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Missions

The following missions illustrate the different sorts of strategies used by Tau Empire, and they will provide new tests of your tactical ability as a commander.

War Zone Damocles: Kauyon Campaign

This section includes several Warhammer 40,000 missions inspired by the pivotal battles that took place on Prefectia. These missions provide players with new ways to use their armies and a wealth of new tactical options to master - you can even play them sequentially as part of a campaign using the rules at the end of the section.
There are two main ways in which you can use the Echoes of War missions in War Zone Damocles: Kauyon the most straightforward is to simply choose a mission you want to play. Alternatively, you can fight a campaign by playing the missions in order using the campaign rules. If you do so, then players should stick to the same side for each mission. Keep a note of the players’ victories and defeats the winner is the player with most victories once all of the missions have been played. In the case of a draw, the player that wins the final battle wins the campaign!

There’s nothing to stop you from playing the missions using different armies from those in the story of War Zone Damocles: Kauyon. With a little imagination and some minor changes, you can easily fight similar battles with any combination of miniatures and terrain you have in your collection.

Kauyon Campaign Chart

The Echoes of War missions recreate the pivotal battles of the war for Prefectia. You can play through these missions in sequence to аight a thrilling campaign. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on these pages. If a game is a draw, neither player receives a bonus in the next mission.


№1
ECHOES OF WAR

The Martyr’s Charge

As the Raven Guard bide their time for an opportune moment to strike, the White Scars boldly throw themselves headlong into the Tau defences. Despite Kor’sarro Khan’s warriors attacking from multiple angles in a bid to prevent the Tau from utilising their famed fire support, the cunning aliens are not without tricks of their own...
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the White Scars Chapter. He must include Kor’sarro Khan to be his army’s Warlord if the model is available.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include a Tidewall Defence Network in his army if the models are available, though this does not cost any points, and he must include Commander Shadowsun to be his army’s Warlord if the model is available.

THE BATTLEFIELD
First of all, the Tau Empire player places his Tidewall Defence Network anywhere in his deployment zone (see the deployment map included with this mission). Players then set up terrain.

Objective Markers
After terrain has been set up, the Tau Empire player places a total of 5 Objective Markers in his deployment zone - 1 in each of the platforms at the end of the 4 Tidewall Shieldlines and 1 in the Tidewall Gunrig or Droneport of his Tidewall Defence Network, if the models are available. If these Fortifications move, the Objective Markers will move with them.

DEPLOYMENT
The Tau Empire player deploys first, placing up to half of his units anywhere in his deployment zone. All other units must be held in Reserve. Commander Shadowsun must be held in Reserve. The Space Marines player deploys second, placing units anywhere in at least two of his deployment zones.

FIRST TURN
The Space Marines player has the first turn unless the Tau Empire player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Full Attack: Each time a Bike Squad, Attack Bike Squad, Scout Bike Squad or unit of Land Speeders is completely destroyed, place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Space Marines player’s next turn. These units enter play from any point along a table edge that is within one of the Space Marines player’s deployment zones.

Kauyon: The Tau Empire player’s Reserves enter play from either long table edge.

Lines of Retreat: Any Space Marines units that Fall Back do so towards the nearest table edge. Any Tau Empire units that Fall Back must do so towards the centre of the board, where they will remain until they Regroup.

№2
ECHOES OF WAR

Ploys and Ruses

Unable to find a flaw in Shadowsun’s strategy, the Raven Guard trigger the trap that the Tau have set for them with disposable assets in the hope of revealing an unseen weakness. Yet the Tau meet this ruse with a counter-ploy of their own, and the main Raven Guard assault force soon finds itself under heavy attack by Tau reinforcements.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the Raven Guard Chapter. The Space Marines player must include at least 3 Rhinos and/or Razorbacks in any combination, though these do not cost any points, and a Chaplain, representing Laefin Torovac, to be his army’s Warlord if the model is available.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include a Tidewall Defence Network in his army, though this does not cost any points. He must also include a Commander representing Commander Swiftflame to be his army’s Warlord if the model is available.

THE BATTLEFIELD
First of all, the Tau Empire player places his Tidewall Defence Network anywhere in his deployment zone (see the deployment map included with this mission). Players then set up terrain.

Objective Markers
After terrain has been set up, the Tau Empire player places a total of 5 Objective Markers in his deployment zone - 1 in each of the platforms at the end of the 4 Tidewall Shieldlines and 1 in the Tidewall Gunrig or Droneport of his Tidewall Defence Network, if the models are available. If these Fortifications move, the Objective Markers will move with them.

DEPLOYMENT
The Tau Empire player deploys first, placing up to half of his units anywhere in his deployment zone. All other units must be held in Reserve. The Space Marines player deploys second, placing all of his Rhinos and Razorbacks anywhere in his deployment zone. One unit must begin the game embarked upon one of these transport vehicles (secretly note down which one); his other Rhinos and Razorbacks all have a Transport Capacity of 0 for this mission. All other units must be held in Reserve or Deep Strike Reserve.

FIRST TURN
The Space Marines player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Kauyon: All of the Tau Empire player’s Reserves arrive at the start of his third turn, and enter play from either long table edge.

Lines of Retreat: Any Space Marines units that Fall Back do so towards the nearest table edge. Any Tau Empire units that Fall Back must do so towards the centre of the board, where they will remain until they Regroup.

The Raven Strikes: All of the Space Marines player’s Reserves enter play at the start of his second turn, and enter play via Deep Strike (if they were in Deep Strike Reserve) or from either short table edge. Any models that enter play from a table edge have the Shrouded special rule until the beginning of their next turn.

