![]() Marauder destroyer (Chaos) and Aquila lander (with kill team) arrivesĬhaos has first turn unless the imperials can steal the initiative. However all deathwing models will leave at the start of the next imperial turn if they do capture the fallen. 8 Extractions possible per turn.ĭeathwing assault: The deathwing can be used from turn 3 onwards and will try to actively engage and capture the fallen. Until the end of turn 3) Lieutenant Galrauch is unavailable as a ground asset in this game. And have the same restriction on terminator squads (where they can only be deep striked in if a ship remains in orbit. The forces of chaos will still need to activate a dimensional key to gain scatter free deep striking. Assault squads can still deep strike normally. Surviving storm hawk terminators must deploy onto the table normally. Terminators can only teleport in on a turn where the dark angels battlebarge is in orbit and only Dark angel terminators have the deep strike rule for this mission. The castellum stronghold contains a powerful transmitter that provides the forces of the imperium with scatter free deep striking (While the command bunker is intact). Eternal warriors will return with their full complement of wounds provided they were not killed by a D weapon rolling a 6 to wound or by a unit in close combat.Īll unused stratagems from the previous mission are available for this mission. ![]() Damaged vehicles and characters will regain 1 W/HP. *Units that have been depleted remain depleted but can be combined with other depleted units to form ad hoc squads. Orbital bombardments use the 10″ blast template and are STR D/7/4 Ap 2/4/. Orbital bombardments: the defender and the attacker can receive 1 bombardment per turn that they have at least one ship in orbit. This mission continues until the end of turn 7.Ĭampaign warlords must be evacuated where possible. The attacking force are deployed in the red zone and cannot use models that were destroyed in the previous game. (characters count as part of the unit they are attached to if the unit does not exceed 10 models when they are attached) It can do this immediately upon arrival with the kill team if desired then return on turn 4 to get another unit. It leaves the table, deposits the transported unit then returns to the landing pad. The Aquila lander can transport 12 infantry models into orbit per turn once a ship is in orbit. (Transport vehicles count as 1 inc the troops inside.) They can deploy any of the units* and models that survived the previous game of apocalypse within their deployment zone.įrom turn 3 onwards the defender can extract any unit on the landing pad or in reserves, 5 Maximum (per ship in orbit), cannot be pinned, gone to ground or in close combat. A landing pad will be placed in the defender’s deployment zone along with a castellum stronghold.
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