Artuo IV Campaign

Welcome the Hunt on Arturo IV Campaign
Introduction

This is a campaign for the Warhammer 40,000 table-top wargame. This campaign uses a narrative to link and dictate the course of several standard games of Warhammer 40,000 which is planned to culminate into an apocalypse game with all of the participants. Be sure to see the sections of the wiki for the fluff and crunch of this narrative campaign.

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Deployment to Artuo IV
Prolouge for the COMBO FIST Contingent

The Artuo system was one of several star systems clustered together that lay just beyond the reach of the extent of the Third Sphere of Expansion of the Tau Empire. These star systems are largely uninhabited, and have been under a slow but steady survey of the closest Sept worlds, Bork’an and Fal’shia, through their forward colonies. Largely these systems were being surveyed for future colonization and resource extraction, but they often were host to forward listening stations for early-warning defense.

Reports from observation drones indicated that several large objects had collided with the 4th planet in the Artuo system, a planet deemed unlikely for colonization. Whilst generally a quite sector, several survey teams have had recent encounters with tendrils of Hivefleet Kracken and Ork raiding parties. The events on Artuo IV could be indicative of a Tyranid bio-ship or a major Ork presence, but there were no survey teams present in that system. Being close to several nascent colonies, it was decided by the Etheral Council of Fal’shia to err on the side of caution and send a contingent from the Elan’tor colony to investigate rather than have a repeat of the Great War of Confederation.

The Ethereal Aun’o Bork’an Bentu volunteered her command, the Combined Bork’an nad Fel’shia Integration Systems Testing Contingent (known informally as COMBO FIST) which consists of five Fire Caste Contingents and an Air Caste Contingent to carry out the investigation. They were more than equipped to circumvent minor alien incursions into Tau space. Even if the events on Artuo IV were a natural occurrence, the environment alone there would yield valuable field testing data at the very least. After a brief preparation phase, the COMBO FIST Contingent deployed on the Lar’shi’vre Class Cruiser Unity with a course set for the Artuo System.

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Opening Shots
Assault on the Tau Landing Zone

Da First Scrap

It had only been a short time on Artuo IV but the Orks had already rooted there forces into the dense and dangerous jungles of the planet. The planet was filled with vast resources great for looting. Most of the ruins exposed out in the open had been far to long exposed to the environment to be on any value to the Orks but thanks to the guidance of Weirdboy Snotz, the boys had been locating locked bunkers deep underground that had da loot Scrappchukka could use.

With the jungles being so fierce and unpredictable Scrappchukka had his boys chug out a vast army of enclosed vehicles and sealed walkers to make movement a smidgen more possible for the boys. Scrappchuka was advised by his right hand Nob Krunchbag that they could expect a krump soon from possible Tau forces so while he was lootin the planet he had his Meks begin chuckkin’ Bommallitez out into the void to set up a trap for any kunnin’ Blueberries to come looking for him.

Eventually his paranoid tendencies paid off, as a few days after sending the bombs off, Krunchbag reported that the void sensorz were goin off and it was the Blueberries coming to finish off the job they didn’t finish back in the Black Reef. So Scrappchukka personally wanted to welcome the Tau to his new home, and went off with his personal retinue and best gear to the landing zone of the recon forces of the Tau.

First Contact

Artuo IV was once home to a global civilization, but all that remains are overgrown ruins stretching around the surface, a cloud of orbital debris clinging to low orbit, and a ring of geostationary relics. COMBO FIST’s orbital approach was detected by Skrappschukka, who left a constellation of observation satellites in the debris unbeknownst to the Tau. Shas’o Cal’d’yi’s first order of business was to establish a landing zone close enough for quick mobile strikes, yet far enough away from the fallen Ork hulks to provide warning of counter offensives.

Shas’o Cal’d’yi dispatched Shas’el Ta’suam and part of her Stealth Recon Cadre to establish a beachhead and clear a landing zone for the Mantas to deliver personal and assets en masse. Ta’suam and her command would be dropped off mid-air under cover of night without further support. The Air Caste would have to be tasked with keeping the substantial orbital and atmospheric threats at bay in the meantime.

The betrayal of the orbital environment would seem like a minor breach in etiquette compared to the hazards of Artuo IV’s surface. The flora and fauna were locked in a gruesome arms race fueled in a crucible of gravitational and atmospheric anomalies; none of which was sympathetic to the Tau and their goals. The relentless rain, thunder, and lightning greatly reduced the effectiveness of their sensors. Regardless, pathfinders went to quick work establishing an array of communication equipment and scouting the perimeter while the battle suits and the skimmers went about clearing vegetation.

