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CALCULATE RESULTS

DIS LAND IS OUR LAND LADZ! Massacre


Dis hunk of rock is all we gotz, and I’ll be a filthy grot You hold 4 or 5 more objectives than your opponent.
before we let any introodas tread on what’s ours!
- Sparnub, Ork Nob Major V ictor y

MISSION
You hold two or three more objectives than
your opponent or your opponent has no remaining
Control the most objective counters while gaining as many models on the board at game’s end.
Battle Point Modifiers as possible.

OBJECTIVE
Minor V ictor y
You hold one more objective than your opponent.
This scenario is a variation of the Seize Ground scenario
Draw
(page 91) with the following amendments:
Draw: each player holds an equal number of objectives.

BATTLE POINT MODIFIERS


There are automatically 5 objectives.

DEPLOYMENT +1 battle point for killing more scoring units than


Each player rolls a dice, the winner can choose a long your opponent.
table edge to deploy from. Then the winning player draws
a diagonal line through the middle of the table from either +1 battle point for killing more of your opponent’s HQ
corner along their table edge to the opposite corner along units than they kill of yours.
their opponent’s table edge. The edge of each player’s
deployment zone is 12” from that center line and extends +1 battle point for killing your opponents highest point
back to their own table edge. The player that chose their unit. If multiple units have the same cost, determine
deployment edge then deploys their army first and gets the which of those counts for a battle point randomly.
first turn of the game.
+1 battle point for having more scoring units in your
The Seize The Initiative rule found on page 92 is in effect. opponent’s deployment zone than they have in yours.

Chaos Daemon armies use the deployment rules for


Daemonic Assault.

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES
Infiltrate (page 92)
Deep Strike (page 95)
Reserves (page 94)

LINE OF RETREAT
Units that are forced to flee must move toward their
friendly, long deployment edge.
LINE OF RETREAT
GRINDIN’ MEAT Units that are forced to flee must move toward their
“We gotz nowhere to run ladz, and neiver do dey. Best nearest deployment edge.

CALCULATE RESULTS
divide, conquer and count da bodies when we done.
WAAAGH!
- Big Thunda, Ork Warboss Massacre

MISSION
1126 to 2500 victory points more than your opponent,
or your opponent has no remaining models on the
The player who claims the most victory points and table board at game’s end.
quarters wins.

OBJECTIVE
Major V ictor y
751 to 1125 victory points more than your opponent
Refer to page 300 of the 40K Rule Book for Victory
Points rules. Minor V ictor y

DEPLOYMENT
376 to 750 victory points more than your opponent

Spearhead (Table Quarters) Draw


Your total is within 375 victory points of your opponent.

BATTLE POINT MODIFIERS


The Seize The Initiative rule found on page 92 is in effect.

Chaos Daemon armies use the deployment rules for +1 battle point for each table quarter you control.
Daemonic Assault.

LENGTH OF GAME
Table Quar ters:
To control a table quarter you must have more scoring
The game lasts 6 turns. units in the table quarter than your opponent. Equal

SPECIAL RULES:
amounts of scoring units result in a contested quarter that
cannot be claimed by either player. Any unit that straddles
Infiltrate (Page 92) more than one quarter must choose which quarter it is
Deep Strike (Page 95) attempting to claim.
Reserves (Page 94)
DEPLOYMENT
KILL DA FAST ONES!
“Hmph, dem oomies tink deys fasta then us ladz. Well they Pitched Battle - Long Table Edges (page 92)
sure as Gork aint got Burftog’s Mega Orktane Go Juice and
dere wagons don’t even got a red paint job... Chaos Daemon armies use the deployment rules for
Lets krump ‘em for tryin! Daemonic Assault.
- Burftog, Evil Sunz Mekboy

MISSION
The Seize The Initiative rule found on page 92 is in effect.

Destroy your opponent’s fast moving units and characters


LENGTH OF GAME
while protecting your own. Collect as many Battle Point The game lasts 6 turns.
Modifiers as possible.

OBJECTIVE SPECIAL RULES


Infiltrate (page 92)
This scenario is a modification of the Annihilation Scenario
Deep Strike (page 95)
in the 40K Rulebook (page 91).
Reserves (page 94)

LINE OF RETREAT
Determine who will go first and in which deployment zone
that player will deploy.
Units that are forced to flee must move toward their
Modified Kill Points: friendly, long deployment edge.

CALCULATE RESULTS
• 3 Kill Points are awarded for the following unit types:
Jump Infantry, Bikes, Jetbikes, non-walker vehicles, and
any other unit that has the ability to move more than 6” in Massacre
a given phase. You earn 7+ kill points more than your opponent, or
your opponent has no remaining models on the board at
• Movement gained through running, fleeing and
game’s end.
consolidation does not count toward this criteria, and for
a unit to count for extra Kill Points, it must be able to move Major V ictor y
over 6” in a game phase of its own accord . For You earn 4 to 6 kill points more than your opponent.
example, a unit of Necron Warriors being pulled through
a Monolith would not count for extra Kill Points (KPs). A Minor V ictor y
Space Marine Tactical Squad riding in a transport count You earn 1 to 3 kill points more than your opponent.
for 1 KP, and the Razorback they are traveling in would
count for 3 KPs. A Librarian with Gate of Infinity is worth Draw
3 KPs, though a Space Marine Tactical Squad benefitting Both players have even kill points.

BATTLE POINT MODIFIERS


from his psychic power are only worth 1 KP.

• 2 KPs are awarded for each HQ unit killed. +1 battle point if you have killed 3000 total victory points
in games 1, 2 and 3. For example if you killed 1000
• If an HQ unit is able to move over 6”on its own it counts points of the opponent’s army in all three of your
for 3 KPs. Kill points are not cumulative for the sake of games you would receive one battle point.
killing one unit.
+1 battle point for having killed double the amount of kill
• Exceptions. Units that arrive via the Deep Strike rule that
points than your opponent.
remain stationary or cannot move over 6” in subsequent
phases count for 1 KP. (Note that due to the Monolith’s
+1 battle point for having a scoring unit in your enemy’s
ability to move units, it is worth 3 KPs even though it may
deployment zone.
not move more than 6” itself.) Even though they are jump
infantry, units equipped with Jet Packs (Tau Battlesuits)
+1 battle point for having more units within 6” of the
count for 1 KP, unless they are an HQ unit, which counts
center of the table than your opponent.
for 2 KPs.

• All other kill points are counted as normal.

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