Having
neutralised the alien breeding ground, the scouts of the Imperial forces
discover the location of the Tyranid Norn Queen, deep underground, far below the surface
of the tortured planet. Following
the Scouts’ beacon, the main Imperial force thrusts a spear-tip forward through
the Tyranid masses that defend the tunnel entrances to the Queen’s subterranean inner
sanctum…
SET-UP:
The Tyranid player places D3+2 pieces of
terrain per 2’x4’ section of the board.
The Imperial player then chooses deployment
type and board edge.
After board edge and deployment type have
been decided but before deployment itself begins, the Tyranid player should
place a 3” x 3” tunnel marker representing the entrance to the Norn Queen’s
underground lair. This tunnel marker should be placed in open ground (replace a
piece of terrain if necessary).
OBJECTIVES & VICTORY CONDITIONS:
Primary Objective (10pts):
The Imperial Player wins by exiting at least
25% of his starting forces via the tunnel entrance. Units may exit the board by
getting every model in the unit into base-to-base contact with, or onto the top
of, the tunnel marker.
The Tyranid player wins by preventing this.
Secondary Objective (7pts):
‘Modified’ Maelstrom Cards (see Caledonian
Uprising 2015 rules pack – thanks, Tim King!)
Tertiary Objectives:
First Strike (1pt)
Slay the Warlord (1pt)
Line Breaker (1pt)
(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).
Slay the Warlord (1pt)
Line Breaker (1pt)
(NOTE: Tabling your opponent automatically gives the winner a 20-0 victory!).
OUTCOMES & BONUSES:
If the Imperial player wins, he may choose up
to three units in the next game to receive the infiltrate or scout special
rules.
If the Tyranid player wins, he gains an
optional +2 to the roll to determine who gets first turn in the next game, and
may re-roll the dice to seize the initiative (if he so chooses).
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