Expansions‎ > ‎Planetary Onslaught‎ > ‎

Planetstrike

Contents
Playing a Game of Planetstrike
How to Use Planetstrike Missions
• The Armies
• Fortifications in Planetstrike
• Planetstrike Battlefields and Deployment
• Warlord Traits
• Planetstrike Stratagems
• Objective Markers in Planetstrike
• Planetstrike Detachments
Planetstrike Mission Special Rules
• Firestorm
• Planetary Assault
• Shock Tactics
• Scramble!
Planetstrike Attacker Warlord Traits
Planetstrike Defender Warlord Traits
Attacker Stratagems
• High Yield Firestorm
• Planetquake Bomb
• Gremlin Curse
• Scorched Skies
• Laserburn
• Ground Observer
• Heavy Duty Drop
• Dawn Assault
• Desperate Last Push
Defender Stratagems
• Rapid Reinforcements
• Krak Mines
• Foxholes
• Jammers
• Ammunition Stores
• Directional Void Shields
• Drop Zone Denial
• Fortified Stronghold
• Defiant to the End
Planetstrike Missions
• Campaign Chart
 1 Planetfall
 2 Desperate Assault
 3 Seize & Destroy
 4 Stranglehold
 5 Forlorn Hope
 6 Planetquake

Welcome to Planetstrike, an alternative way of waging war in the 41st Millennium. This appendix is an expansion to the Preparing for Battle section in Warhammer 40,000: The Rules, allowing your collection of Citadel miniatures to battle to the death in a devastating planetary assault.

In a game of Planetstrike, the players take specific roles – one player is the Attacker, attempting to wrest control of a planet, and the other is the Defender, who will do everything to defend it. Planetstrike introduces a whole new set of tactical challenges to the battlefields of the 41st Millennium, and whether you choose to tear the planet from your opponent’s grasp or annihilate the crazed invaders raining from the skies, your actions can determine the fate of an entire world.

Playing a Game of Planetstrike

This expansion presents new rules that you can use to explore the kinds of missions that revolve around planetary assaults. These will illustrate the different sorts of tactics used to attack and defend a planet from orbital invasion, and they will provide new tests of your ability as a commander. Tried and trusted strategies will need to be re-thought in the face of new challenges, and you will need to think outside the box in order to secure victory.

In addition to presenting all the rules and stratagems you will need to play a game of Planetstrike, you will also find in here six missions that exemplifies the cinematic style of a Planetstrike game.

How to Use Planetstrike Missions

To play a Planetstrike mission only requires a handful of modifications to the Preparing for Battle section of Warhammer 40,000: The Rules, which are described below.

The Armies

In a Planetstrike mission, one player is pitted in the role of Attacker and one as the Defender. As with any game that pits players in asymmetric roles, we recommend replaying the mission, but switching Attacker and Defender around to test out a different set of tactics on the battlefield.

It is also worth arranging to play a Planetstrike mission in advance so you can both prepare your forces; the Attacker and Defender in Planetstrike can take different compositions of forces to reflect the warriors they will require to secure victory in their designated role. The Attacker will spearhead his invasion with his swiftest and most veteran forces whilst the Defender mans the defences with every warrior he can muster and prepares to engage inbound enemies with his biggest guns. Both forces will be marshalled into battle by their bravest commanders, either to lead the invading forces in a brutal planetary assault, or to stand defiantly against them. If you are playing a Planetstrike Mission, you can choose to use the Planetstrike Attacker or Defender Detachments (if you are the Attacker or Defender respectively), when selecting your armies.

Fortifications in Planetstrike

When playing a Planetstrike mission, neither the Attacker nor the Defender can purchase fortifications as part of their army. Instead, the players (typically just the Defender) will place fortifications on the battlefield as described in The Battlefield section of the mission you are playing.

Planetstrike Battlefields and Deployment

Instructions for creating Planetstrike battlefields and deploying your forces are included in the Planetstrike missions themselves; you should use these rules instead of those found in Warhammer 40,000: The Rules.

