Professional Documents
Culture Documents
Campaign Setting
50 Years after the Badab War, an Inquisitorial shipment containing
rare and exotic warp artifacts and gold ore from a harvested daemon
world
goldlike ore dubbed "ur-gold" that is also warp tainted but none the
less
highly saught after by chaos, the inqusition, and those who wish to
fill their coffers with whatever shiny bits they can get.
This large Inquisitorial space hauler had been lost in the warp, whether
it was
float amongst the imaterium for decades only to be thrown apart and
vomited
Crusade.
This sector hosts a luxurious tropical moon that hosts the only
available
services, resort services for imperial nobility, and a lower hive to hide
scum and pirates. In addition many other moons and mining outposts
float
in the system, perfect for staging operations for raiding Port Marquis
and
You the player are apart of a kill team that has one way or another
ended
up on this Port Hive seeking personal glory, wealth, or a way to get the
zog' outta this system. Whatever your motivations are, you know that
you
cannot achieve these goals by yourself and can seek the assistance of
for their faction wins the game for their team and is declared
Factions
The Free Rogue Traders Guild - Led by the cunning Captain Kallaho and
his
motley crew of likeminded captains, they seek only personal wealth and
will reward greatly for providing tithes to the guild in exchange for
powerful weapons, expendable crew mates, skilled cut throats and thieves,
and bombardments. While they seem greedy, Captain Kallaho will "help" loyal
citizens and begrudgingly work with Guilliam Marquis if the situation
is dire. As it's better to work with an enemy you know than a turncoat chaos
scallywag.
Players who spend intelliegence to roll for hunting for treasure add
1 to their rolls.
Kallaho for his fat decadant nature and love for all hedonistic
culinary pleasures. Marquis lords over Port Marquis and is the defacto
investigating tithe evasion and rumors of warp tainted gold and relics
that lurk amongst the many island jungles aboard parts of a crashed ship.
The governor will reward handsomly for returned artifacts and gold by
and access to many of the ports facilities like the Imperial Apothecariums
or the Planetary Defence Force for example. Personally he would prefer you
not
keep chaos artifacts as the inqusitor could easily be bribed with such
trinkets, he knows very well how powerful these tools will be against
must pick this faction as the inquisition has sided with the governor!
Players start with d3+1 Intel and d3+1 Territory as a bonus to their
roster.
Players start with 2 free buildings. The Governors Palace, and 1 free
there is only two things Huron seeks in his unholy crusade. Return of his
rightful property from the crashed ship, and death to the false emperor.
He cares little for weakness as the only thing that matters is his rightful
property is returned to him. Pray he does not find out you horde chaos
artifacts or you might face his complete wrath. But if you provide him
with what he wants, you can assist in speeding up the ritual to release
the daemon hordes and infernal chaos magics amongst the populace. I
in ur-gold.
Each player recieves one chaos artifact (but must roll on the chart).
This team adds a ritual pool score to their roster. As Huron is attempting
to summon demons into this realm. Each player before a mission may give up
one relic they possess to add d6+1 to the pool. Once 20 points have been
Badrukk and his Freeboota Krew warped to the Carribius System and are
eager to horde the shiny bits. And if therez shiny bitz then therez gitz
fer fightin'. Kaptin Badrukk and krew are a bit short on manpowa at the
moment, but are willin to take on some extra gits. Zog' even da Mad
Mek(dok?) managed to use one of them chaos artee-facts to get them bug
boyz under
his biddin.
Da Kaptain doesn't give a zog about chaos artifacts but loves da gold.
The Kaptin will lend his krak teem kommando squad to anyone who's willin
to pay out. As well as some special mek perks (but pray you are lucky to
Chaos and all Xeno Races are allowed to play in this team.
Players start with d3+1 Morale and d3+1 Materials in this roster.
Whevever an effect causes teams to spend materials, this team pays one
less to a minimum of 1.
Resources
In addition to all 4 resources which is shared amongst players, each
individual player will keep track of a resource their specific kill team
owns. "Ur-Gold" or just Gold for claritys sake is a special material that
Marquiss. So prized that factorum serfs will fight to the death for a
single coin, as most coins are valued around a years wage for these poor
individuals.
in a mission will let them steal d3 coins from their opponent. If there
are more no coins to steal from your opponent then nothing happens (you
·0 1-2 Coins can be spent for 1-2 command points and can only be used
once per round. This ability can only be used if your leader is not shaken
or out of action. (As he's the one with the coin purse!)
