ethereal has been removed from play, the Daemons player automatically wins. Any other result is a draw. Reserves. №5
ECHOES OF WAR
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The Shield of EightA tendril of Hive Fleet Kraken has descended upon the enclave world of Vior’los, intending to devour every ounce of bio-matter it can harvest from O’Shovah’s adopted home. In doing so, they have brought the old warrior out of his hermit-like existence in the desert caves. Donning his customised battlesuit once more, Commander Farsight fights with every iota of determination he can muster against the encroaching swarms, but it is only at the last that he manages to tip the balance. With the aid of his seven most trusted commanders, O’Shovah buys his Earth caste allies the time they need to devise a biological countermeasure that will use the hive fleet’s voracious hunger against itself.
THE ARMIESOne player commands The Eight, with Commander Farsight as its Warlord. The other commands an army chosen from Codex: Tyranids, totalling up to no more than 1500 points and with The Swarmlord as its Warlord. THE BATTLEFIELD Set up terrain, using the deployment map opposite. The Farsight Enclaves deployment zone represents the Earth caste research facility should include as many ruins and/or buildings as possible and at least one Bastion. DEPLOYMENT The Tyranid player deploys first. The Farsight Enclaves player deploys second, using the rules for deployment and the deployment map opposite. FIRST TURN The Tyranids player goes first unless the Farsight Enclaves player can Seize the Initiative. GAME LENGTH The Farsight Enclaves player rolls 2D3+1 at the end of each of his turns. If the result is equal to or less than the turn number, the Earth caste have finished their biological countermeasure, and the game ends immediately. VICTORY CONDITIONS If the Earth caste finishes the biological countermeasure, the Farsight Enclaves player wins automatically. The Tyranids player wins if all of the non-drone Tau models are killed and the Bastion has suffered a Catastrophic Breach, Total Collapse or Detonation! result on the Building Damage table. Any other result is a draw. Reserves. |
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