There was little warning by the forward recon groups when the Green Tide came crashing out of the jungle.

Objectives

Deployment

The Tau Deployment Zone is a 12 inch radius from the very center of the board. Four objectives to represent the communications array are to be placed in the Tau deployment zone. No tau forces may be put into reserves. The Ork forces begin play in reserve entirely, except scouts may be deployed normally after Tau scouts (if any) have been deployed. The Ork forces will always take initiative and it cannot be seized.

Reserves

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First Turn

Game Length

Victory Conditions

Special Rules

  • Night Fighting
  • Indigenous Hazards
  • Strange Phenomenon

Turn 1

The Ork warband descended onto the Tau at the height of a ferocious late night storm. They came crashing into the clearing from all directions. Soulfire had anticipated encountering only small scouting patrols, but this was an elite force complete with a pair of heavy walkers and armor.
• Ork Movement Phase: Skrappchukka and Weirdboy Snotz approached from the east and Krunchbag and his burna boys advanced from the west.
• Ork Psychic Phase: Snotz failed to manifest any powers.
• Ork Shooting Phase: Krunchbag neutralized two drones and three stealth suits in Firesoul’s escort.
• Ork Assault Phase: Out of range for assault.
• Tau Movement Phase: A gravimetric anomaly lifted the Crimson Thunder into the air. Soulfire and the skimmers moved into position to engage the enemy.
• Tau Psychic Phase: The Tau chose not to use their four psychic points.
• Tau Shooting Phase: Markerlights burst across the battle field. Pathfinder rail rifle snipers wreck a warbuggy. Commander Soulfire turns the engine of Krunchbag’s truck into slag while her escort, one of the Devilfish, and overcharged ion rifles put the rest of Krunchbag’s boys to the ground. Skimmers try to damage the heavy armor on the eastern front.
• Tau Assault Phase: Soulfire and her remaining escort jump to support the eastern flank.

Turn 2

• Ork Movement Phase: Scrappchukka commands a WAGGGHHH! and the Ork forceses close in on the Tau position.
• Ork Psychic Phase: Snotz tears of a fusion blaster from one of the piranhas.
• Ork Shooting Phase: The Orks still have little luck shooting in the poor visibility of the storm.
• Ork Assault Phase: The remaining boys on the west swarm around and wreck the devilfish. Boys on the east assault the skimmers, neutering the piranhas.
• Tau Movement Phase: The Tau consolidate into the center. The Crimson Thunder return to the battle field.
• Tau Psychic Phase: The Tau withhold six psychic points – brazen.
• Tau Shooting Phase: Ion cannons reduce the boys on the west in half. The crimson thunder eliminate all of the grots on the west. The shooting on the east doesn’t accomplish nearly as much, culminating in removing a few hull points and some burna boyz on the east.
• Tau Assault Phase: the Crimson Thunder and Soulfire maneuver into position on the east.

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Turn 3

• Ork Movement Phase: Orks continue to advance on the Tau position.
• Ork Psychic Phase: Snotz continues to use his killbolt attack with great efficacy.
• Ork Shooting Phase: The Tau position gets devastated by tank fire, as the tank team finally gets its act together.
• Ork Assault Phase: Scrappshukka gets into assault range, and devastates the remaining devilfish.
• Tau Movement Phase: by this point, the pathfinders have no place to redeploy to. The Crimson Thunder and Soulfire continue to reposition along the northern and southern flanks.
• Tau Psychic Phase: the Tau decide to pass on using six psychic points.
• Tau Shooting Phase: the Crimson Thunder wipe out another unit of boys and Soulfire attempted to bring down one of the walkers.
• Tau Assault Phase: The Crimson thunder positions itself to sweep another unit of greenskins.

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h3. Turn 4

• Ork Movement Phase: the Orks maneuver in for the final assault.
• Ork Psychic Phase: Snotz continues to killbolt into the fray, targeting some on his side by accident.
• Ork Shooting Phase: the Orks continue to bombard the Tau position prior to the final assault.
• Ork Assault Phase: Scrapchukka tears through a final ranks of pathfinders, though armed with EMP grenades they don’t go down without a fight.
• Tau Movement Phase: Soulfire signals a retreat.
• Tau Psychic Phase: with the retreat in full swing, the Tau abstain from using their three psychic points.
• Tau Shooting Phase: Soulfire and the Crimson Thunder laydown covering fire while the remaining pathfinders and pilots cart of the wounded into the jungle.
• Tau Assault Phase: Soulfire and the Crimson Thunder fall back beyond the reach of Skrappchukka’s reach.

