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Made in gb
Hallowed Canoness





Between

Another last stand mission. In this one, the campaign has gone badly and the defenders must hold out at their last strongpoint until they can be extracted by incoming fliers.

The Compound
Spoiler:

Forces:
The Defender may choose a 2000 point army using the standard force organisation options from the following armies: Adeptus Astartes (any), Adeptus Mechanicus (any), Adepta Sororitas, Chaos Space Marines (including
Black Legion and Crimson Slaughter), Eldar (including Iyanden), Elysian Drop Troopers (including D-99), Harlequins, Imperial Knights, Inquisition, Militarum Tempestus Scions, Necrons, Officio Assasinorum, Tau Empire (including Farsight Enclaves). The Defender's army may not include any fortifications or fliers with a transport capacity.

The Attacker may choose any number of Troops or Fast Attack choices from a maximum of two of the following armies: Astra Militarum, Chaos Daemons (including Khorne Daemonkin), Dark Eldar, Death Korps (any), Necrons, Orks, Tau Empire, Tyranids. Only ten distinct units may have upgrades of any kind (including mandatory upgrades such as crisis suit weapons, but not including additional models). The Attacker may also use one HQ choice from any codex that is not a Come the Apocalypse ally with either of their main forces, who may have any upgrades they may normally take. This model is automatically their Warlord.

Table:
The game is played on a 6'x4' table. Roughly 30% of the table should be covered with terrain, not including the Compound.

The Compound sits on the Defender's board edge. It consists of three Aegis Defence Lines (or equivalent) with Comms. Relays and up to two Bastions (or equivalent). These are treated as being part of the Defender's army, although they cost no points. The Defender may spend points to upgrade the Compound, such as exchanging the Comms. Relays for Quad Autocannons or buying turrets for the Bastions.

Objectives
Slay the Warlord, Exterminate, Hold Out, Extraction (optional).

Exterminate: The Attacker gains 1 Victory Point for every Defending unit (including fortifications) that is wiped out or flees off the board edge. If all Defending Units are wiped out or flee off the board edge, they win automatically.

Hold Out: The Defender gains a number of Victory Points equal to the turn number at the end of each Game Turn.

Special Rules
Night Fighting, Random Game Length, Last Stand.

Last Stand: The Defender may not use the Deep Strike or Outflank special rules.


A suggestion would be to have an Aeronautica Imperialis game in which the Defender must get enough transport capacity's worth of fliers to a fixed point on the board to rescue their remaining units at the end of The Compound. If a unit has to be left behind (due to lack of sufficient transport capacity in the rescue force), it gives the Attacker in The Compound an additional Victory Point. This would be the Extraction part of the mission.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
 
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