Warlord Traits

When you determine your Warlord Trait, you can choose to roll on the appropriate Planetstrike table instead of those normally available to your Warlord.

Planetstrike Stratagems

After you have determined your Warlord Trait, you may then select your Planetstrike stratagems. These represent dirty tricks, cunning tactics, fiendish traps and special attacks. Some missions specify the stratagems that the Attacker and Defender have, but typically each player has a number of Stratagem Points to purchase stratagems of their choice. Some stratagems give a small tactical advantage and are only worth a single point, whilst others represent vast expenditures of resources and are worth several points. The stratagems and/or Stratagem Points each player has will be stated in the Planetstrike mission itself. You do not need to spend all (or any) of your Stratagem Points, but you cannot spend more than your total.

The Attacker and Defender stratagems can be found later in this section. Each stratagem can only be chosen once.

Objective Markers in Planetstrike

If an Objective Marker is placed on a building’s battlements in a Planetstrike Mission, you control that Objective Marker if there is at least one model from one of your scoring units – and no models from enemy scoring units – within 3" of that Objective Marker, embarked inside that building or in base contact with that building (even if the building has suffered a Total Collapse result).

Planetstrike Detachments

Compulsory
1 HQ

Optional
2 HQ
6 Troops
6 Elites
6 Fast Attack
3 Heavy Support

Restrictions
All units chosen must have the same Faction (or have no Faction).

Command Benefits
Ideal Mission Commander: You can re-roll the result on the Planetstrike Attacker Warlord Trait table.

Invading Battle Force: Once, in each of your turns, you can choose one unit before making any Reserve Rolls. You can choose to pass or fail the Reserve Roll for that unit automatically (it must still arrive on the fourth turn).

Offensive Strategy: If this is your Primary Detachment, you have +1 Stratagem Point to spend when selecting Planetstrike stratagems.
Compulsory
1 HQ

Optional
2 HQ
9 Troops
3 Elites
3 Fast Attack
6 Heavy Support

Restrictions
All units chosen must have the same Faction (or have no Faction).

Command Benefits
Ideal Mission Commander: You can re-roll the result on the Planetstrike Defender Warlord Trait table.

Defending Battle Force: Once, in each of your turns, you can choose one unit before making any Reserve Rolls. You can choose to pass or fail the Reserve Roll for that unit automatically (it must still arrive on the fourth turn).

Defensive Strategy: If this is your Primary Detachment, you have +1 Stratagem Point to spend when selecting Planetstrike stratagems.

Planetstrike Mission Special Rules

A Planetstrike mission uses additional mission special rules as well as those found in Warhammer 40,000: The Rules.

Firestorm

If the mission has the Firestorm special rule, the Attacker makes Firestorm Attacks at the start of his first turn. This is treated as an additional, out of sequence Shooting phase. The number of Firestorm Attacks the Attacker can make will be stated in the Planetstrike mission itself. Each Firestorm Attack is completely resolved, one at a time, using the following profile:

Range S AP Type
n/a 9 3 Ordnance 1, Barrage, Large Blast, Orbital Attack, Warscape

Orbital Attack: These attacks can target any point on the tabletop.

Warscape: If this attack’s blast marker does not hit any models or terrain, the Attacker can choose to place a single Moonscape crater on the battlefield, centred on the blast marker’s hole.

Planetary Assault

If a mission has the Planetary Assault special rule, the Attacker uses the Reserves rules with the following modification.

Instead of making Reserve Rolls from the start of his second turn, the Attacker makes Reserve Rolls from the start of his first turn.

Shock Tactics

If a mission has the Shock Tactics special rule, all of the Attacker’s units that have the Deep Strike special rule and deploy via Deep Strike can charge in the same turn that they arrive from Reserves.

All of the Attacker’s Infantry, Jetbikes and Skimmer units that do not already have the Deep Strike special rule gain the Deep Strike special rule. These units cannot charge in the same turn they arrive from Reserves.

All the Attacker’s other units arrive from Reserves. These units cannot charge in the same turn they arrive from Reserves.

