A massive rift has opened, and the Grey Knights are there to save the day, or die trying. However, because of the massive tear in realspace, the daemon hordes are endless.
Rules Representing Grey Knights unparalleled ability to hurt daemons, all Grey Knights units gain the following two special rules:
Psychic Ammo-All shooting attacks made by this unit inflict a -1 Penalty to Invulnerable saves made by units with the DAEMON keyword against the wounds they cause.
Force-All close combat attacks made by this unit ignore Invulnerable saves made by units with the DAEMON keyword.
However, representing the massive rent into the Immaterium, all Daemons units gain the following two special rules:
Back To The Warp-At the end of any phase, a unit with this rule may choose to voluntarily destroy themselves.
Back From The Warp-At the start of the controlling player's turn, any unit with this rule that has been completely wiped out comes back. (Where they come back is determined by the mission-if the mission does not specify, place them within 9" of any table edge and more than 9" away from any enemy unit. If they cannot be placed, try again next turn.)
Mission Types Hold The Line! In this mission, the Grey Knights must stop Daemonic forces from breaching into essential areas. This mission uses Dawn of War deployment, with Daemons that use their
Back From The Warp rule must appear within 12" of their table edge and more than 1" from enemy units.
Chaos units may move off the Grey Knights player's table edge. Treat any unit that does so as being destroyed.
The Grey Knights player earns 1
VP at the end of turn 1, 2
VP end of turn 2, and 3
VP at the end of their turn for every turn thereafter. However, for every enemy unit that successfully leaves the table, reduce the number of
VP earned by one for that turn, and for each point into the negatives it goes, award the Chaos player 1
VP.
This mission uses random game length-roll a 3+ to continue to turn 6, and a 4+ to continue to turn 7.
Close The Rift In this mission, the Grey Knights have located the area that's supporting the rift, where the ritual was originally performed. There are four key areas that must be dealt with. This mission uses a special deployment-the Chaos player may deploy their units anywhere on the table more than 9" from any table edge, and the Grey Knights player may deploy their units anywhere within 6" of a table edge. Daemons that use their
Back From The Warp rule appear within 3" of a Ritual Node and more than 1" away from enemy units, or within 3" of the table's center and more than 1" away from enemy units.
There are four Ritual Nodes, each with the following statline and rules:
Each Node should be worth about 80 points to the Chaos player. However, they do not need to be included in any Detachments-they are simply added on at the end.
Each Node should be placed more than 12" from the center of the table, more than 12" from any other Node, and more than 9" from the table edge.
This mission has no turn limit-simply continue until all Nodes are destroyed (a Grey Knights victory) or all Grey Knights are destroyed (a Chaos victory).
Survive! This mission is simple-the Grey Knights have to survive to escape. Deployment for this mission is the same as for Close The Rift, but in reverse-the Grey Knights player holds the center while the Daemons deploy on the edge. Daemons that come back with their
Back From The Warp rule must appear within 6" of a table edge and more than 1" away from enemy units.
This mission lasts 5 turns. Each surviving Grey Knights unit is worth 1
VP at the end of the game to the Grey Knights player, while each slain one is worth 1
VP to the Chaos player.
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A note: players should feel free to sprinkle in other Imperium or Chaos units to the army, but note that other units do NOT gain the special rules. (This includes
CSM or R&H units that have the Daemon keyword-you have to have the Daemon FACTION keyword to gain the two rules. No respawning Obliterators!)