·1 If you spend 1 coin, you can add +3 to your psyker rolls. However
any rolls of a double cause a miscast and you suffer 1 mortal wound.
factions roster. Each coin you spend is worth 2 resources. You may spend
·3 Coins may also be used for purchasing equipment for your specialists
for their faction wins the game for their team and is declared the pirate king.
Chaos Artifacts- Chaos artifacts are powerful items found amongst the
Whenever you gain an artifact, roll a d66 and consult the table.
Pooled resources
Due to how powerful each of these Pirate factions are, you as a player
collectively pool your resources together with others of the same faction.
Each pirate team starts with 8 resources each, and each team after every
mission generate d3 resources for two resources.
gold per mission. If the team controls 20+ resources then they recieve
2 gold per mission. Holding 15+ resources in two values does not stack gold.
to provide boons during specific missions, search out crash sites for
Players may spend 1 intelligence during the scout phase to see which
nullify this.
After a mission, a team may spend 1-6 intel to search the planet for a
needed to find a wreck site. If you roll a 7+, and no other faction spends 2
intelligence and 2 material to "contest" the crash site. You recieve 2d3+1
coins and 2 chaos artifacts. However if players contest your search, each
team elects someone to contest with you and plays out mission "Secure the
loot". The player who wins this mission recieves the loot and 1 material, while
Players may spend 1-5 material before a match to add 10-50 points
during the phase. But these points do not carry over in subsiquent
matches.
with the constant stress of war. Specific penalities may occur if your morale
is low during missions, and high moral teams recieve boons during events.
1 moral may be spent to add 1d3 command points per battle phase.
Players may also spend 1 moral to remove the shaken condition from
a model.
Territory- Specific territory is won and lost as pirate gangs carve out
the planetary map and city streets of Port Marquis to expand their gangs
resources and purchase buildings to give equipment and other boons for
and the attacker loses 2 moral and cannot attack the that faction's
buildings again until 2 missions have passed. If the attack was a sucess, the
defenders lose 1 territory and 1 material in addition to the building being
lost to their team and given to the enemy.
Commands
Each Pirate faction recieves 3 bonus commands they may use per battle
phase.
" Drink for what ales you" 1 Command Point - Select 1 model, for the
but must move d6-1 inches during the movement phase as he drunkenly
swaggers around.
Add +1 str to this models str characteristic also for the battle round.
kill team that model may instead use the deathwatch specialty ammunition
kill team that model may attempt a smite check during the psyker
phase adding +1 to rolls, but cannot attempt deny the witch rolls.
combat attacks this battle round and all enemy models in 6 inches
"Blessings of the Dark gods" 2 Command Points - Once per battle round you
may add an additional effect from your chaos icon or allow up to 3 models
to be effected by a chaos icon effect if they are already not able to.
(ex a khorn icon can take a nurgle icon effect too, or if Rubic Marines
"The Pirate King demands more skulls!" 3 Command points, select up to two
of your models in close combat. They add +1 str and re-roll all hit rolls.
with this effect must roll two dice and pick the lowest on the injury
"Zoggin' Get up!" 1 Command Point. Any model that is currently shaken can
with a -1 penalty. However after this effect is done your model must make
another morale check, if they fail they are still shaken and auto fail
"Wez' First fer da loot" 2 Command points, select 1 model, after moving
that model may move again on the move phase or attempt a charge with re-
roll.
"Kaptinz Orders" 1 Command Point. Select one order from the Imperial Guard
Orders list and apply to one model for this battle round.
Chaos Relics
Chaos relics are powerful tools to be reckoned with, as it is rumored that
these tools are so powerful that even the chaos gods attempted to hide the
ship carrying these relics deep in the warp forever. So obviously we being
pirates should loot the shit out of these shiny toys.
may add one additional relic to his possession as he has grown acclimated to
the corrupting effects of the warp.
relics/artifacts roll a d66 for each and consult the chart below.
11- It was a fake! You don't actually gain anything! Curse you Tzeentch!
12- Tome of Hargrid the Potterer - Whoever holds this tome gains the psychic
power "Warp Time" with a casting value of 7. Treat the target as allowed a
second move phase.
13- The Infernal Bolter. Treat as a regular bolter but when rolling wound rolls
of "6" cause 1 mortal wound.
14- Banner of Khorne - Models within 3" of whoever holds the banner
automatically passes moral checks for shaken.
15- Icon of Slaanesh - Models within 3" of whoever holds the icon re-rolls hits
of 1's.