Units that disembark from a Transport cannot charge in the same turn they arrived from Reserves, even if they or their Transport have the Deep Strike special rule.

Units arriving by Outflank do so normally.

Scramble!

If a mission has the Scramble! special rule, the Defender uses the Reserves rules with the following modifications:
  • Instead of making Reserve Rolls from the start of his second turn, the Defender makes Reserve Rolls from the start of his first turn.
  • The Defender rolls a D6 for each of his units that arrives from Reserves and consults the chart below to see which table edge the unit will arrive from:
D6Result
1-2The unit moves onto the table from the Defender’s table edge.
3-4The unit moves onto the table from the table edge to the left or right of the Attacker’s table edge (Defender’s choice).
5-6The unit moves onto the table from the Attacker’s table edge.

Units that are arriving by Deep Strike or Outflank instead deploy using their special rules.

Planetstrike Attacker Warlord Traits


D6Warlord Traits
1Siege Breaker
Your Warlord, and the unit he is with, re-roll failed charge rolls when charging buildings or gun emplacements
2Burner of Worlds
You can make one additional Firestorm Attack. 
3Fortress Destroyer
Your Warlord, and all of his shooting attacks, have the Armourbane special rule. 
4Master of Timing
Your Warlord, and the unit they are with, can choose to re-roll any of their Reserve Rolls (whether they pass or fail). 
5Lord of Precision
Friendly units that Deep Strike within 12" of your Warlord roll one fewer D6 than normal (to a minimum of 1D6) when determining how far they scatter. Your Warlord must already be on the table at the start of the turn for this Warlord Trait to be used. 
6Strategic Attacker
You have +1 Stratagem Point to spend when selecting stratagems

Planetstrike Defender Warlord Traits


D6Warlord Traits
1Protector of Worlds
All friendly units within 12" of your Warlord have the Stubborn special rule. 
2 Fortress Commander
Whilst your Warlord is embarked inside a building, all rolls made against that building on the Building Damage table suffer a -1 penalty (to a minimum of 1). This is cumulative with any other modifiers. 
3Lord of the Ambush
Your Warlord, and the unit they are with, have the Acute Senses special rule. 
4Prescient Defender
All of your Warlord’s ranged weapons, and all of the ranged weapons of the unit they are with, have the Interceptor special rule. 
5Counterfire Master
Your Warlord, and all friendly units within 12", re-roll failed To Hit rolls when making Overwatch shots. 
6Strategic Defender
You have +1 Stratagem Point to spend when selecting stratagems

Attacker Stratagems


High Yield Firestorm

Cost: 4 Stratagem Points
This stratagem is used before you resolve your Firestorm Attacks. Your Firestorm Attacks are resolved at Strength 10 and AP2, rather than Strength 9 and AP3.

Planetquake Bomb

Cost: 2 Stratagem Points
This stratagem is used at the start of one of your Movement phases. All fortifications on the table that are buildings or gun emplacements immediately suffer a single Strength 10 AP- hit. In addition, all models (friend or foe) treat open ground as difficult terrain until the end of your next turn.

Gremlin Curse

Cost: 2 Stratagem Points
This stratagem is used at the start of one of the Defender’s turns. All fortifications and gun emplacements on the table (no matter who is controlling them) can only fire Snap Shots until the start of the Defender’s next turn.

Scorched Skies

Cost: 3 Stratagem Points
This stratagem is used before you resolve your Firestorm Attacks. You make an additional D3 Firestorm Attacks.

Laserburn

Cost: 3 Stratagem Points
This stratagem is used at the start of one of your Shooting phases. Nominate one point anywhere on the battlefield, and a second within 8" of the first. Scatter both points D6", then draw a straight line (considered to be 1mm thick) between them. Each unit (friend or foe) under the line suffers a number of Strength 10 AP1 hits which are Randomly Allocated. The number of hits a unit suffers is equal to the number of models from that unit that are under the line. Vehicles are hit on their side armour.

Ground Observer

Cost: 2 Stratagem Points
This stratagem is used before resolving your Firestorm Attacks. You can re-roll the scatter dice when making Firestorm Attacks.