Outcome

The Ork Response was far stronger than anticipated. Commander Soulfire’s Cadre endured severe casualties, but was not completely wiped out. The thick vegetation allowed for several of the wounded to retreat to several designated reconnoitering sites. Soulfire was uninjured herself, as were the Crimson Thunder. No doubt the Orks would soon figure out how to compromise the communication systems and reap havoc on the Contingent’s logistics. Soulfire would need reinforcements if she were to attempt to re-take the array.

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The Art of Kauyon
or Open Season on the Blueberries

Preface

The compromised Tau communications meant that Commander Soulfire was not met with any reinforcements. Commander Everstrong’s Rapid Insertion Cadre was deployed over a tor’kan to the east. She and her combat capable troops would act as bait to lure the Ork forces toward Commander Everstrong’s position; a textbook Kauyon ambush. This would also give her wounded forces a chance to re-group and triage unmolested. Not all of the Ork forces would follow; Scrappschuckka would leave Mek Krunchbag a chance for redemption, revenge, or just to get rid of him. Scrappschuckka had other concerns; this planet had other dangers lurking which needed a good smahin’.

Objectives

The Objective for this mission is to cause as much damage to the enemy as possible.

Deployment

The table is to be split into Hammer and Anvil deployment zones (p. 131 WH40K rulebook) and the Scrapchukkaz Badmoons player gets to select which deployment zone each player will use and then deploy. The COMBO FIST player must then deploy the following two units in the central area: 1.) Commander Soulfire escorted by the Crimson thunder and 2.) Pathfinder Team Teal (Shas’ui with a target lock and three pathfinders with rail rifles). The remainder of the COMBO FIST forces can then be deployed in that player’s deployment zone normally.

Reserves

Either player may place forces in reserve.

First Turn

By default, the Scrapchukkaz Badmoons player will go first, with the COMBO FIST player seizing the initiative on a roll of 6+.

Game Length

The Variable Game Length rules are observed and are described on p. 133 of the WH40K rulebook.

Victory Conditions

At the end of the game, each player earns victory points equal to the point costs of their opponent’s removed or falling back models. The player with the most points wins.

Special Rules

Blueberry Bait: the COMBO FIST Models deployed to the central area of the board at the beginning of the game have the Hit and Run universal special rule for the duration of this encounter.

Deployment

Commander Soulfire led the Ork forces towards a river crossing, where an ancient bridge still stood spanning over a small muddy river. The Tau had taken up positions on the far bank of the river in wooded cover and in ruins. The Shas’el, the Crimson Thunder, and Teal Team Six were deployed on the far bank of the river from the Orkish deployment zone. The big Mek, Trukk, and the Boyz and Tank Bustas were all poised to cross the bridge, while the Morkanaut, and Buggy would ford the river.

Turn 1

The Tau did not seize the initiative. Awakened by the thunderous advance, Fire Warrior Team Red was assaulted by a patch of carnivorous flora as they took up a firing position on the hill overlooking an ancient and dilapidated bridge. The bridge could not accommodate the entire Ork raiding party, only a trukk and a mek take the bridge, with boys swarmed behind them. The Gorkanaut rolled into the stream directly, as did a warbuggy. The Orks enjoyed a total of one dice in their psychic phase pool. Most of the fire is aimed at Commander Soulfire, which cost her the majority of her drones. Cover from bushes had managed to protect the pathfinder team from the killkannon fire. No assaults are possible.
The Tau hold their positions, with only the Crimson Thunder and Soulfire repositioning for cover and better firing positions. While the riptide blew a fuse trying to start the Nova Reactor, the Tau enjoyed a psychic phase with three dice. The Tau shooting devastated the Ork’s light vehicles. The truck was destroyed from pulse rifle fire from FireWarriors, and the buggy was nearly destroyed by pulse fire as well. The Burna Boyz that survived the trukk wreck were reduced to one fighting member by the Crimson Thunder. The Tau finished their initial firing with an assault on the war buggy by Pathfinder Team Teal: Feel the Teal.