16- Buzzards head of Nurgle - Models within 3" add +1 to their disgusting
reslience. If models do not possess disgusting resilient then they recieve a 6+
disgusting resilient roll.
21- The Armor of Chaos Undivided - Wearers of this Armor add +1 to their
armor save.
22- Seeker Mount of Slaanesh - This model's move speed is now 14",
secondly whenever a model is in close combat they may make 1 additional
close combat at str 4, ap -1 , 1 damage.
23- The Staff of Unparalleled Hordes - This models kill team recieves +15
points to play in a kill team game. But these 15 points must be spent on a
non specialist model(s).
24- The 8 Pointed Star Necklace of Chaos - Models with this star have +1 to
their invuln. If they do not possess a save they recieve a 6+ invuln.
25- The Tome of Summoning- This artifact will allow you to summon a chaos
daemon into the materium. During the movement phase you may have this
model instead of moving summon a daemon. On a roll of 7+ you may
summon either one daemonette, one pink horror, one plaguebearer, or one
bloodletter. This model is placed within 3" of the summoner and can
function like any regular kill team unit. However the model who summoned
31- Nurgles Curse of Swollen Flesh - One Model on your kill team may be
equipped with this item, while equipped they move 1" less and recieve +2
toughness. Secondly models that shoot this target recieve a -1 to hit. As the
cloud of flies obstruct the cursed individual.
32- A sassy Nurgling- Any model this attaches to suffers -1 movement, but
gains the trait disgustingly resiliant. But you a player must remain sassy
at all times. If you do not make at least one sassy remark per battle
34- Tzeentch's Scroll of Fireball - Range 9", Assault 2d3+1 Str 3, AP -1, D1.
Any double rolls (1 1, 2 2 , 3 3 ) cause the shooter to also recieve 1 str 3 hit.
35- The Axe of Hagar the Hateful - Str x2 AP -1 D6. Add 1 to the models
36- The Sacred Bones of Krull- Once per battle round, you may attempt to
However when you roll a 1 this model takes 1 mortal wound, and on a 6
41- Nurgles Spicy Burrito- Any model may attempt to eat the burrito once
per battle round. On a 2+ they are successful and add +2 attacks and +1
toughness.
43- Khornes Wrath - This model is cursed to die a glorious death. He recieves
+2 movement, +2 str and 1 additional attack. But if he does not die the
mission you use this relic your roster loses 2 materials.
44- Slannesh's Stash of Warp Dust - Upon consuming this warp dust, a model
must take a toughness test. If they pass the model gets a 3+ reflex save and
adds 1 to attacks. If the model fails the test they are taken out of action. You
may only use this once per battle.
2. Extra Eyes - Models may make overwatch attacks that hit on 5's
6. Fortune! - This model recieves one bonus command point per phase
46- Select one model from your kill team- they recieve -2 toughness and
strength. You cannot sell this item.
51- Papa Nurgles Bell of Rust- Any model that suffers a wound may roll a
d6,on a 4+ that wound is ignored. But any roll of 1 causes any models within
3 inches to take a str 3 hit.
52- Magnus's Missing Eye - Any model equiped with this relic may attempt to
shoot
at a target with any single ranged weapon with a -1 penalty. Secondly you
may cast smite at a target you do not see, and charge a target you cannot
see.
However if you use this ability, you must roll a d6, any roll of 1 causes
53- Fabius biles Cloning syrum- Any model in your kill team that dies after
a mission can come back to life if you spend this item and discard it from
your equipment.
54- The Dark Blade of Kal'Mak - This close combat weapon is a power sword
that adds +2 str, -3 ap and 2 damage. However any hit rolls of 1 hit any
55- Arhimans Lost Tome - This model may cast smite and add +3 to his
psyker
56- Hound of Khorne - Add 2 to this models wounds, and this model may
mortal wound.
61- Chaos Boon! - You lucky dog! Roll twice on this table instead,
grenade, but every wound roll of 5+ causes one automatic 1 mortal wound.
Secondly if your model is aligned with nurgle increase the number to 4+.
64- The Curse of the Chaos gods - Select one random model from your kill
team,
1 , 2, or 3 this model is replaced with a nurgling. (use the stats for a grot
65- The Forgidden Gem of Ajas - One use only, roll 2d6, on a 8+ your model
for the rest of this battle has the stats of a unaligned daemon prince.
After the battle, your model will gain +2 STR and Toughness, and a level.
subtract 1 from the hit roll. This weapon is also a 9" assault d6 weapon,
Buildings
Buildings are added to a factions roster list and add specific boons like access
to powers or abilities to add to each individual players kill team.