Heavy Duty Drop

Cost: 2 Stratagem Points
This stratagem is used before you make Reserve Rolls on your first turn. Select up to 3 vehicles and/or Monstrous Creatures (not including Flyers or Flying Monstrous Creatures) that do not have the Deep Strike special rule. The chosen units can deploy from Deep Strike, but cannot charge in the same turn that they arrive from Reserves.

Dawn Assault

Cost: 1 Stratagem Point
This stratagem is used before resolving your Firestorm Attacks. The Night Fighting rules are used until the start of the Attacker’s second turn.

Desperate Last Push

Cost: 1 Stratagem Point
This stratagem is used at the end of Turn Six. If the mission uses Variable Game Length, you may choose to re-roll the D6 that determines if the game ends or continues.

Defender Stratagems


Rapid Reinforcements

Cost: 1 Stratagem Point
This stratagem is used at the start of one of your turns, before any Reserve Rolls are made. Select up to 3 of your units that are still in Reserve. These units will automatically arrive from Reserves this turn.

Krak Mines

Cost: 2 Stratagem Points
This stratagem is used at the start of one of the Attacker’s turns, before any Reserve Rolls are made. Roll a D6 each time an Attacking unit arrives from Reserves by Deep Strike this turn and has been placed on the table: on a 4+ that unit immediately suffers D6 Strength 6 AP4 hits. Vehicles are hit on their side armour. Wounds are allocated by the controlling player.

Foxholes

Cost: 2 Stratagem Points
This stratagem is used before the Attacker resolves his Firestorm Attacks. All of your non-vehicle, non-Monstrous Creature models gain a 5+ cover save until the start of the Attacker’s Movement phase.

Jammers

Cost: 3 Stratagem Points
This stratagem is used at the start of one of the Attacker’s turns, before any Reserve Rolls are made. Until the end of that turn, the Attacker must roll an additional D6 for scatter distance each time one of his units arrives from Deep Strike Reserve (a unit that rolls a Hit still will not scatter).

Ammunition Stores

Cost: 2 Stratagem Points
This stratagem is used at the start of one of your Shooting phases. Until the end of that phase, all emplaced weapons and gun emplacements on the table have the Twin-linked special rule.

Directional Void Shields

Cost: 3 Stratagem Points
This stratagem is used before the Attacker resolves his Firestorm Attacks. All of your fortifications and gun emplacements gain a 4+ invulnerable save until the start of the Attacker’s Movement phase.

Drop Zone Denial

Cost: 2 Stratagem Points
This stratagem is used at the start of the Attacker’s first turn, before any Reserve Rolls are made. For the duration of the game, roll a D6 each time one of the Attacker’s units arrives from Reserves and is about to move onto the table from the Attacker’s table edge: on a 4+, the Defender may select a point on any table edge – that unit must move onto the table from that point instead.

Fortified Stronghold

Cost: 4 Stratagem Points
This stratagem is used before the Attacker resolves his Firestorm Attacks. Select a single building. That building’s Armour Value is increased by 1 on each facing (to a maximum of 15) for the remainder of the battle.

Defiant to the End

Cost: 1 Stratagem Point
This stratagem is used at the end of Turn Five. If the mission uses Variable Game Length, you may choose to re-roll the D6 that determines if the game ends or continues.

Planetstrike Missions


Campaign Chart

The Planetstrike missions presented here can be played sequentially to fight a thrilling campaign, where one player is the Attacker for every mission, and their opponent is the Defender. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on this page. If a game is a draw, neither player receives a bonus in the next mission. Whoever wins the final mission, Planetquake, is then the victor of the Planetstrike campaign (if this game ends in a draw, we suggest that whoever won the most victories during the previous missions is crowned the overall victor of the campaign).


1
PLANETSTRIKE

Planetfall

Invading forces orbit above, raining fire upon the foe, their landing parties inbound to take any fortresses still standing for themselves. The defender must weather the storm and repel the enemy, no matter the cost.
THE ARMIES
Agree which player will be the Attacker and which will be the Defender. Choose armies.
The battlefield shown here is an example of a classic set-up for a game of Planetstrike. The Defender has chosen to place their fortifications in the centre of the battlefield so that, whichever direction the Attacker chooses to come from, the Defender will be ready.

