Attacker's Overview. The opposition has a fortified communications bunker overlooking a vital section of the battlefield. The sophisticated equipment within its armoured walls is capable of sending clear signals through the planet’s turbulent atmosphere to vessels awaiting in orbit. From this bunker, the enemy has been calling in accurate orbital strikes against your troops and inflicting horrendous casualties. Though the simple route would be to blow the bunker with a coordinated air assault, that would negate the possibility of using this important objective for your own needs. Your force has been tasked with assaulting the position in order to capture the bunker intact. If you accomplish this, you can utilize the communications array and give your foes a taste of their own medicine!

Defender's Overview. Your force is holding a strategic communications bunker from which you are calling in deadly orbital strikes on enemy forces. Reports have come in that the enemy is about to launch a massive ground assault against your position. It is vital that you hold the communications bunker at all costs and do not allow it to fall into enemy hands.

- ARMIES -

Both players pick their forces from the Standard Force Organization Chart to an agreed points value. The Attacker has 25% more points than the besieged Defender.

- SCENARIO SPECIAL RULES -

This scenario uses Infiltrators, Sustained Attack, Obstacles, Fortifications, Deep Strike, Reserves, and the following special rules.

Orbital Strike. The Defender can attempt to call in one Orbital Strike at the beginning of each of his turns. To do so, a defending unbroken squad or individual character inside the communications bunker must pass a Leadership check. Orbital Strikes have the same effect as the Preliminary Bombardment rules described on p. 135 of the Warhammer 40,000 rulebook but affect the Attacker's forces only and not any of the Defender’s razorwire or tank traps.

Communications Bunker. The Attacker has sufficient means (special equipment, security codes) to breach the bunker and enter. All models can move freely through the main door. Use the rules for “Buildings in Warhammer 40,000” found in the Appendix of the Warhammer 40,000 rulebook.

- SET UP -

1) Place terrain on a 4' x 6' table. If you have a smaller table, you’ll need to modify the set up instructions below.

2) Each player rolls a D6. The higher-scoring player is the Defender and gets to set up the communication outpost.

3) Mark a 24” square area central to the Defender’s board edge as shown on the map. This is the Defender's Deployment Zone.

4) The Defender may position fortifications in his Deployment Zone forming the communication outpost. The actual communication bunker must be placed in the centre of the Defender's Deployment Zone. The Defender may not choose any additional bunkers as part of his fortifications.

5) The Defender places any obstacles on the tabletop up to 12” away from the Defender’s Deployment Zone.

6) The Defender deploys any of his HQ, Troops, or Heavy Support units in his Deployment Zone. He does not have to deploy them all, but one unit of troops must be deployed inside the communications bunker as part of the initial deployment. Any units not deployed are held in Reserve.

7) If the Attacker has any Infiltrators, they may be deployed anywhere outside the Defender’s Deployment Zone regardless of the location of Defending units. Other units must be placed at least 18” away from the Defender's Deployment Zone. Any forces not deployed at the start of the game are held in Reserve.

8) The Attacker gets the 1st turn.

- MISSION OBJECTIVES -

The side that controls the communications bunker at the end of the game wins. As the bunker is strategic to both forces, neither side is allowed to destroy the bunker.

If only one player has models in the bunker at the end of the game, then he controls it and wins the game. If neither side has models in the bunker then the game is a draw.

If both players have models in the bunker, then a special round of close combat is fought to decide who controls it. All models from units in the bunker fight in the combat with their full number of attacks, no matter how far away they are from the enemy. No model counts as charging or as being in cover. If one side is wiped out, the opposing side captures the bunker and wins the game. If neither side is wiped out, the winner of the round of close combat captures the bunker and wins the game. If the combat is tied, then another round of combat is fought until one side or the other is wiped out or wins a round of combat.

- RESERVES -

Reserves arrive from the player's own Deployment Zone board edge.

- GAME LENGTH -

The game lasts 6 turns.

- LINE OF RETREAT -

Troops that are forced to fall back will do so towards their closest deployment edge by the shortest route possible, per the normal Fall Back rules.

Armies of the Warhammer 40,000 Universe
Black Templars
Dark Angels Orks
Catachans
Dark Eldar Space Marines
Chapter Approved
Eldar Tau
Chaos Space Marines Imperial Guard Tyranids
Daemonhunters Necrons Witch Hunters