The Yielding Shield: Though the Tau Empire player’s Tidewall Defence Network must be set up as normal, during the game, he can choose to break off the constituent parts of the network by moving them all individually. The network’s Indomitable Position and Information Relay rules apply to models with the Tau Empire Faction within each of its sections, even if they have separated from the network itself.

№3
ECHOES OF WAR

Bringing the Storm

Bloodily repelled in their first attack, the White Scars are more determined than ever to bring the Tau to battle. By order of Shadowsun herself, Commander Sternshield has the dubious honour of whetting their appetite for death. But can the stubborn conviction of the White Scars overcome Sternshield’s calculated countermeasures?
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the White Scars Chapter. He must include a Hunting Force and at least one Stormraven Gunship in his army if the models are available.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include a Commander equipped with an XV86 Coldstar battlesuit (Commander Sternshield) to be his army’s Warlord if the model is available.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
The Tau Empire player deploys first, anywhere in his deployment zone. The Space Marines player deploys second, anywhere in his deployment zone.

FIRST TURN
The Space Marines player has the first turn unless the Tau Empire player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 player receives 1 Victory Point for each enemy 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. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Deadly Crossfire: If a Tau Empire unit inflicts one or more casualties on an enemy unit, all other Tau Empire units gain the Twin-linked special rule when targeting that unit for the remainder of the Shooting phase.

Elusive Quarry: If he elects to Jink, Commander Sternshield can re-roll failed cover saves for the rest of the turn.

Harbinger of the Storm: After deployment, the Space Marines player must nominate one of his Stormraven Gunships to be the Harbinger of the Storm. This model has a 5+ invulnerable save. In addition, during each of his Shooting phases, the Space Marines player can make a special attack with the Harbinger of the Storm, in addition to any other shooting attacks it makes. To do so, roll a dice for each enemy unit that is within 12" of the Harbinger of the Storm. On the roll of a 1 or more, that unit suffers D3 Strength 7 AP`-` hits. 'These hits are randomly allocated. Vehicles are hit on their side armour.

Kauyon: So long as Commander Sternshield is alive and on the table, the Tau Empire player does not make Reserve Rolls for his Flyers. Instead, at the start of any of his turns after the first, the Tau Empire player can choose whether or not to bring on any Flyers from Reserve automatically.

Out for Blood: All White Scars units can re-roll failed charge distances.

№4
ECHOES OF WAR

Death Run

Raven Guard gunships engage the Tau Air caste in an aerial battle, but their initial success is thrown into jeopardy when the xenos launch a fierce Kauyon counter-attack. Within moments, the Raven Guard craft are heavily outnumbered and are soon forced to seek the dubious shelter of a nearby canyon to evade pursuit.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in both players’ armies must have the Flying Monstrous Creature, Flyer or Super-heavy Flyer unit type. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the Raven Guard Chapter.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include an Air Caste Support Cadre in his army if the models are available.

THE BATTLEFIELD
This aerial battle takes place in a narrow canyon. Set up the battlefield so that it is 2' wide and 6' long. The battlefield should be littered with rocky outcrops, which represent tall spires of rock. These are Impassable Terrain (even to Flyers).

DEPLOYMENT
The Space Marines player deploys first, anywhere in his deployment zone (see Mission Special Rules). All of the Tau Empire player’s forces must begin the game in Reserve.

FIRST TURN
The Tau Empire player has the first turn.

GAME LENGTH
The mission ends when the Space Marines player has either moved one of his models off the western table edge or has no models remaining on the battlefield.

VICTORY CONDITIONS
If the Space Marine player manages to leave combat airspace with any of his models via the western table edge at the canyon’s end (see Mission Special Rules), then he wins the game. Any other result is a victory to the Tau Empire player.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Escape to Safety: The western table edge that represents the canyon’s end is a total of 18' from the eastern table edge. The Rolling Canyon rules, below, mean that the canyon’s end will only be revealed at the end of the sixth game turn. The Space Marines player will therefore be able to achieve a victory in this mission by moving any of his remaining models off the western table edge from the start of his seventh turn.

Head Start: The Space Marines player must set up his Flyers during deployment instead of holding them in Reserve as normal. These models count as Zooming Flyers from the start of the battle.

In Pursuit: All of the Tau Empire player’s Reserves arrive at the start of his first turn, and enter play from the eastern table edge (see map).

Rolling Canyon: At the end of every game turn, remove the easternmost 2'x2' board section and add it to the western edge of battlefield, thereby extending the canyon by a further 2'. Replace any rock spires in dilferent locations, as agreed by both players. Any models that are on the board section that is being removed count as having left combat airspace. Note, however, that this can cause the Space Marines player to lose the game if he no lonоger has any models on the battlefield! Any models that leave combat airspace in this manner must return to the battlefield in their following Movement phase, entering play from the (new) eastern table edge.

Sheer Walls: Models cannot move through impassable terrain, nor can they enter or leave combat airspace via either long table edge. If forced to do so for any reason, the model crashes and is removed as a casualty.

Voltaic Discharge: At the end of each game turn, players must roll a dice for each of their models on the battlefield. On the roll of a 1, that model is struck by a powerful bolt of lightning and suffers a single Strength 7 AP`-` hit (against its side armour if it is a vehicle).