THE BATTLEFIELD
The Defender can place any number of fortifications anywhere on the table. The Defender does not pay any points for these fortifications, and unless you and your opponent agree otherwise, none start the game dilapidated. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can then set up any other terrain on the table in a manner of his choosing.

Objective Markers
After terrain has been set up, the Defender must place 6 Objective Markers.

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Attacker selects any one table edge. The Defender’s table edge is the one opposite the Attacker’s.

The Defender deploys his force anywhere on the battlefield. All of the Attacker’s units start the game in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Attacker 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
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Attacker rolls a D3 and adds the number of buildings that are on the table to the result. Each section of a multiple-part building counts as a separate building. The total is the number of Firestorm Attacks that the Attacker makes.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Attacker’s units must start the game in Reserve.
  • The Defender can place any number of units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Each section of a multiple-part building counts as a separate building.


2
PLANETSTRIKE

Desperate Assault

The attacking forces have but a tenuous presence upon the planet’s surface. More and more invaders pour into the fray, desperately attempting to establish a permanent beachhead near their drop site.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
The Attacker selects any one table edge. The Defender’s table edge is the one opposite the Attacker’s. The Defender can place any number of fortifications anywhere within their deployment zone, as depicted on the map. The Attacker then places a single fortification anywhere within their deployment zone, as depicted on the map. Neither player has to pay any points for these fortifications and, unless you and your opponent agree otherwise, none start the game dilapidated. With the exception of the Attacker’s fortification, which starts the game claimed by the Attacker, all other buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender then sets up any other terrain on the table in a manner of their choosing.

Objective Markers
After terrain has been set up, the Defender must place a total of 5 Objective Markers anywhere within his deployment zone. The Attacker must then place 1 Objective Marker anywhere within his deployment zone.

DEPLOYMENT
Before any models are deployed, players must determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Defender deploys first, placing his units anywhere within his deployment zone, as depicted on the map. The Attacker then deploys his units anywhere within his deployment zone.

FIRST TURN
The Attacker 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 Objectives
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Attacker rolls a D3 and adds the number of buildings that are on the table to the result. Multiple-part buildings count as several separate buildings for the purposes of determining this amount. The total is the number of Firestorm Attacks that the Attacker makes.

Beachhead: All of the Attacker’s units within the Attacker’s deployment zone have the Fearless special rule; if they are entirely within 12" of the Attacker’s deployment zone, they instead have the Stubborn special rule.

Forward Elements: During deployment, the Attacker can nominate up to D3+1 units to gain the Scouts special rule.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, but modified as follows:
  • The Attacker can place all but one of his units in Reserve. At least one unit must be deployed within his deployment zone.
  • The Defender can place any number of units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Multiple-part buildings count as several separate buildings for these purposes.

Tortured Earth: The Attacker automatically has the High Yield Firestorm stratagem; this stratagem is free and does not cost any Stratagem Points. Furthermore, the Attacker can place D3+1 pieces of crater terrain in addition to any he generates when determining the effects of the Firestorm special rule.

Wrack & Ruin: After deployment, the Attacker nominates a single enemy fortification. On the roll of a 4+, that fortification immediately becomes dilapidated as described in Warhammer 40,000: The Rules.


3
PLANETSTRIKE

Seize & Destroy

Far from the bedlam of the front lines lies an emplacement of utmost importance – if the invaders capture it, their foes will find a coordinated defence almost impossible to achieve. The defender must keep the attacking forces at bay lest they gain control of this vital stronghold.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
First, the Defender places a single fortification in the centre of the battlefield. This fortification must be a building, and is the Vital Objective (see the Mission Special Rules). The Defender can then place any number of other fortifications anywhere on the table. The Defender does not pay any points for these fortifications, and unless you and your opponent agree otherwise, none start the game dilapidated. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can then set up any other terrain on the table in a manner of his choosing.