However one player in a team may take the option of commencing a "turf
war" mission.
The Ragged Flaggon - 3 Territory - The team who possesses this tavern,
recieve a special brew to carry into battle. Models may once per turn recieve
a 5+ feel no pain. You may only use this once per battle.
The Promethium Guilds Derreck - 2 territory - The team who possesses this
building allow units with flamers to re-roll how many hits are recieved and do
an additional -1 ap.
The Governors PDF Armory - 3 Territory - The team who possesses this
building pay 1 less gold for purchasing weapons from their factions armory.
Pirates Star Charter Archive - 1 territory - The team who possesses this
building allow them to re-roll die results when using intelligence when
hunting for loot.
The Tech Magos Vox Communication Hub - 2 Territory - The team who
possesses this building generates 1 additional command point from their
comms specialist.
Donagers Ammo Warehouse - 3 Territory - The team who possesses this
building allows gunners and heavies to use their command traits at 1
command point less to a minimum of 1.
Secondly you may add 1 to the limit for model limits for unit limitations
(guard specialists add 1, Deathwatch gunners are now limit 5, etc)
The Royal Ministorum Facility - 3 territory - The team who possesses this
building allows you to earn 1 additional experience point after every mission.
Mad doks Workshop - 2 territory- The team who possesses this building may
take out of comission models and spend one material to add a augment to
them. If you add a augment roll a d6, on a 3+ the surgery is sucessful, on a 2
the model sits out the next mission and the surgery is sucessful, and on a 1
the model is dead. If they live through the surgery, they may add 1 to any of
their characteristic.
Mad Mek's workshop - 2 Territory - The team who possesses this building may
spend 1 command point to have a unit fire again in the shooting phase, but
roll a d6, on a 1 the model suffers a mortal wound.
Secondly add 2 inches to all ranged weapons for the team who possesses this
building.
Chaos Ritual Pit - 3 Territory - If the team who possesses this building is under
the Chaos faction, after every battle they add 1 to the ritual meter.
If a non chaos player possesses this building, then you recieve one chaos
artifact. This is a one time use only (but you should probably stop chaos)
Baba Yaga's Cove - 3 Territory - The team who possesses this building may
select one model from their kill team to become a psyker with the default
smite power.
Secondly you may spend 3 Gold to add one psy power from your kill teams
codex. Psykers can only add one power to their abilities.
Relic Equipment -
1. Kaptain Brins Cutlass - 3 Gold - This cutlass is a mastercrafted powersword that adds 1
additional attack. Secondly you may forgo one of your attack to "parry" and add a 4+ invuln save
in melee.
2. Kallaho's Holdout Plasma Pistol - 2 Gold - This Archaeo tech plasma pistol fires twice in the
shooting phase and re-rolls hit and wound rolls of 1s
3. Baba Yaga's Lucky Monkeys foot - 3 Gold - Whoever bears this lucky monkey's foot has the gift
of the emperors luck on their side. As it seems whenever they are the target of a close combat
or shooting attack, and there is another friendly model within 2" they may attempt a look out sir
on a 3+ and redirect the attack onto the friendly model instead.
4. Broadsides cannon - 3 Gold - This man portable las canon belonging to the legendary
leutenant broadside can be fired normally if the unit has strength 4. If they have a lesser
strength value then they fire at a -1 penalty.
5. Captain Rouges Rosarius - 2 gold - This scoundrel of a renegade space marine loyalist was slain
in a long forgotten crusade on some desolate rock, only to be found again in Kallaho's treasure
vault. Whoever wears this relic has a 3+ invuln save.
6. Heretek Gamma 345 Neural Dampeners - 2 gold - This mental implant allows individuals to
ignore the effects of the first 2 flesh wounds. However models will still be slain after 3 flesh
wounds
Mercenaries
Rogue Trader Captain Kallaho - 3 Gold - Lv 4 Leader Expert (you must use him as your leader
when you take this model in your kill team)
M 6 Ws 2 Bs 2 S 3 T 3 W 3 A 4 Ld 9 Sv 4++
Kallaho Buckshot Flint Pistol - Range 6" d6 Pistol , Str 6, Ap -2 D2. Every time this pistol fires roll
a d6 twice and pick the higher value for number of shots determined.
Kallaho's Mastercrafted Falchion - Melee, Str +1 , Ap -3, D2. Re-roll hit rolls of 1 with this
weapon.
