First Blood - An Altar of War Selection Pack by Games Workshop Ltd
Author:Games Workshop Ltd
Language: eng
Format: mobi, epub, pdf
Publisher: Games Workshop Ltd
Published: 2014-12-01T16:00:00+00:00
INFESTATION
‘The moment you stop to count the cost; that is the moment you fail.’
As the Tyranid invasion enters its final stage, the planet will be almost unrecognisable. The world will lie in ruins, the majority of its population either dead or, far worse, assimilated by the hive fleet to create new Tyranid creatures. Even the surface of the planet will have been corrupted, the landscape torn by brood nests that spew forth alien monstrosities, and rent by the huge capillary towers used to funnel the bio-mass of the planet back to the waiting hive fleet.
In this nightmare landscape the battle will reach its final stages, as the few surviving inhabitants battle to the death against a Tyranid horde that will have adapted and evolved to suit the conditions that prevail on the planet. But the defenders will also have learnt much, and the hardened veterans that are still alive will have learnt the best tactics to use to defeat the alien invaders. It is battle at its most brutal and visceral – a struggle for survival in which only the fittest will endure.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Tyranid player’s Warlord must have the Tyranids Faction.
THE BATTLEFIELD
Use the deployment map included with this mission. Then, set up terrain as described in Warhammer 40,000: The Rules.
Divide the table into four quarters. Roll-off. The winner of the roll-off must choose which of these four quarters will be the enemy’s deployment zone. The Tyranid player deploys in the remaining three-quarters of the table.
DEPLOYMENT
Players should first roll for Warlord Traits as described in Warhammer 40,000: The Rules. The Tyranid player deploys first, anywhere that is at least 12" from the enemy deployment zone. The enemy player deploys second, anywhere in their deployment zone.
FIRST TURN
The Tyranid player goes first unless his opponent can 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.
VICTORY CONDITIONS
At the end of the game, the player that has scored the most Victory Points wins the battle. If the players have the same number of Victory Points, the game is a draw.
PRIMARY OBJECTIVE
At the end of the game, each player receives 1 Victory Point for each opposing unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.
SECONDARY OBJECTIVES
First Blood, Linebreaker, Slay the Warlord.
MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.
Adapt or Die: All units from the Tyranid player’s army with the Tyranids Faction have the Move Through Cover and Stealth special rules.
Lines of Retreat: Any units that Fall Back must do so towards their controlling player’s nearest table edge, as depicted on the map.
Tremors: All units treat all terrain, apart from open ground, as dangerous terrain.
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