№5
ECHOES OF WAR

To Sever the Head

Corvin Severax is on the hunt. Gathering a powerful strike force of his Chapter’s finest killers, the Master of the Raven Guard leads them to ensure the death of Commander Shadowsun and rob the xenos forces of her tactical brilliance. Yet O’Shaserra enacts a bold plan, using herself as bait to turn the hunters into the hunted.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the Raven Guard Chapter. The Space Marines player must include a Chapter Master (Corvin Severax) to be his army’s Warlord if the model is available.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include at least one XV95 Ghostkeel Battlesuit model in his army, as well as Commander Shadowsun to be his army’s Warlord if the models are available.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
The Tau Empire player deploys first, anywhere in his deployment zone. However, all units of XV95 Ghostkeel Battlesuits and XV25 Stealth Battlesuits must be placed in Deep Strike Reserve. The Space Marines player deploys second, anywhere in his deployment zone.

FIRST TURN
The Space Marines player has the first turn unless the Tau Empire player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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, if the enemy Warlord has been removed as a casualty, you score 5 Victory Points. Note that, for the purposes of this mission, the Commander Shadowsun model does not count as the Tau Empire player’s Warlord for achieving this objective (see Mission Special Rules).

In addition, at the end of the game, each player receives 1 Victory Point for each enemy 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. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Bait: The Commander Shadowsun model counts as the Tau Empire player’s Warlord for all intents and purposes (including generating a Warlord Trait), but no Victory Points are awarded for her being removed as a casualty. For the Space Marines player to achieve his Primary Objective, O’Shaserra’s XV95 Ghostkeel Battlesuit must be removed as a casualty as well (see below).

Decoy: After deployment, the Tau Empire player must nominate one XV95 Ghostkeel Battlesuit to be piloted by the real O’Shaserra. This model has a Ballistic Skill characteristic of 5.

Kauyon: If the Commander Shadowsun model is removed as a casualty, the Tau Empire player must bring all of his units of XV95 Ghostkeel Battlesuits and XV25 Stealth Battlesuits onto the battlefield via Deep Strike in his following Movement phase. These units arrive automatically and do not scatter.

Lord of Shadows: Corvin Severax has the Stealth and Shrouded special rules.

№6
ECHOES OF WAR

The Khan and the Raven

United in purpose by the tragic death of Corvin Severax, the White Scars and Raven Guard are at last ready to fight as one and bring the wrath of the Imperium to the Tau. Using their own tactics against them, the Raven Guard work to lure the Tau from their defensive positions so that the White Scars can deliver the killing blow.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and he must divide his forces as evenly as possible between units drawn from the White Scars and Raven Guard Chapters. The Space Marines player must also include Kor’sarro Khan, as well as Shadow Captain Shrike to be his army’s Warlord, if the models are available.

All units in the Tau Empire player’s army must have the Tau Empire Faction.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
The Space Marines player deploys first, placing his Raven Guard units anywhere in his deployment zone. All his White Scars units must be held in Reserve. The Tau Empire player deploys second, anywhere in his deployment zone.

FIRST TURN
The Tau Empire player has the first turn unless the Space Marines player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 player receives 1 Victory Point for each enemy 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. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

A Kauyon of Their Own: The Space Marines player’s White Scars Reserves enter play from either long table edge.

Lord of Ravens: Shadow Captain Shrike has the Orbital Bombardment wargear item. Furthermore, as long as Shadow Captain Shrike is alive and on the battlefield, the Space Marines player can choose to pass a single Reserve Roll automatically (instead of rolling) each turn.

Mont’ka: All units in the Tau Empire player’s army have the Zealot special rule for the first three game turns.

Open War At Last: White Scars units can either shoot and then make Run/Turbo-boost moves, or make Run/Turbo-boost moves and then shoot in the same phase, though they cannot then charge in the same turn.

№7
ECHOES OF WAR

The Surging Storm

The Knights of House Terryn have entered the fray, and their might treatens to turn the tide of war on Prefectia. Yet even this turn of events does not perturb the wily Shadowsun, for she also has a trump card that she has yet to reveal, over which even the indomitable Imperial Knights may not have the strength to prevail.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Imperial Knights player, and his opponent is the Tau Empire player. All units in the Imperial Knights player’s army must have the Imperial Knights Faction. The Imperial Knights player must include an Exalted Court and a Knight Paladin (the Obsidian Knight) if the models are available. The Formation’s High King (Tybalt) must be the army’s Warlord.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include at least one KV128 Stormsurge if the model is available, and all other units in his army must either be vehicles or comprised entirely of battlesuits.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

DEPLOYMENT
The Imperial Knights player deploys first, placing his units anywhere in his deployment zone. The Obsidian Knight must be held in Reserve. The Tau Empire player deploys second, anywhere in his deployment zone. Any KV128 Stormsurges must be held in Reserve.

FIRST TURN
The Imperial Knights player has the first turn unless the Tau Empire player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Tau Empire player wins if he has completely destroyed all of the Imperial Knights player’s forces. If there are any models belonging to the Imperial Knights player remaining, the Imperial Knights player wins. Units that are not on the board at the end of the game count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Kauyon: Do not make Reserve Rolls for any KV128 Stormsurges during the second turn. Instead, they all arrive automatically at the start of the Tau Empire player’s third turn.

Long Way Down: The area marked as Goliath’s Eye on the deployment map is treated as impassable terrain to all units with the exception of Flyers, Skimmers, Flying Monstrous Creatures, Jet Pack and Jump units these units treat it as open ground instead.