Frag,Krag Grenades
Kallaho's Keyhauled Krew - 2 Gold - This team adds 4 Imperial guardsmen with +1 to their WS
and BS.
Galavin Throat Cutter - 2 Gold - This is treated as a lv 3 Combat Expert Harlequin player equipped
with a Fusion Pistol and Harlequinn's caress and the skills Expert Fighter, Deadly Counter, Killer
Instinct.
Relic Equipment
1 - Sargent Requis Hot Shot Lasgun - 2 gold - 20" Rapid fire 4, Str 3 ap -1 d1.
2 - Inquisitor Ivenlofts Bolt Gun - 2 Gold - 12" Pistol, Str 4 AP -1 D1 (this pistol
uses deathwatch ammo rules)
3 - Seal of the Inquisition - 2 Gold - Models equipped with this item make
enemy units within 6" take moral checks with a -2 penalty.
4 - Chapter Master Yurrus's Panther Pattern Bolt Rifle - 2 Gold - 35" Rapid Fire
2 Ap -1 D1
Mercenaries-
Inquisitor Hector Rex - 3 Gold - Rex is a lv 3 Zealot specialist with the profile
M6" WS 3+ BS 3+ S 4 T 3 W 5 A 3 Ld 9 Sv 2+ 3+
Psyhic Hood - You add 1 to deny the witch rolls tests you take for this model
against enemy psykers within 12"
Teleport Strike - During deployment you can set up this model aside and deep
strike
Quarry re-roll hit and wound rolls for ordo malleus units if the target has the
chaos or daemon keyword.
Arias Range Melee, Str User Ap -3 D d3. If the target of this model is a demon
it inflicts a single mortal wound.
Relic Weapons
Mercenaries
Huron Blackheart - 3 Gold - See Huron Blackheart from codex chaos space
marines.
Chaos Spawn - 2 Gold- See Chaos Spawn from Codex Chaos with mark of
Khorne
M 7" WS 4+ Bs - S 5 T 5 W4 A d6 Ld 9 Save 5+
Hideous Mutations - Range Melee Str User Ap - 2 D2.
Mutated beyond Reason. When a chaos spawn attacks roll a d3 and apply the
effects.
1- Razor Claws. Attacks have a AP -4 till the end of the close combat phase
2- Each Chaos Spawn in the unit adds 2 to its attacks characteristic till the
end of the fight phase
3- You can re-roll failed wound rolls for this unit until the end of the Fight
Phase.
The Lost and Damned 3 Gold - Add 2 Chaos Space Marine Bikers. Treat as
regular marines armed with bolters with movement 12" and +1 Toughness.
Each Marine is also a lv 1 combat expert with the mark of khorne.
Relic Weapons -
2- Rippspinna - 3 Gold - 48" Heavy D6 Str 7 Ap - 1 d2 (you may re-roll hit rolls
of 1)
6- Orkamedies Finking Kapp - 3 Gold - Units equipped with this item wins roll
offs, and when in a mission with a required intel or material score for benefits
the unit with this item's kill team automatically wins.
Mercenaries-
Kaptin Badrukk - 3 Gold - See Kaptain Badrukk but as a lv 3 Heavy Specialist with the traits
Relentless, Suppressor, and Rigerous.
Choppa
Kaptain's Kommando's Skuad - 2 Gold - Treat as 4 Kommandos with Shootas, 1 Boss Kommando
with a power Klaw.
Kreepy Krawlie - 1 Gold - Treat as a necron warrior lv 2 combat expert with expert fighter and
warrior adept. Secondly he is equpped with only flayers claws and adds 1 to the attack
characteristic and rerolls all failed to hit rolls in melee.
Missions
After days of searching or buying surveys from private sources, intel shows a
wreckage site of where a chunk of the gold hauler crashed. Your team has
been tasked to hunt down and verify the rumors. But it seems that other
pirates have got the better on you and your team when you're searching.
The Kill Teams
The attacker is always the player who contested the loot, while the defender
is the player who originally spent the intel. Attackers go first.
The defending players zone is 15" deep and 22" wide from his edge, while the
attackers deployment only recieves 3" deep and 22" wide.
Victory Conditions
The game is over when a player has a model with the loot
has crossed over their battlefield edge.
Players flip over an objective when a model ends its
movement ontop of the objective. If the objective is the
number noted the model picks up the objective. He
recieves -1 movement and -1 to their hit rolls to melee or
shoot others. The model drops the objective and places it
below him if he is taken out of action or is shaken.
