To Cage the Beast

Echoes of War

(Revision 1, still in testing)

“We will never get the upper hand until we learn more about our enemies.”

The Domina was a new bioform cataloged by Vasl Ikarus’s Explorator Fleet during the early days immediately after Hive Fleet Dominion’s discovery. Wanting to learn more about this upgraded strain of Tervigon, the Magi Biologis of the Explorator fleet requested that one of the creatures be captured. A specimen believed to be in the final stages of gestation was chosen, and a force recruited from the Explorator Fleet’s support elements was sent to the surface of one of the nameless worlds to execute the mission.

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THE ARMIES

Choose armies as described in the Warhammer 40,000 rulebook. The Tyranid player must choose a primary detachment from the Tyranids Faction and must have a Domina within the primary detachment.

THE BATTLEFIELD

Use the deployment map included with this mission. Then, set up terrain as described in the Warhammer 40,000 rulebook. The Narrative Terrain method works best for this mission. The Tyranid player can choose to set up various pieces of Hive Terrain during the terrain setup as well.

Objectives

The Tyranid player must place 4 Force Fence Target markers in the Tyranid Deployment Zone as displayed on the deployment map. In addition, 2 Secondary Objective markers must be setup anywhere in the Tyranid Deployment Zone that is more than 6” from a table edge.

DEPLOYMENT

Players should first roll for Warlord Traits.

The enemy player deploys first, anywhere in their deployment zone, as shown in the deployment map. The Tyranid player then does likewise, but must place the Domina within the indicated area on the deployment map.

FIRST TURN

The enemy player goes first unless the Tyranid player can Seize the Initiative (see Warhammer 40,000: The Rules).

GAME LENGTH

The game ends at the end of the turn in which the last Force Fence Target marker has been replaced with a Force Fence marker. Otherwise, the mission uses Variable Game Length (see Warhammer 40,000: The Rules).

VICTORY CONDITIONS

At the end of the game, the player that has scored or retained the most Victory Points wins the battle.

Primary Objectives

At the start of the game, the Tyranid player starts with 9 Victory Points, and the enemy player starts with 0 Victory Points.

Domina Captured

At the end of the game, if the Domina is still alive, having replaced all 4 Force Fence Target markers with Force Fence markers is worth 5 Victory Points to the enemy player, and -5 Victory Points to the Tyranid player.

Domina Crippled

At the end of the game, if the Domina is still alive, having killed either the Command beast or the Mount beast is worth 2 Victory Points to the enemy player, and -2 Victory Points to the Tyranid player.

Secondary Objectives

At the end of the game, each Secondary Objective controlled by the enemy is worth 1 Victory Point to the enemy player, and -1 Victory Point to the Tyranid player.

MISSION SPECIAL RULES

Reserves: See Warhammer 40,000: The Rules.

Hive Terrain: Tyranid terrain can be equally as dangerous as the Tyranids themselves. The following Hive Terrain can be placed by the Tyranid player during the mission setup.

Digestion Pool: A digestion pool has the Synapse Creature special rule. A Digestion Pool is Toughness 3, has 3 Wounds, and an Armour Save of -.

Capillary Tower: A capillary tower has the Shadow in the Warp and Synapse Creature special rules (see Codex: Tyranids). It is Toughness 6, has 6 Wounds, and an Armour Save of 3+.

Spore Chimney: A spore chimney has the Synapse Creature special rule (see Codex: Tyranids). The Tyranid player can use it to make a Spore Mine launcher attack in his shooting phase. It is Toughness 6, has 6 Wounds, and an Armour Save of 3+.

Force Fences: When a Troops unit controlled by the enemy player is within 2” of a Force Fence Target marker, he may choose to replace it with a Force Fence marker. The unit may only do this once per turn.

 

DEPLOYMENT MAP

TableLayout