Objective Markers
After terrain has been set up, the Defender must place 1 Objective Marker either on or within the Vital Objective, and 3 other Objective Markers anywhere within his deployment zone as described in Warhammer 40,000: The Rules.

DEPLOYMENT
Before any models are deployed, players must first determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Attacker selects any one table edge to be his. The Defender’s table edge is the one opposite the Attacker’s.

The Defender must split his army into two halves. The Attacker nominates which half will be deployed at the beginning of the game - this is the Defender’s Garrison (see Mission Special Rules); the other half is kept in Reserve. The Defender then deploys his Garrison, placing his units anywhere on the battlefield. All of the Attacker’s units start the game in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Attacker 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 Objectives
At the end of the game, the Vital Objective is worth D3+3 Victory Points to the player that controls it. Each other Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Attacker rolls a D3 and adds the number of buildings that are on the table to the result. Multiple-part buildings count as a several separate buildings for the purposes of determining this amount. The total is the number of Firestorm Attacks that the Attacker makes.

Behind Enemy Lines: The Defender suffers a -2 penalty to his Reserve Rolls.

Fortified: The fortification that holds the Vital Objective automatically has the Fortified Stronghold stratagem; this stratagem is free and does not cost any Stratagem Points.

Garrison: The Defender must deploy at least 1 of his units either on or within the Vital Objective.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, but modified as follows:
  • All of the Attacker’s units must start the game in Reserve.
  • The Defender cannot place any units from his Garrison in Reserve.

Vital Objective: All of the Defender’s units within 12" of the Vital Objective have the Counter-attack and Fearless special rules.


4
PLANETSTRIKE

Stranglehold

Though the battle for the fate of the planet still rages fiercely, the attacker’s conquest is reaching its culmination in one quadrant vital to the war effort. Victory on this battlefield could well end the war in a single blow, so the defender must do whatever it takes to deny their enemy.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
The Defender can place any number of fortifications anywhere on the table. The Defender does not pay any points for these fortifications, and unless you and your opponent agree otherwise, none start the game dilapidated. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can then set up any other terrain on the table in a manner of his choosing.

Objective Markers
After terrain has been set up, the Defender must place a total of 3 Objective Markers anywhere within his deployment zone.

DEPLOYMENT
Before any models are deployed, players must first determine their Warlord Traits and stratagems. The
Attacker has 4 Stratagem Points; the Defender has no Stratagem Points.

The Attacker selects any one table edge. The Defender’s table edge is the one opposite the Attacker’s.

The Defender deploys their force anywhere on the battlefield. All of the Attacker’s units start the game in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Attacker 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
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Attacker rolls a D3 and adds the number of buildings that are on the table to the result. Multiple-part buildings count as several separate buildings for the purposes of determining this amount. The total is the number of Firestorm Attacks that the Attacker makes.

Backs to the Walls: All of the Defender’s units have the Fearless special rule.

Demolition Crew: All of the Attacker’s Infantry units count as being equipped with melta bombs.

Denial: During his Shooting phase, the Defender can choose to detonate any fortification on the battlefield that is also a building. The building suffers an automatic Detonation! result, and any unit (friend or foe) within 2D6" of the building suffers 2D6 Strength 6 AP- hits.

Final Redoubt: All of the Defender’s fortifications have the Fortified Stronghold stratagem.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, but modified as follows:
  • All of the Attacker’s units must start the game in Reserve.
  • The Defender can place any number of units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Multiple-part buildings count aso several separate buildings for these purposes.

Total Envelopment: Any of the Defender’s units that Fall Back must do so towards the centre of the board. Any of the Attacker’s units that Fall Back do so towards the nearest table edge.


5
PLANETSTRIKE

Forlorn Hope

As a sign of the importance of this great assault, the invader’s general will entrust his personal banner to his chosen warriors, ordering them to plant the standard atop the burning ruins of the enemy fortifications.
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
The Defender can place any number of fortifications anywhere on the table. The Defender does not pay any points for these fortifications, and unless you and your opponent agree otherwise, none start the game dilapidated. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can then set up any other terrain on the table in a manner of his choosing.

