Warhammer 40,000
Galaxy in Flames: Fate of Konor
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Mission 5: COUNTDOWN TO DESTRUCTION

Despite a valiant attempt to contain the invading forces, and with the Walking Pox running amok amongst the rapidly dwindling population of Drenthal, Imperial High Command has taken the desperate decision to overcharge the fusion core of Terebral Station Sigma. All loyalist forces must fight their way to freedom or perish amid the planet’s destruction.

THE ARMIES

Each player must first muster an army from the miniatures in their collection. A player can include any models in their army, but if their army is Battle-forged, they will be able to use the unique Fate of Konor Stratagems and the appropriate Stratagems included within this mission.

In this mission, if one player’s Warlord has the IMPERIUM keyword, they are automatically the Attacker, and their opponent is the Defender. If both player’s Warlords have the IMPERIUM keyword, or neither player’s Warlord has the IMPERIUM keyword, the players must roll off to decide who will be the Attacker and who will be the Defender.

THE BATTLEFIELD

Create a battlefield using the deployment map included with this mission and then set up terrain. The Defender’s deployment zone should contain plenty of scattered ruins and obstacles that depict the fierce fighting that has taken place on Drenthal.

Deployment map

DEPLOYMENT

After terrain has been set up, the players then alternate deploying their units, one at a time, starting with the Defender. A player’s models must be set up wholly within their own deployment zone.

FIRST TURN

The Attacker has the first turn.

BREAKTHROUGH

The Attacker’s units can move off the battlefield edge labelled ‘Exit Route’ so long as all of the models in a unit are able to make it off the board in the same phase. Any units that do so have reached a space port behind the Defender’s line – they are removed from the battlefield and take no further part in the battle.

COLLAPSING GROUND

At the end of the first battle round, all models within 6″ of the Attacker’s battlefield edge are immediately slain as the ground collapses beneath them. At the end of each subsequent battle round, the range of this effect increases by 6″, so at the end of the second battle round all models within 12″ of the Attacker’s battlefield edge are immediately slain, or 18″ in after the third battle round, and so on. However, units that can FLY are unaffected.

BATTLE LENGTH

The players should use the Random Battle Length rules (see the Narrative Play Mission Rules in the Warhammer 40,000 rulebook) to determine how long the battle lasts.

VICTORY CONDITIONS

At the end of the battle, add up the Power Ratings of all the Attacker’s units that moved off the battlefield via the Exit Route (see Breakthrough, above) and compare this to the Power Level of their army (count the entire unit’s Power Rating, even if only a single model escaped). If the combined Power Rating of the units that escaped is one third or more of the army’s Power Level, the Attacker wins a major victory. Any other result is a major victory for the Defender.

Note that as they can escape to safety at a moment’s notice, do not add the Power Ratings of the Attacker’s Flyers to the Power Level of their army or the combined Power Rating of the units that escaped – they are completely ignored for the purposes of this mission’s victory conditions. Furthermore, the Power Rating of any units that a Flyer transports off the battlefield do not count towards the combined Power Rating of the units that escaped; these units must first disembark before escaping if you wish them to count towards this mission’s victory conditions.

STRATAGEMS

In this mission, players can spend Command Points (CPs) to use the weekly Fate of Konor Stratagems, which are available in all participating stores or with any purchase of special weekly units at games-workshop.com. Players also have access to the following bonus Stratagems:


2CP

FORCED MARCH

Attacker Stratagem

Use this Stratagem at the start of your Movement phase so long as your Warlord is on the battlefield. If you do so, then when making Advance rolls for friendly units within 6″ of your Warlord you can roll three dice and pick the result.


3CP

AERIAL DOMINANCE

Defender Stratagem

Use this Stratagem at the end of the Movement phase to return a Flyer that was destroyed earlier in the battle to play. To do so, set up this model anywhere wholly within 20″ of the Defender’s battlefield edge that is not within 9″ of any enemy models.


1CP

DELAYING TACTICS

Defender Stratagem

Use this Stratagem in your opponent’s Movement phase if your opponent attempts to Fall Back with one of their units. Roll 2D6: if the roll is less than the unit’s Leadership, they can Fall Back as normal; if the roll is equal to or higher than their Leadership, the unit cannot Fall Back this turn.