Seismic Assault: Instead of targeting an Imperial Knight directly with its cluster rocket system, a KV128 Stormsurge can instead declare that it is targeting the ground beneath its target’s feet. To do so, roll to generate the number of shots fired and To Hit as normal; for each successful hit, reduce the number of inches that the target Imperial Knight can move in its next Movement phase by 1. Furthermore, if the target Imperial Knight does attempt to move in its next Movement phase, and it is within 6" of Goliath’s Eye, the Imperial Knights player must first roll a dice. On a roll of a 1, the Imperial Knight falls to its doom and is removed from the battlefield.

The Obsidian Knight: The Obsidian Knight has the Vehicle (Super-heavy Walker, Character) unit type, Weapon Skill 5 and Ballistic Skill 5. In addition, he adds 1 to his ion shield invulnerable saves and has the Hatred (Tau Empire) and Preferred Enemy (Tau Empire) special rules. When the Obsidian Knight arrives from Reserve, he enters play from either short table edge.

Voltaic Discharge: At the end of each game turn, the Tau Empire player must roll a dice for each of his models that are positioned above or within 12" of Goliath’s Eye (as shown on the deployment map). On the roll o f a 1, that model is struck by a powerful bolt of lightning and suffers a single Strength 7 AP`-` hit (against its side armour if it is a vehicle).

№8
ECHOES OF WAR

Blood and Vengeance

After many long months of bloody war, the stage is set for a final showdown to decide the fate of Prefectia. The armies of the Imperium have gathered their strength and the Tau Empire have at last revealed their deadly new innovations and mightiest machines of war. The future of the Gilded Worlds hangs in the balance...
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction or Imperial Knights Faction. All Space Marines units must be drawn from the White Scars and Raven Guard Chapters. The Space Marines player must also include a Knight Warden (High King Tybalt) and Kor’sarro Khan, as well as Shadow Captain Shrike to be his army’s Warlord if the models are available.

All units in the Tau Empire player’s army must have the Tau Empire Faction. The Tau Empire player must include a Commander (Commander Swiftflame), a Commander equipped with an XV86 Coldstar battlesuit (Commander Sternshield), as well as Commander Shadowsun to be his army’s Warlord if the models are available.

THE BATTLEFIELD
Set up terrain using the deployment map included in this mission.

Objective Markers
No Objective Markers are placed at this stage, but up to six can be generated over the course of the battle (see Mission Special Rules).

DEPLOYMENT
The Tau Empire player deploys first, placing his units anywhere in his deployment zone. The Space Marines player deploys second, anywhere in his deployment zone.

FIRST TURN
The Space Marines player has the first turn unless the Tau Empire player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 Objective Marker (see Mission Special Rules) is worth 3 Victory Points to the player that controls it.

In addition, the Space Marines player scores 1 Victory Point each time one of the following models is removed as a casualty: Commander Swiftflame, Commander Sternshield, Commander Shadowsun.

The Tau Empire player scores 1 Victory Point each time one of the following models is removed as a casualty: High King Tybalt, Kor’sarro Khan, Shadow Captain Shrike.

Secondary Objective
First Blood, Linebreaker, Slay the Warlord*.

* This means that 2 Victory Points are scored for slaying Commander Shadowsun or Shadow Captain Shrike.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Defend the Fallen Heroes: Each time one of the following models is removed as a casualty Commander Swiftflame, Commander Sternshield, Commander Shadowsun, High King Tybalt, Kor’sarro Khan or Shadow Captain Shrike - the controlling player replaces the model with an Objective Marker.

Electrical Storm: At the start of each game turn, roll a dice and consult the deployment map to see which section of the battlefield corresponds to the number rolled. This section has been struck by an electrical storm. All units wholly or partially within the affected area are hit; non-vehicle units suffer D6 Strength 5 AP`-` hits, whilst vehicle units suffer a single Strength 1 AP`-` hit with the Haywire special rule.

Lord of Ravens: Shadow Captain Shrike has the Orbital Bombardment wargear item.

Storm Blind: Tau Empire units equipped with blacksun filters that target Raven Guard units that are wholly or partially within a section of the battlefield affected by the Electrical Storm can only fire Snap Shots.

War Zone Damocles: Mont’ka Campaign

This section includes several Warhammer 40,000 missions inspired by the pivotal battles that took place on Mu’gulath Bay. These missions provide players with new ways to use their armies and a wealth of new tactical options to master - you can even play them sequentially as part of a campaign using the rules at the end of the section.
There are two main ways in which you can use the missions in War Zone Damocles: Mont’ka the most straightforward is to simply choose a mission you want to play. Alternatively, you can fight a campaign by playing the missions in order using the campaign rules. If you do so, then players should stick to the same side for each mission. Keep a note of the players’ victories and defeats the winner is the player with most victories once all of the missions have been played. In the case of a draw, the player that wins the final battle wins the campaign!

There’s nothing to stop you from playing the missions using different armies from those in the story of War Zone Damocles: Mont’ka. With a little imagination and some minor changes, you can easily fight similar battles with any combination of miniatures and terrain you have in your collection.

Mont’ka Campaign Chart

The Echoes of War missions recreate the pivotal battles of the war for Mu’gulath Bay. You can play through these missions in sequence to аight a thrilling campaign. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on these pages. If a game is a draw, neither player receives a bonus in the next mission.

If you wish, you can combine the campaigns from War Zone Damocles: Mont’ka and War Zone Damocles: Kauyon into one massive campaign! If you do so, the winner of the Kauyon campaign is allowed to add 100 points to their force in Echoes of War: Death in the Void. In addition, add together the number of missions won in both campaigns when working out the winner’s rating at the conclusion of the Mont’ka campaign.