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Turn 2: Kauyon

The Ork Advance inexorably ground forward. Taking advantage of a gravometric anomaly, the surviving Burna Boy was flung far forward toward the Crimson Thunder. On the bridge, the Mek and Boys behind it continued to advance. The morkanaut sank into the streambed and became immobilized, halting its advance. Scrappschuckka received some unexpected help when the Green Baron appeared out of nowhere dive bombing in to strike. The Greenskins acquire one psychic dice. The volley fire from the Green Baron wrecks a tetra with extreme prejudice. The remaining burna boy did serious damage to Crimson Thunder, causing them to fall back to regroup. The combat effectiveness of Team Teal was reduced to zero by a slew of gun fire from ork boys. Fire warriors took casualties from killkannon fire. No assaults were possible as the shooting was too good.
The Tau Kauyon sprang into effect. Commander Everstrong deep struck behind the ranks of Ork boys at the far side of the bridge. Likewise, the Tau Air Caste arrived, having followed The Green Baron into the combat sphere with two barracudas in chase. The Kauyon was further buoyed with a psychic phase consisting of five dice. Five dice. The Green Baron was struck out of the sky by one of the barracudas, sending the flaming wreckage into the Big Mek. Commander Soulfire finished the Big Mek with her fusion blasters. Commander Everstrong and his team, equipped with burst cannons, flamers, and a smart missile system laid waste to the ranks of Boys and Tank Bustas. The remaining burna boy fell to a hail of pulse rounds delivered from fire warriors. Soulfire and the Crimson Thunder redeployed to support Everstrong, reinforcing the flank.

Turn 3

The Ork forces chaotically reacted to the devastating blow dealt by the Kauyon. The remaining Orks in the back line aggregate on Commander Everstrong’s team. He was able to fend off the assault. The Gorkanaut tried in vain to clear the skies. However, in the end, a four-dice psychic phase cannot allow the orks to regain their momentum.
The Tau responded with heavy fire from the ground and the air. Boosted by a psychic phase roll of six, the Tau forces reduced the Ork Forces to the Gorkanaut and the Battlewagon. Commander Soulfire and the Crimson Thunder reposition themselves to encircle the stuck mechanized behemoth.

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Turn 4

Krunchbag and a posse of Nobs spilled out of the Gorkanaut and charged the Tau side of the river. The remaining Ork forces rallied amidst a whopping six psychic dice. The mob took aim on Soulfire, and despite drones, stealth technology and the copious cover of twisted and burnt-out Orkish wreckage, she was silenced.
The Tau returned fire after a healthy psychic phase consisting of five dice, with pulse weaponry, a nova-charged riptide attack, and a fist-full of smart missiles. After the barrage, only Krunchbag was left standing. The Gorkanaut was set alight with a barrage of seeker missiles, leaving a Battle Wagon and Krunchbag himself remaining.

Turn 5

Krunchbag swells with a WAAGGGHHHH!!! and three psychic dice in his pool. Charging up the river bank, he engages the Devilfish, checks it, and subsequently wrecks it. The Battle Wagon silences commander Everstrong and his escort with direct tank fire.
The Tau bring all of their firepower down on Krunchbag, but his lucky stick protects him.

Turn 6

Krunchbag miraculously senses a fortoutious anomaly and time boosts in an attempt to assault the Riptide. But that alone cannot make up the distance; nor can the heady psychic phase with six dice.
The Tau eschew the psychic phase, and after a full round of shooting, the riptide and all of the available firewariors assault and capture the Mek. Fearing retribution, the Battle Wagon retreated, heading back to report on the failure of Krunchbag.

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Outcome

The Kauyon worked, but the Orks exacted a savage toll on the Tau to put a foot hold on the planet’s surface. Despite shattering the Ork offensive, Commander Soulfire was nearly dead and would join dozens from her cadre back up to the Unity for medical treatment. Commander Everstrong himself was wounded badly, but would stay until relieved by the Shas’o or the Aun. Until then, he had one of the Ork leaders, and numerous questions.

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Git to Runnin'

Preface

Krunchbag had Mork…(or was it Gork?) on his side. A stray unit of veteran kommando’s found the Warboss in a sticky predicament and decided to help break free da boss for future favors. But it won’t be easy, as nightfall descended over the Tau campsite. Alarms go off as a gigantic explosion causes disarray and the security force descended on the escapee.

Objectives

The Ork Player needs to have Mek Krunchbag survive all five games under an ever-increasing Tau threat. The Tau player must not let him escape.

Deployment

Both forces are organized as unbound lists. The Ork-forces are to be totaled at no more than 350 Points (no vehicles, no mega-armor). The Tau forces begin at 100 points and increase by 50 points for each subsequent game and can have completely different list compositions game-to-game (*See Game Length) (No flyers, no armor above 12). The Battlefield is to be an Arena Style Circle: 3ft Diameter, each opponent starts at opposite sides of the circle, no further out than 12 Inches out.

