Type: Repetitive, Narrative, Principal
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Choose an army to an agreed points limit.
Use the Standard Army
The Order Army is at the offensive in this mission.
Use the Standard Army
You must also add an allied detachment including:
0-1 Renegade Disciple Squad (Chosen from IA13: Renegades and Heretics Armies p159), they can not take the following options: Chaos Sigil
They must take the Chaos Convenant special rule with Covenant of Nurgle, to represent the Cult Celestarii rule
1 Renegade Infantery Veterans (Chosen from IA13: Renegades and Heretics Armies p164), they can not take the following options: Chaos Sigil
They must take the Chaos Convenant special rule with Covenant of Nurgle, to represent the Cult Celestarii rule
0-1 Renegade Rapier Laser Destroyer Battery
0-1 Renegade Support Squad
They must take the Chaos Convenant special rule with Covenant of Nurgle, to represent the Cult Celestarii rule
Set up terrain as described in Preparing for Battle. Then, use the Deployment Map included with this mission or, if both players agree, use Random Deployment Zones to determine which Deployment Map will be used for this mission. Each player rolls a D6, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.
To represent one of Mansoura III Southern Pillar, place in the "Enemy Deployment Zone" as much building as possible.
The rest of the zone must be field with small debris, trashes area terrain and "Egyptian" building.
After terrain has been set up, but before determining Deployment Maps and table halves, the players must place 6 Objective Markers that are individually numbered 1 through 6 on the battlefield, using the rules for Placing Objective Markers.
Players must deploy using the Standard Deployment Method.
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.
Each player generates 3 Tactical Objectives at the start of his first turn.
The mission uses Variable Game Length.
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.
Achieve as many Tactical Objectives as possible. If, at the start of a player’s turn, he has fewer than 3 Active Tactical Objectives, he must generate a number of new Tactical Objectives unti he has 3.
Secondaries Objectives are worth 1 Victory Points if completed, 0 if not completed.
First Blood: If you are the first player to destroy an opposing unit, you achieve this Secondary.
The Last Laugh: If you are the last player to destroy an opposing unit, you achieve this Secondary.
Moment of Bloodshed: If during a single player turn you destroy three or more opposing units, you achieve this Secondary.
Linebreaker: If, at the end of the game, you have at least one model from one or more scoring units completely within 12" of the enemy’s table edge, you achieve this Secondary.
Heart of the Matter: If your Warlord ends the game in base contact with the centerpoint of the table, you achieve this Secondary.
Leave None Behind: If none of your surviving units are within your deployment zone at the end of the game, you achieve this Secondary.
Slay the Warlord: If you destroy the enemy Warlord, you achieve this Secondary.
Strike the Rank and File: If you destroy every enemy Troop unit (not counting Dedicated Transports), you achieve this Secondary.
Marked for Death: Immediately following revelation of Primary and Secondary Goal selections, clearly mark one Scoring or Denial unit on your opponent’s Army List for death. If you destroy this unit during the course of the game, you achieve this Secondary.
Night Fighting, Reserves, Mysterious Objectives, Tactical Objectives
For each Victory, your team wins a sabotage token.