№1
ECHOES OF WAR

Death in the Void

The Imperial campaign to recapture Mu’gulath Bay began in space above the planet. The Tau had built a network of defence satellites that would spell doom for Imperial forces attempting planetfall. Raven Guard and White Scars strike forces were despatched to destroy the networks before the invasion began.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the Raven Guard or White Scars Chapters.

All units in the Tau player’s army must have the Tau Empire Faction. The army must include a Tidewall Shieldline and two Tidewall Gunrigs if they are available, though these models do not cost any points.

THE BATTLEFIELD
First of all, the Tau player places his Tidewall Shieldline and Tidewall Gunrigs in his deployment zone. Players then set up terrain.

Objective Markers
The Tau player must set up three Objective Markers in his deployment zone. One must be placed on the Tidewall Shieldline and one on each Tidewall Gunrig (if they have been used), and will move with them.

DEPLOYMENT
The Tau player deploys first. He must deploy all Troops units and up to two other units of his choice in his deployment zone. All other units must be held in Reserve. The Space Marines player deploys second, in his deployment zone.

FIRST TURN
The Space Marines player has the first turn unless the Tau player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 Objective Marker on a Tidewall Gunrig is worth three Victory Points to the player that controls it - the Objective Marker on the Tidewall Shieldline is instead worth 6 Victory Points.

Secondary Objectives
Slay the Warlord.

MISSION SPECIAL RULES
Reserves.

Asteroid Strikes: At the start of each Shooting phase, the player whose turn is taking place rolls a D6. On a roll of 1-4 the Shooting phase takes place normally. On a roll of 5, the player may make a shooting attack using the Small Asteroid profile. On a roll of 6, the player may make a shooting attack using the Large Asteroid profile. The attack is conducted as if it were being fired indirectly (see the Barrage special rule).

RangeSAPType
Small AsteroidUnlimited83Heavy 1, Barrage, Blast
Large AsteroidUnlimited92Heavy 1, Barrage, Large Blast

Hard Vacuum: An attack that would normally only inflict a cut or graze can rupture the integrity of an opponent’s vac-suit, leading to a painful death as they struggle desperately for air, while any hit that penetrates a vehicle’s hull can lead to the crew suffering a similar fate. All attacks have the Rending special rule.

Low Gravity: All Infantry models can move 12" in the Movement phase and can move over other models and terrain freely. However, if an Infantry model begins or ends its move in difficult terrain, it must take a Dangerous Terrain test.

Void War: The battle takes place in the dark depths of space. To represent this, the Night Fighting mission special rule is in effect for the duration of the battle.

№2
ECHOES OF WAR

Armoured Onslaught

Knight Commander Pask was amongst the first to land on Mu’gulath Bay. Quickly organising the armoured forces under his command, he led a fast moving tank column against the Tau’s Armoured Interdiction Cadres. Caught badly off guard, the Tau attempted to fall back, but found themselves under attack from all sides.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Astra Militarum player, and his opponent is the Tau Empire player. All units in the Astra Militarum player’s army must have the Astra Militarum Faction. The army must include Knight Commander Pask if his model is available. All units in the Tau player’s army must have the Tau Empire Faction.

THE BATTLEFIELD
Set up terrain.

DEPLOYMENT
The Tau player deploys first, in his deployment zone; he cannot voluntarily place units in Reserve. The Astra Militarum player deploys second, placing up to half of his units in his deployment zone. All other units must be held in Reserve. If his army includes Knight Commander Pask, he must be held in Reserve.

FIRST TURN
The Astra Militarum player has the first turn unless the Tau player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 player earns a number of Victory Points equal to the Hull Points characteristic of each enemy Vehicle that has been completely destroyed.

Secondary Objectives
Slay the Warlord.

MISSION SPECIAL RULES
Attacked From All Sides: Astra Militarum units in Reserve enter from either long table edge. The Astra Militarum player can choose which for each unit.

Off Guard: Units in the Tau army are only allowed to make Snap Shots at units that arrived in the previous turn.

Tank Aces: Before the game begins, each player picks up to D3 vehicles in their army. Roll once on the following table for each vehicle, and apply the result.

2D6Result
2Ace Killed in Action: No benefit is received for this roll. 
3Old Ironsides: The Ace manoeuvres so that shots glance off or cannot hit squarely. All shooting Armour Penetration rolls against this vehicle suffer a -1 penalty. 
4Expert Rammer: Tanks add D3 to their armour penetration total for any hit they inflict in a Ram. Other vehicles can Ram
5Flat Out and More: The Ace can make his vehicle move an extra 6" when it goes Flat Out
6Ambush Expert: After deployment and the roll to Seize the Initiative, you may reposition the Ace (and the rest of his unit if he is part of a squadron) anywhere in his deployment zone
7Expert Gunner: This Ace is a true believer in rigorous gunnery practice. Add 1 to the Ballistic Skill of the Ace’s vehicle
8Expert Driver: The Ace’s vehicle can move an additional D6" in the Movement phase. This extra movement does not effect the number of guns the Ace’s vehicle can fire. 
9Hull Down: The Ace makes maximum use of cover. He has the Stealth special rule. 
10Doublefire: In the Shooting phase, a single weapon on the Ace’s vehicle can fire twice. 
11Uncanny Anticipation: Any weapon that is shooting at a range of more than 18" at the Ace’s vehicle must re-roll successful To Hit rolls
12Versatile Tactics: Pick the result of your choice. 