Reserves

No Reserves.

First Turn

Standard initiative rules are observed.

Game Length

The scenario is to be as many as five games. Each game is to represent an increasingly stronger Tau response. The Skrappchucka’s Boyz Player is to prepare an unbound 350 point list that includes Mek Krunchbag. The COMBO FIST Contingent Player prepares five separate and potentially unrelated unbound lists starting at 150 points. Each successive list can total an additional 50 points with the maximum points being 350 points in game five.

Victory Conditions

The COMBO FIST Contingent wins if Mek Krunchbag succumbs to the Character Death rules described in the Artuo IV Campaign Wiki. If he does not, then he escapes and the Skrappchukka’s Boyz Player wins.

Special Rules

You gotta be dumb’ if ya wanna’ be tough: Krunchbag gains It Will not Die special rule.

Game 1

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With the element of surprise, Krunchbag drew his ire on the Pathfinder Team Orange guarding him and made casualties out of half of them. The Komandos follow suit with less luck on the Firewarrior Team Red. The Pathfinders disregard their own safety and support the Firewarrior’s return fire on the Komandos. Several Orks go down and the rest run. Enraged at their cowardice, Krunchbag fells the remainder of the Pathfinders then made for the Firewarriors. After an exchange of fire from both parties, the Firewarriors ran and sound the alarm.

Game 2

Team Red secured a new firing point while Firewarrior Team Blue took up a flanking position with Pathfinder Team Teal supporting in between. Feel the Teal. Krunchbag persisted on Team Red, but was wounded with a combined volley from Teams Red and Blue.

Game 3

Krunchbag took up cover behind a boulder. Firewarrior Team Red and Teal Team Six flanked around one side while Firewarrior Team Blue was joined by Pathfinder Team Green. Reverting to his instincts, Krunchbag WAAAAGGGGHHHH!!!!ed and lunged to assault Team Red. He was wounded again from the combined overwatch fire of all four teams.

Game 4

Krunchbag made one last attempt to break free of the encircling Tau gunline as Shas’nel Tan’re arrived to the commotion. This would prove to be his ultimate undoing. He once again took severe punishment weathering the overwatch fire from the combined Tau guard detail. His assault managed to embroil Teal Team Six. The rest of the Tau piled in to support the Pathfinders and silenced Krunchbag for good.

Outcome

Mek Krunchbag came tantalizingly close to achieving freedom, however his support ran on him too soon, and Skrappchukka never sent any rescue raiding party. Surrender was not in his nature, and so he was extinguished in a blaze of glory and pulse fire; all in the name of The Greater Good.

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Skirmish at Location R77
or Rumble in the Jungle

[Still Being Edited!]

Preface

The initial landing Zone established by the COMBO FIST Contingent was not an ideal position to defend. This position was quickly fortified and transitioned into a forward operating position for patrols. Meanwhile, a more defensible position atop a nearby mesa was chosen to establish a permanent campaign command, christened Shining Mesa, replete with the comforts and convenience of a Sept world campground. Shas’el Everstrong was joined by Shas’el Shinningblade and Shas’el Forcedmark during this time. Security protocols and patrols were redoubled from standard practice as Shas’el Everstrong anticipated a massed counter-attack or reprisal for the death of Mek Krunchbag, but none ever came. Only small scatterd patrols and fly-overs were encountered but they always broke away when encountered. After two weeks of making camp, Commander Everstrong was relieved by Shas’o Bork’an Cal’d’yi.
Convinced that the Ork forces were most certainly occupied with something else, the Shas’o dispatched a several long-range drone surveys to examine points of interest identified from orbit and laser altimetry from aerial surveys. Meanwhile, the Orks would have to be dealt with, before their numbers grew uncontrollably. The Shas’o began to dispatch heavily armored patrols toward the Ork crash site in order to determine the best route to attack from and to probe the Ork defenses.
Buried deep in the jungle, patrols kept stumbling into ruins of the previous civilization that inhabited the planet. Analysis would reveal that the ruins were most likely built by humans long ago, though the reason as to why they had abandoned the planet had yet to be determined. The ruins turned out to be quite extensive, albeit almost completely reclaimed by the local flora. One such site, named by the survey as Location R77 roughly equal distant from the Ork Crash Site [ Location O1 ] and Shining Mesa, one of the armored patrols would encounter the Orks excavating something out of the ruins…

The Armies

This encounter pits two 1750 point lists between armies from the COMBO FIST Contingent and the Skrappchuckka’s Badmoons.

