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PLAYER’S BRIEFING

NARRATIVE MISSION
BATTLE AT THE FARM
Designer’s Note: Battle At The Farm is a narrative mission FORCES
for Warhammer 40,000, designed to be played between two SPACE MARINES
players with a third player taking the role of Games Master • P edro Kantor (Space Marines Captain equipped with
(GM). The GM tells the story, comes up with interesting bolt pistol, storm bolter, power fist, frag grenades and
rules and incidents, and ensures all players enjoy themselves. krak grenades)
This battle can be played without a GM, but we thoroughly • Tactical Squad (5 models – 1 Space Marine Sergeant equipped
recommend it – it’s great fun! with power sword; 4 Space Marines equipped with bolt pistol,
boltgun, frag grenades and krak grenades)
• Tactical Squad (5 models – 1 Space Marine equipped with

GAMES MASTER bolt pistol, flamer, frag grenades, krak grenades; 4 Space
Marines equipped with bolt pistol, boltgun, frag grenades and
The player taking the role of Games Master (GM) should read krak grenades)
the Games Master’s Briefing before the battle begins. Keep • Tactical Squad (5 models – 1 Space Marine equipped with
this secret from the players controlling the Space Marines and bolt pistol, missile launcher, frag grenade, krak grenade;
the Orks. 4 Space Marines equipped with bolt pistol, boltgun, frag
grenades and krak grenades)

ORKS
• B ig Boss Thrugg Bullneck (Warboss in Mega Armour)
• Hruk (Nob with Waaagh! banner)
• Boyz (10 models – 1 Boss Nob equipped with big choppa
and stikkbombs; 1 Ork Boy equipped with big shoota and
stikkbombs; 8 Ork Boyz equipped with sluggas, choppas and
stikkbombs)
• Boyz (10 models – 1 Boss Nob equipped with kombi-skorcha
and stikkbombs; 1 Ork Boy equipped with a rokkit launcha
and stikkbombs; 8 Ork Boyz equipped with shootas and
stikkbombs)

To keep things simple for this game, the following rules are
not in use:

• Space Marines: Angels of Death


• Space Marines: Chapter Tactics
• Orks: ‘Ere We Go
• Orks: Mob Rule
• Orks: Waaagh!
• Orks: Clan Kulturs
• Both: Stratagems (except the Call Fer ‘Elp Stratagem)

BATTLE LENGTH
The battle ends when the Ork reinforcements arrive (see the
Call Fer ‘Elp Stratagem). Alternatively, the battle ends when all
models from one force are slain. The GM should make it clear
which of these options players are working towards.

1
30"

8" ORCHARD ORKS DEPLOYMENT ZONE

RUIN OF GENERATOR

MAIN BUILDING
WINDMILL
JADEBERRY TRAILER 22"
BULTHA’S RISE

PADDOCK
SPACE MARINES
DEPLOYMENT ZONE

GROX PEN

8"

MAP DEPLOYMENT
Before the battle begins, the GM must place three objective The Space Marines player must deploy all of their units first.
markers within the farm complex, representing the three All models must be set up wholly within the Space Marines
possible spots where Thrugg thinks he has buried his jewels. deployment zone. Then, the Ork player must deploy their units
wholly within the Orks deployment zone.

As the Orks are ambushing the Space Marines in this scenario,


the Ork player takes the first turn.

2
SPLIT UP, LADZ!
Thrugg Bullneck is a propa kunnin’ Ork and likes using taktix to
win ’is fights. Even he knows mobbing up and takin’ on the beakies
could spell disaz…dysta…diss… zog, it, could muck fingz up!

During deployment, the Ork player may split their units of Boyz
into 2 units, each containing 5 models. When splitting a unit,
make a note of which models form each of the two new units.
From this point onwards, these split units count as independent
units for all rules purposes.

DA LOOT!
Da precious joolz are hidden sumwhere in da farm, but Thrugg
forgot where. Lissen, he’s busy bossin’ everywun about, he can’t be
‘spect to remember everyfing!

At the end of any phase in the Ork player’s turn, if Thrugg


Bullneck or Hruk is within 3" of any of the objective markers,

MISSION SPECIAL RULES and the jewels have not yet been found, the Ork player can
check to see if the jewels are buried there. Each objective marker
INTELLIGENCE, COOL AND WILLPOWER may only be checked once per turn (the GM will explain how to
Throughout the battle, the GM may ask players to make check when needed).
an Intelligence, Cool or Willpower test for their models,
representing them attempting difficult tasks. To take a test, LOW ON AMMO
players must roll 2D6 and compare the result to their unit’s The Crimson Fists defending the farm have been unable to re-arm
Cool, Willpower or Intelligence value (shown in the table for days, and must conserve what ammo they have left if they
below). If the result is less than or equal to the relevant value, have any hope of reaching New Rynn City.
the test is passed. Otherwise, the test is failed.
For the duration of the battle, the following weapons have the
following profiles:
ATTRIBUTE DESCRIPTION VALUE
This shows a creature’s Subtract 1 from the
WEAPON RANGE TYPE S AP D
Intelligence ability to think and use highest Leadership value Boltgun 24" Assault 1 4 0 1
technical equipment. in the unit taking the test. Storm bolter 24" Assault 2 4 0 1
This reflects a creature’s
Subtract 2 from the
temperament, and its
Cool highest Leadership value
ability to stay calm and
under control
in the unit taking the test. MISSION STRATAGEM
This is a measure of
The highest Leadership CALL FER ‘ELP!  0CP
a creature’s mental
Willpower value in the unit taking Mission Stratagem – Ork Player Only
resistance and
the test.
determination It’s time to contact da rest of da warband and bring in
reinforcementz! Da green tide is comin’ so you’d betta find dem
joolz quick!
NIGHT FIGHTING
Night is falling on Rynn’s World. Only the distant flames of the Use this Stratagem at the start of the Command Phase. Roll
burning ruins of New Rynn City shed any light over the ruins of a D3 and add 2; this is the number of battle rounds that will
the farm. take place after the end of the current one, after which, the
game ends.
In this mission, each time a model makes a ranged attack, it
cannot target a unit more than 12" away, and subtract 1 from
that attack’s hit roll.
MISSION OBJECTIVES
All Victory points are awarded at the end of the game. Victory
points will be awarded by the GM using the points in the Games
Masters Briefing. If players follow the brief given by the GM,
they will score Victory points.

The player that scores the most Victory points wins.

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