№3
ECHOES OF WAR

Conflicting Agendas

As the Imperium’s invasion progressed, Astra Militarum formations attacking Tau defence in stallations were joined by detachments from the Adeptus Mechanicus. However, the Martian Priesthood were primarily interested in retrieving Tau technology, even if this meant that their Imperial Guard allies suffered heavy casualties.
THE ARMIES
This mission is intended for three players. One player commands a Tau Empire army, while the other two players command a combined army, with one player taking an Astra Militarum force and the other an Adeptus Mechanicus force.

Choose armies. The combined army receives the same number of points as the Tau army, with each of the players receiving half of the points that are available for their combined force.

All units in the Astra Militarum player’s force must have the Astra Militarum Faction, and all units in the Adeptus Mechanicus player’s force must have the Cult Mechanicus and/or Skitarii Faction. Each player is allowed to pick a Warlord for their force (see the Combined Forces special rule below).

All units in the Tau Empire army must have the Tau Empire Faction.

THE BATTLEFIELD
Set up terrain.

Objective Markers
The Tau player must set up three Objective Markers in his deployment zone, using the rules for Placing Objective been placed, randomly select one of the three Objective Markers - this is the Technocache that the Adeptus Mechanicus player needs to capture.

DEPLOYMENT
The Tau player deploys first, in his deployment zone. The Imperial players deploy second in their deployment zone.

FIRST TURN
The combined Imperial army has the first turn unless the Tau player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points is the winner. If all two or three players are tied with the most Victory Points, the game is a draw.

Primary Objectives
At the end of the game, the Astra Militarum and Tau players score 3 Victory Points for each Objective Marker they control.

The Adeptus Mechanicus player scores 4 Victory Points if he controls the Technocache Objective Marker.


Secondary Objectives (Adeptus Mechanicus only)
The Adeptus Mechanicus are interested in examining Tau technology. The Adeptus Mechanicus player receives 1 Victory Point for each wrecked Tau vehicle that they control, up to a maximum of 3 Victory Points for controlling three wrecks. Tau vehicle wrecks are controlled in the same way as an Objective Marker.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Combined Forces: In this battle the forces controlled by the Astra Militarum player and the forces controlled by the Adeptus Mechanicus player are treated as a single army. However, each force can have a Warlord. The two forces are treated as Allies of Convenience, rather than Battle Brothers.

Astra Militarum units and Adeptus Mechanicus units cannot both control the same Objective Marker. Should this happen, the Objective Marker is contested and neither player controls it.

Friendly Fire Incident: The Adeptus Mechanicus player and the Astra Militarum player are allowed to pick one of their ally’s units as the target for one of their own unit’s shooting attacks if they wish to do so. Each player is only allowed to do this once per battle, and they must subtract 1 from their Victory Points total if they do so.

№4
ECHOES OF WAR

The Unforeseen Strike

Things were going from bad to worse for the beleaguered Tau forces, who had been trapped in a few heavily fortified positions. Then, like a bolt from the blue, Commander Farsight arrived at the head of the Eight. Carving through the surprised Imperial defenders, the Eight struck at the Cadian army’s command HQ.
THE ARMIES
Points are not used for this battle. Instead one player commands The Eight Formation, and the other player takes a Cadian Battle Group Detachment consisting of 1 Core choice, 1 Command choice and 3 Auxiliary choices.

If a player is not able to field their army in full, they should simply take as many units from the army as they have available. These units still count as being part of their respective Formations and/or Detachments, and receive the associated benefits for them.

Expanded Game
If the players agree, they can expand this game by adding one or more Retaliation Cadres to the Tau Empire army. The Cadian Battle Group can include an extra Auxiliary choice for each Retaliation Cadre that is added to the Tau army.

THE BATTLEFIELD
Set up terrain.

DEPLOYMENT
The Cadian player deploys first, anywhere on the battlefield that is more than 12" from a table edge. The Tau player does not deploy any units at the start of the battle - they arrive on the first turn as described below. Neither side can place units in Reserve.

FIRST TURN
The Tau player has the first turn, and must deploy his entire army at the start of the turn. Tau units can either be deployed within 3" of a table edge, or can enter play using the Deep Strike rule on the first turn. Models may deploy alongside different table edges if desired.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
The Tau player wins immediately if all models in the Cadian Battle Group Command choice are destroyed or have Fallen Back off the battlefield. The Cadian player wins if the battle ends before this has happened.

MISSION SPECIAL RULES
Lines of Retreat: Any units that Fall Back do so towards the nearest table edge.

Man the Tanks: In addition to the above, at the start of the battle the crews of all Cadian vehicles are outside their vehicles. To represent this, keep track of the number of hits scored on each vehicle by Tau attacks in the first Tau turn, whether they damage the vehicle or not. At end of the Tau turn, roll 2D6 for each unwrecked vehicle and compare the result to the number of hits that were scored on it - if the roll is less than or equal to the number of hits, the crew have been killed as they try to get in, and the vehicle is wrecked.

Surprise Attack: In the first game turn, units in the Cadian army cannot Run or charge, and are only allowed to make Snap Shots. In the second game turn, they can only charge if they first pass a Leadership test, and must subtract 1 from their Ballistic Skill.

Target Locked: Tau units cannot choose units from the Cadian Battle Group’s Command choice as the target for a shooting attack unless they are the closest target within line of sight or have at least one markerlight counter.