Objective Markers
After terrain has been set up, the Defender must place a total of 3 Objective Markers anywhere within their deployment zone.

DEPLOYMENT
Before any models are deployed, players must first determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Attacker selects any one table edge. The Defender’s table edge is the one opposite the Attacker’s.

The Defender deploys his force anywhere on the battlefield. All of the Attacker’s units start the game in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Attacker 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. However, if the game ends and the Warlord’s banner is planted (see Mission Special Rules), then the Attacker wins automatically.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Attacker rolls a D3 and adds the number of buildings that are on the table to the result. Multiple-part buildings count as several separate buildings for the purposes of determining this amount. The total is the number of Firestorm Attacks that the Attacker makes.

Look to the Colours: Any attacking model that bears the banner (see below), and his unit, have the Fearless and Feel No Pain special rules.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, but modified as follows.
  • All of the Attacker’s units must start the game in Reserve.
  • The Defender can place any number of units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Multiple-part buildings count as several separate buildings for these purposes.

The Banner: Using a marker placed next to any non-vehicle model in their force, the Attacker must indicate which model is the bearer of their Warlord’s personal banner. During the Attacker’s Movement phase, the banner can be passed between friendly models in base contact without penalty.

If the bearer of the banner is killed or otherwise removed from play, the banner is dropped – leave the marker in place. It may subsequently be picked up by any non-vehicle model, friend or foe.

If, at any point, a model in the Attacker’s army carrying the banner controls an Objective Marker, they can ‘plant’ the banner. Once planted, any non-vehicle model in the Defender’s army can ‘cast down’ the banner by moving into base contact with it, providing that no models from the Attacker’s army are also in base contact with the banner. Once cast down, the banner is no longer planted, and can be picked up and planted once more as normal.


6
PLANETSTRIKE

Planetquake

The skies glow like the firmament of hell as a punishing bombardment of fire rains down, and the shattered earth begins to crumble and break apart under the massive forces wreaked upon it. The world is utterly consumed by war. Can the defenders hold fast as their fortifications crumble around them?
THE ARMIES
Agree which player will be the Attacker, and which will be the Defender. Choose armies as described in Warhammer 40,000: The Rules.

THE BATTLEFIELD
The Defender can place any number of fortifications anywhere on the table. The Defender does not pay any points for these fortifications, and unless you and your opponent agree otherwise, none start the game dilapidated. All buildings start the game claimed by the Defender. Once all fortifications have been placed, the Defender can then set up any other terrain on the table in a manner of his choosing.

Objective Markers
After terrain has been set up, the Defender must place 6 Objective Markers as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Attacker selects any one table edge. The Defender’s table edge is the one opposite the Attacker’s.

The Defender deploys their force anywhere on the battlefield. All of the Attacker’s units start the game in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Attacker 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 Objectives
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Attacker rolls a D3 and adds the number of buildings that are on the table to the result. Multiple-part buildings count as several separate buildings for the purposes of determining this amount. The total is the number of Firestorm Attacks that the Attacker makes.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Attacker’s units must start the game in Reserve.
  • The Defender can place any number of units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Multiple-part buildings count as several separate buildings for these purposes.

Raging Inferno: Any open ground on the battlefield is dangerous terrain.

Shellstorm: At the beginning of each player turn, that player can launch D3 Firestorm Attacks.

Tectonic Upheaval: At the start of the Attacker’s third turn, and at the start of each of their turns thereafter, they must roll on the table below for each fortification on the battlefield that is also a building (see Warhammer 40,000: The Rules for details of the effects of the Building Damage Table).

D6Result
1-2Ominous Rumblings: The building rumbles and shakes, but suffers no adverse effects. 
3Ker-гаск! The building loses a hull point and suffers a Breach! result. 
4Cave In: The building loses a hull point and suffers a Structural Collapse result. 
5She’s Coming Apart! The building loses a hull point and suffers a Catastrophic Breach result. 
6Total Collapse: The building suffers a Total Collapse result.