The Battlefield

Terrain will be preconfigured with available pieces to reflect ruins overwhelmed by jungle flora. Deployment is to be conducted using the Vanguard Strike configuration as detailed on page 131 of the Warhammer 40,000 Rulebook. The winner of a roll-off will decide how which deployment zones players will deploy in.
A single objective is to be placed in the center of the board.

Deployment

Both players must deploy using the Standard Deployment Method (pg. 132 WH40K Rulebook).

First Turn

The player that set up first can choose to take the first or second turn. If they decide to go first, their opponent can attempt to seize the initiative (pg. 132 WH40K Rulebook).

Game Length

This mission uses the Variable Game length rules described in the rulebook (pg. 133 WH40K Rulebook)

Victory Conditions

At the conclusion of the match, the player which has scored the most Victory Points is the winner. In the event that both players have the same amount of points, then the game is a draw.
Primary Objective: At the end of the game, the objective marker is worth three victory points to the controlling player.
Secondary Objectives: Slay the Warlord, First Blood, Last Blood, and Linebreaker.

Special Rules

  • Nightfighting (pg. 135 WH40K Rulebook)
  • Reserves (pg. 135 WH40K Rulebook)
  • The Relic (pg. 147 WH40K Rulebook)

Initial Deployment

Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

Outcome

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WAAUGH OF ATTRITION
Or The R77 Offensive.

Preface

The Bad Moons had uncovered something big and shiny. What it was…no one was quite sure yet. Snotz had kept the notes to himself, thumping any curious git that got close to his muddled scribbles. Normally the boys would have ran away when them Blueberries showed up in full force but something was different. Snotz had his boyz dig in and had his grotz run out and tell all the boyz that a good crumpin’ was to be had.
This would be fine for the Bad Moons but Scrapchukka was a kunnin git and needed his boys to stop smashing thier faces into a wall of pulse weaponry for just a god damn minute to begin a proper counter-attack. He knew Snotz was up to something, something big…But he didn’t know what yet.
A week has passed since the first fight at the diggin’ site. Scrapchukka aimed to bop Snotz a good once-for but he was harried by a mess of Blueberry patrol forces and the mysterious warp storms were keepin’ the fightin’ from getting anywhere decisive…so it was up to a up and coming Nob warboss “Gob’lobba” to try and lead all these boys to a good stomping at the diggin’ site. This final push will determine who gets the shinnies once and for all!

The Armies
This encounter pits two 2000 point lists between armies from theCOMBO FIST Contingent and the Skrappchuckka’s Badmoons.

The Battlefield
Terrain will be preconfigured with available pieces to reflect ruins overwhelmed by jungle flora. Deployment is to be conducted using the Hammah ’n Anvil (Hammer and Anvil) configuration as detailed on page 131 of the Warhammer 40,000 Rulebook. The winner of a roll-off will decide how which deployment zones players will deploy in.
A single objective is to be placed in the center of the board.

The only world effect in play this game is Warp Abnormalities for a 4+

Deployment
Both players must deploy using the Hammah ’n Anvil (Hammer and Anvil) Deployment Method (pg. 133 WH40K Rulebook).

First Turn
The player that set up first can choose to take the first or second turn. If they decide to go first, their opponent can attempt to seize the initiative (pg. 132 WH40K Rulebook).

Game Length
This mission uses the Variable Game length rules described in the rulebook (pg. 133 WH40K Rulebook)

Victory Conditions
At the conclusion of the match, the player which has scored the most Victory Points is the winner. In the event that both players have the same amount of points, then the game is a draw.
Primary Objective:  Kill Points.
Secondary Objectives: Slay the Warlord, First Blood, and Linebreaker.

Special Rules
Nightfighting (pg. 135 WH40K Rulebook)
Reserves (pg. 135 WH40K Rulebook)
Numberless Advance (See below)
-When ever a troop choice is removed entirely, it counts as a immediate kill point and is then placed back into on-going reserves with the same upgrades purchased for that unit. Any independent character that is killed does not come back however if it was attached to that unit. This new unit does not need to roll to come in from reserves on his subsequent turn, it will simply arrive the next turn and counts as a new possible kill point.

When the unit arrives it may do so at any edge of its deployment, not just the back.
Initial Deployment
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5
Turn 6
Outcome

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