№5
ECHOES OF WAR

The Eye of the Storm

Knight Commander Pask and the tanks he led had caused terrible damage to the Tau defenders. Farsight knew he must neutralise the threat posed by the Imperium’s armoured forces, so he launched a devastating surprise attack on Pask’s squadron as they strove through an electrical dust storm.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Astra Militarum player, and his opponent is the Tau Empire player. All units in the Astra Militarum player’s army must have the Astra Militarum Faction. The army must include Knight Commander Pask if a model is available for him.

All units in the Tau player’s army must have the Tau Empire Faction. The army must include Commander Farsight if a model is available for him.

THE BATTLEFIELD
Set up terrain with the exception that no scenery can be set up in the Astra Militarum deployment zone.

DEPLOYMENT
The Astra Militarum player deploys first, in his deployment zone. No units apart from Flyers can be placed in Reserve. The Tau player deploys second, in his deployment zone.

FIRST TURN
The Tau player has the first turn unless the Astra Militarum player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the players count up Victory Points to determine the winner. The Tau player wins if he has at least twice as many Victory Points as the Astra Militarum player. The battle is a draw if the Tau player has more Victory Points but not twice as many. The Astra Militarum player wins if the scores are tied or if he has more Victory Points.

Primary Objective
Each player receives 1 Victory Point for each enemy unit that has been completely destroyed or that is Falling Back at the end of the game (including any units or models destroyed by the electrical dust storm - see below). Independent Characters and Dedicated Transports are individual units and award Victory Points if destroyed.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Electrical Dust Storm: The electrical dust storm under which Pask advanced shrouded his forces from view, but numerous units were damaged by lightning strikes.

To represent this, roll on the following table for each unit in the Astra Militarum army after deployment is complete but before the first turn. The Astra Militarum player does not have to take Morale checks for units that suffer casualties as a result of lightning strikes.

D6Result
1-2Charmed Life: The unit avoids any damage from the storm. 
3Clipped: The unit is caught on the edge of a lightning strike. A random model in the unit suffers a Strength 5 AP4 hit. 
4-5Lightning Blast: A lightning bolt strikes the ground right by the unit. The unit suffers D6 Strength 5 AP4 hits which are Randomly Allocated
6Direct Hit: One model in the unit is hit by a lightning strike. A randomly selected model from the unit suffers a Strength 9 AP2 hit. In addition, the unit suffers the effects of a Lightning Blast (see result 4-5 above). 

Elite Armoured Formation: The Astra Militarum player can roll once on the Tank Ace table from Echoes of War: Armoured Onslaught, and apply the result to an Astra Militarum vehicle in their army. If Pask is not included in their army, then the Astra Militarum player can roll twice on the table and apply the results to two different vehicles in their army.

№6
ECHOES OF WAR

The Killing Blow

Predicting that the Space Marines would enact a swift and sudden strike, Farsight made plans to use holographic decoys to lure them into an elaborate trap before dealing his final blow. But the White Scars and Raven Guard are themselves masters of battlefield tactics, and would not so easily succumb to the Tau’s deceptive ploys.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Space Marines player, and his opponent is the Tau Empire player. All units in the Space Marines player’s army must have the Space Marines Faction and be drawn from the White Scars or Raven Guard Chapters.

All units in the Tau player’s army must have the Tau Empire Faction. The army must include Commander Farsight if his model is available, and all models in the army must be equipped with battlesuits.

THE BATTLEFIELD
Set up terrain.

DEPLOYMENT
The Tau player deploys first, in his deployment zone. The Space Marines player deploys second, in his deployment zone. Only Space Marine units can be held in Reserve; the Tau player cannot voluntarily place units in Reserve.

FIRST TURN
The Space Marines player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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
Each player receives 1 Victory Point for each enemy unit that has been completely destroyed or that is Falling Back at the end of the game. Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Reserves.

Conclave of Heroes: The Space Marines player can have up to two Warlords in this battle, rather than only one. One of the Warlords must be from the White Scars Chapter, and the other must be from the Raven Guard Chapter. Any of the Warlords’ Traits that affect friendly units will only affect units which are from the same Chapter as the Warlord.

Holographic Decoys: At the end of the Space Marines player’s first Movement phase, the Tau player can select up to six of his units that are on the battlefield. These units can immediately be redeployed anywhere on the battlefield that is more than 3" from any enemy model.

Low Altitude Airdrops: All of the Space Marines player’s forces from the White Scars Chapter that are placed in Deep Strike Reserve automatically arrive during the first turn. You can also re-roll the scatter dice when these units arrive by Deep Strike.

Subterranean Tunnels: All of the Space Marines player’s forces from the Raven Guard Chapter that are placed in Reserve can Outflank if they are Infantry, and all units that do so automatically arrive at the start of the first turn. Units that can already Outflank can move onto any table edge, including the enemy’s (there is no need to roll to determine which edge they arrive from).

The Better Part of Valour: Starting from game turn 3, units in the Tau army are allowed to retreat from the battle if they start their Movement phase within 6" of a table edge in their deployment zone. Remove any units that retreat from the battlefield. They do not count as destroyed for Victory Points purposes.

№7
ECHOES OF WAR

Return of the Obsidian Knight

The Tau had believed the Obsidian Knight destroyed during the war for Prefectia, but the revered Freeblade returned as if from the grave to seek his revenge on Mu’gulath Bay. Supported by a company of Super-heavy Imperial tanks, the black-armoured Knight once again met the Tau Empire forces in furious battle.
THE ARMIES
Select armies as described in the Choosing Your Army section.