Resources
The faction that won recieves 2d3+1 gold and 2 chaos
artifacts and 1 material.
While the loser faction loses 1 material and morale.
The Tactics
Tactic - 1 CP - "Leg it!" - If a model is holding an objective, you
may roll 2d6 and pick the better of the two for advancing.
and the attacker loses 2 moral and cannot attack the that faction's buildings
again until 2 missions have passed. If the attack was a sucess, the defenders
lose 1 territory and 1 material in addition to the building being lost to their
team and given to the enemy.
Deployment
Both players place models down with the attacker placing
first. The defending player sets aside 25% (rounding down)
of their models to the reserves.
Victory Conditions
Players who have the most models in the objective win.
Resources
If the defender is successful in
and the attacker loses 2 moral and cannot attack the that faction's buildings
again until 2 missions have passed. If the attack was a sucess, the defenders
lose 1 territory and 1 material in addition to the building being lost to their
team and given to the enemy.
The Tactics
Attacker Tactic - 2 CP - "Breaching Tactics"- After spending 1 cp,
select one model. That model in the shooting phase if it were to
fire a weapon at 6" or less can add 2 to the weapons strength.
The Battlefield
The defender and attacker then set up terrain alternating between the two one piece at a time.
It's recommended to use around 4-5 pieces of terrain. Secondly a 6" wide empty corridor should
run through the middle of the map.
The defender places 3 objectives in his deployment zone and one objective in the dead center
of the map. These objectives should be 6 inches away from each other. Please make a note
about the center objective as it is an important resource.
The map above shows how the deployment field should look with a objective in the center.
The Scouting Phase
Resolve the Scouting Phase as normal following the normal rules. In addition you may spend one
intelligence as the attacker to see your opponents number choice, the defender may spend 2
intelligence to nullify this.
Next, the attacker and defender compare intelligence scores from their teams roster. The team
who wins will get to place one model an additional 6 inches. If there is a tie, roll off.
Deployment
The attacker places his first model and players then alternate.
Attackers must end their movement within 3" of an objective to pick it up (effectively on the
objective disk). A attacker suffers a -1 penalty to hit and movement while carrying the loot. The
attacker drops the loot and places an objective below him if he is shaken or taken out of action.
The defenders recieve 3 victory points for each objective they sucessfully defend at the end of
the mission.
Both players recieve 1 victory point for every specialist they take out of action.
The Resources
The victor recieves d3 gold for their kill team for each objective they won. The special objective
is a secret and if the defender is the victor they recieve 3 gold (for hush money!) while the
attacker if they sucessfully get the secret objective off the board notify the game master and you
will be notified of your reward.
In addition, if the majority of attackers wins the defender faction loses 2 resources and the
attackers gain 2 resources. If the majority of defenders wins the mission the attacker loses 2
morale, and the defenders gain 2 morale.
The Tactics
Attacker Tactic - 1 CP - "Leg it!" - If a model is holding an
objective, you may roll 2d6 and pick the better of the two for
advancing.
The Battlefield
The battlefield should require 3-5 buildings with each player recieving one building, piece of
terrain, and one building in the center of map. Follow the map deployment from page 57 of the
core killteam rulebook.
The next player who has the second highest goes second, and resolve ties with a roll off.
Continue going till the iniative order is determined.
Deployment
The player with the highest iniative order goes first, then followed by the person with the second
rank, and so on.
Victory Conditions
The player who sucessfully has the most models that are not shaken inside the center building
recieves 1 victory point at the end of every turn.
Players also recieve 2 victory points for each building they destroy, as well as 3 victory points if
their building is standing at the end of the game.
Players may shoot or engage a building like it were a giant model with a Toughness 8, 12
Wounds, and a 5+ invuln save.
Since it's such a large target all shots and attacks automatically hit.
If a building is destroyed with a model in it, remove the building and place all models inside it
within 2" of the building. Then roll a d6 for every model in the building. On a 2+ the model
suffers d3 mortal wounds as the building collapses in on them!
Resources
If a player has their building still standing at the end, their faction recieves 1 territory and
personally recieves 3 Gold as either thanks from a rich nobleman protecting his factory or each
of the civilians offering tribute.
The faction that assembled the most victory points at the end is the majority winner and
recieves 1 territory from each other faction that lost.
All players this mission recieve d3 gold as they have looted whatever building they occupied
before the mission.
The Tactics
Attacker Tactic - 2 CP - "Bringing the special demo charges" - One
model in your killteam may make a 3" ranged attack that does d6
mortal wounds.