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ROUND 4 – ASSAULT ON THE RUINS

The Artifacts of Power have not been completely destroyed. There is still a chance that the Traitors could
activate them. The Loyalists will stop at nothing to prevent this.

Special Rules
Reached by Tunnels - Both sides’ Reserves must enter play through the tunnel markers set up at the
beginning of the battle. Deep Strike may not be used. Measure the unit’s first move from the marker. In
addition, Flyers must pass a Dangerous Terrain test before they deploy. If the test is failed, the flyer loses D3
Hull Points instead of being Immobilised. Then, the flyer enters the table through the one of their side’s tunnel
markers. Any flyer forced to move off a table edge is destroyed.

Stone Sky – Attacks delivered by orbiting spacecraft or long-range (off-table) artillery barrages may not be
used.

Artifacts of Power - Each Artifact of Power is treated as an immobile vehicle with AV12. Any attack which
inflicts Vehicle Destroyed or Vehicle Explodes is sufficient to destroy the artifact. Any other damage result is
ignored. Psykers within 12” of an Artifact of Power may add +1 to rolls for Daemonology – Malefic Powers and
Daemons within 12” receive a +1 bonus to their invulnerable save (this will not stack with Cursed Earth).
Psykers within 12” of a destroyed Artifact of Power may add +1 to rolls for Daemonology – Sanctic Powers
and Daemons within 12” receive a -1 penalty to their invulnerable save.

Scoring Units
Only units taken as Troops or otherwise specified in their entries (other than Dedicated Transports) count as
scoring units. A unit may only ever claim one objective at a time.

Ending the Game


The game has a variable game length as per a standard Age of Darkness mission.

Wipe Out!
Regardless of any other condition, if at the end of the game your opponent has no units left on the table then
you are victorious! However, you may only claim points for Goals and Objectives scored before your opponent
lost their last unit.

Deployment
The player whose faction won the Sunless Sea Ruins Special Mission is the Defender and the player whose
faction lost the mission is the Attacker. Defenders must set up at least 30” away from the Attackers’ tunnel
markers. Attackers must deploy within 18” of their tunnel markers.

First Turn
The Defender has the first turn unless their opponent can Seize the Iniative.

Mission Goals
Control of the Artifacts of Power by a Traitor player is worth 2 point each. Destruction of the Artifacts of Power
by a Loyalist player is worth 1 point each.

Secondary Objectives
Slay the Warlord,
First Blood, and
Last Man Standing

REV1 06/10/17

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