One player is the Imperial player, and his opponent is the Tau player. All units in the Imperial player’s army must have either the Astra Militarum or the Imperial Knights Faction. In addition, all units in the army must be Super-heavy Vehicles and/or Super-heavy Walkers.

All units in the Tau player’s army must have the Tau Empire Faction. In addition, all units in the army must be Monstrous and/or Gargantuan Creatures.

THE BATTLEFIELD
Set up terrain.

DEPLOYMENT
Deploy using the Standard Deployment Method. If the Imperial player takes the Obsidian Knight (see the Mission Special Rules below), it must start the battle held in Reserve.

FIRST TURN
The player that set up first can choose to take the first or second turn. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 player earns a number of Victory Points equal to the Hull Points or Wounds characteristic of each enemy model that has been completely destroyed.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Reserves.

Battlelord: At the start of deployment, the Tau player rolls once on the following table, and then picks a model for the result to apply to. If the Imperial army does not include the Obsidian Knight, then the Imperial player is also allowed to roll on the table.

D6Result
1Master of Manoeuvres: The model adds D3 to its Movement value each turn and gains the Outflank special rule. 
2Slayer of Giants: The model gains the Tank Hunters and Monster Hunter special rules. 
3Heavy Class: A Super-heavy unit with this trait gains +D3 Hull Points. A Monstrous or Gargantuan Creature gains +D3 Wounds. 
4Present Maximum Armour: One use only. In any of the player’s turns, they can declare that the model is using this trait. A Super-heavy unit gains + 1 to all of its Armour Values until its next turn. A Monstrous or Gargantuan Creature gains +1 Toughness and can re-roll failed armour saves until its next turn. 
5Weaponmaster: The model gains +D3 to its Weapon Skill (if it has one on its profile) and +1 to its Ballistic Skill (if it has one on its profile). 
6Indomitable: The model gains the It Will Not Die special rule. If it already had this special rule, it can re-roll It Will Not Die rolls of 1. 

The Obsidian Knight: The Imperial player can choose one Knight Paladin in his army to be the Obsidian Knight. It has the Vehicle (Super-heavy Walker, Character) unit type and the Hatred (Tau Empire) and Preferred Enemy (Tau Empire) special rules. In addition, add 1 to this model’s Weapon Skill and Ballistic Skill, and add 1 to any invulnerable saving throw this model makes for its ion shield.

№8
ECHOES OF WAR

The Assassins Strike

Thwarted by the skilled commanders of the Tau army, the Imperium deployed one of its feared Assassinorum Execution Forces, ordering them to remove the Tau leadership using any means necessary. It was quickly apparent, however, that the xenos leaders would not be easy targets, even for the Imperium’s deadliest killers.
THE ARMIES
Points are not used for this battle. One player commands a Tau army consisting of one HQ choice with the Tau Empire Faction, protected by a single Tau Empire or Farsight Enclaves Formation.

The other player commands an army consisting of an Imperial Assassin with the Officio Assassinorum Faction, supported by a single Astra Militarum or Space Marine Formation. Any Space Marines must be drawn from the Raven Guard or White Scars Chapters.

Flyers, Super-heavy units and Monstrous or Gargantuan Creatures cannot be used by either side. If a player is not able to field a Formation in full, they should simply take as many units from the Formation as they have available. These units still count as being part of their Formation, and receive the benefits for it.

THE BATTLEFIELD
Set up terrain.

DEPLOYMENT
The Tau player deploys first, anywhere on the battlefield that is wholly within 12" of the centre of the battlefield. The Imperial player does not deploy any units at the start of the battle - they arrive on the first turn as described below. Neither side can place units in Reserve.

FIRST TURN
The Imperial player has the first turn, and must deploy his entire army at the start of the turn. Imperial models move on from any table edge. They can move and fight normally on the turn that they are deployed.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who 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 player receives a number of Victory Points equal to the number of Wounds and Hull Points of damage they have inflicted upon the enemy army. Each Wound inflicted on the Tau HQ choice or the Imperial Assassin is worth 10 Victory Points rather than 1.

MISSION SPECIAL RULES
Lines of Retreat: Any units that Fall Back do so towards the nearest table edge.

Variable Battlefield Conditions: The Tau player rolls a D6 at the start of the battle, before the Imperial player takes their first turn. Refer to the table below and apply the result rolled for the duration of the battle.

D6Result
1Night Attack: The Night Fighting mission special rule is in effect for the duration of the mission. 
2Chance Encounter: For the first game turn neither side can Run or charge, and both sides can only make Snap Shots
3Mysterious Objects: Place D6 Objective Markers on the battlefield. These Objective Markers are not worth any Victory Points, but the Mysterious Objectives rule applies to them. 
4Stray Shells: The battlefield lies in an area occasionally struck by artillery fire. At the start of each Shooting phase, the player whose turn is taking place rolls a D6. On a roll of 6, the player may make an indirect shooting attack using the following profile (see the Barrage special rule).

RangeSAPType
Unlimited84Heavy 1, Barrage, Blast
 
5Additional Objectives: Set up six Objective Markers. Each player generates 3 Tactical Objectives at the start of his first turn. If at the start of any of their future turns the player has fewer than 3 Active Tactical Objectives, they must generate more until they have 3. 
6Perfect Conditions: Starting with the Tau player, each player chooses a result from this table. The same result cannot be chosen by both players.