Saturday 3 December 2016

Echoes of War: The Battle for the Daemonspire


Madox has led a small force of Chaos Space Marines to a secret hideout on the Wolves' home planet of Fenris itself, beneath a mountain called the Daemonspire. He plans to open a gateway to the Warp and that would launch an invasion on the Fang. Ragnar and a small pack of Blood Claws head to confront  him beneath the Daemonspire, will Madox be successful or will Ragnar manage to banish him back to the Warp.

THE BATTLEFIELD
Set up a 4'x4' battlefield, with terrain to suit the underground structures of the Daemonspire. The Daemonspire is an enourmous structure, and the caverns are not that of a cave or underground dwelling, but they also would not see multi story buildings or ruins.

DEPLOYMENT
The Chaos Space Marine Player deploys first, deploying all units on the table, spread evenly (as best they can) across the 3 Warp Beacons. No Chaos Space Marine unit may be held in Reserves and all must be deployed within 9" of a Warp Beacon.

All Space Wolf units must be held in reserves, however arrive using the Into the Darkness special rule

FIRST TURN
The player that deployed 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 as described in Warhammer 40,000: The Rules.

GAME LENGTH
The mission uses Variable Game Length as described in Warhammer 40,000: The Rules.

PRIMARY OBJECTIVE
At the end of the game, each Objective Marker is worth 3 Victory Points to the Chaos Space Marine player if it is Active (see Active Warp Beacon below) or 3 Victory Points to the Space Wolf player if it is Inactive. In addition the Chaos Space Marine player achieves 1 Victory Point for every unit of Daemons summoned from the Warp Gate still remaining at the end of the Game, whereas the Space Wolves player receives 1 Victory Point for every unit of Daemons they kill that was summoned from the Warp Gate

MISSION SPECIAL RULES

Into the Darkness: There are 3 Entry Points to the Daemonspire, as noted on the Deployment Map, however the Space Wolves do not know which will lead them closer to Madox. The Space Wolf Player must break their army into 3 Contingents. The 1st Contingent will randomly arrive from 1 of the 3 Entry Points (roll a D3), the 2nd Contingent will randomly arrive from 1 of the remaining 2 Entry Points, leaving the Final Contingent with the Final Entry Point. Treat the Entry Points like disembarking from a vehicle. The Space Wolf units may not charge in the 1st turn.

Warp Gate: Place 1 Blast Marker in the centre of the table, this is treated as the Warp Gate. At the beginning of every Chaos Space Marine player's turn, roll 2D6 to determine what kind of unit is summoned (see Codex: Chaos Deamons for their rules). Minus 1 for every Active Warp Beacon
2D6 Unit
0 Lord of Change
1 Daemon Prince with
Daemon of Tzeentch and Mastery Level 1
2-5 3 Screamers or Flamers of Tzeentch
6+ 10 Pink Horrors of Tzeentch

Active Warp Beacon: Each Objective begins the game as an Active Warp Beacon. If the Space Wolf Player controls an Objective then the Objective is now an Inactive Warp Beacon. The Objective will remain Active or Inactive until either the Chaos Space Marine Player or Space Wolf Player changes who controls it.



This is the 1st Mission of the Conflict of Madox and Ragnar Campaign

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