Death Worlds
Death World: Stronghold
Battlefield: A 6" natural moat runs across the board, starting 12" away from the defender's board edge. The defender places three bridges, each 8" wide, spanning the moat, with at least 8" between each bridge. The defender's deployment zone contains a moderate amount of urban terrain. The rest of the board should contain a moderate to dense amount of natural terrain, e.g., rocks, shrubs, jungles, etc.
Battlegroups: When selecting battlegroups, the attacker should have a Battle Rating that is 1,000 points greater than the defender's.
Deployment: The defender deploys their forces first, placing them anywhere within their deployment zone; note that units cannot be deployed in the natural moat. The attacker then deploys their forces.
Mission Special Rules
Natural Moat: The defenders have constructed their stronghold next to a deadly natural feature, be that a lava flow, acid lake or other destructive landmark. The natural moat (the red shaded area) counts as Dangerous Terrain, with the exception that units take D3 S8 hits for each 1" they move through it. Titans take these hits to their Legs. If the unit is standing in the moat when activated in the Movement phase, they automatically suffer D3 S8 hits before moving.
Victory: The battle lasts for six rounds. At the end of the battle, both players should calculate the total Scale of their units within the defender's deployment zone (this includes the bridges but not the moat); units which have not been destroyed but are Structurally Compromised or, in the case of Knight Banners, units which have lost more than half of their models, count as half their Scale (rounding down) when calculating the total Scale of units within the deployment zone.
The player with the highest total Scale within the defender's deployment zone claims victory. If both players have the same total Scale, the battle is a draw.
Defender's Deployment Zone 18" 18" Attacker's Deployment Zone 12"
Death World: Precipice
Battlefield: The battle takes place on the edge of a vast chasm, canyon or other deadly drop. The battlefield should contain a moderate amount of terrain, be that natural terrain or urban buildings. The chasm counts as Deadly Terrain.
Battlegroups: When selecting battlegroups, both players should build their battlegroup to an agreed upon Battle Rating.
Deployment: Players take it in turns, starting with the winner of a roll off, to place a single unit within their deployment zone.
Mission Special Rules
Strong Winds: The battlefield is constantly buffeted by winds that, at their strongest, are capable of toppling even a Titan. At the start of each Strategy phase after the first round, the First Player should roll a D10. Every unit with a Scale equal to or lower than the result of the dice roll is moved D6+1" towards the chasm board edge; if at any point at least half of a model's base is in the chasm, that model is immediately destroyed, although Titans do not roll on the Catastrophic Damage table if destroyed in this manner.
Victory: At the end of the battle, both players calculate the total points value of their units within the defender's deployment zone; units which have not been destroyed but are Structurally Compromised or, in the case of Knight Banners, units which have lost more than half of their models, count as half their points value (rounding down) when calculating the total points value within the deployment zone.
The player with the highest total points value in the defender's deployment zone is victorious. If both players have the same total points value, the game is a draw.
Attacker's Deployment Zone 12" 18" Defender's Deployment Zone 6" Chasm 12"
Death World: Beast Nest
Battlefield: The battle takes place upon a Death World and contains a moderate to dense amount of natural terrain, whether that is rocky canyons, lava flows or thick jungles.
Battlegroups: When selecting battlegroups, both players should build their battlegroup to an agreed upon Battle Rating.
Deployment: The winner of a roll off chooses a deployment zone, with their opponent receiving the opposite deployment zone. Starting with the winner of that roll off, players take it in turns to place a single unit within their deployment zone.
Mission Special Rules
Beast Nests: The area holds many beast nests, home to megafauna capable of threatening even Titans. After both players have deployed their forces, players take it in turns to place a Nest marker, represented by a 32mm base or an appropriate terrain piece, anywhere on the battlefield outside of a deployment zone and more than 7" from a previously deployed Nest marker. Each player places a marker until one player chooses not to place one, after which their opponent may place one final marker (if they wish) on the battlefield. It is recommended that at least six Nest markers are placed.
Any time a unit ends its movement within 3" of a Nest marker, or is activated in the Movement phase within 3" of a Nest marker, roll a D10. On a 1, 2 or 3, a Beast attacks. The unit suffers D3+1 S8 hits, as if hit by a weapon with the Rending trait. After resolving this attack, remove the Nest marker from the battlefield.
Victory: At the end of the battle, each player calculates the total points value of enemy units that have been destroyed; units which have not been destroyed but are Structurally Compromised or, in the case of Knight Banners, units which have lost more than half of their models, count as half their points value (rounding down) when calculating the total points value destroyed.
The player who has destroyed the highest total amount of points claims victory. If both players have destroyed the same total amount of points, the game is a draw instead.
Death World: Frozen Wasteland
Battlefield: The battle takes place on the frozen plains of an arctic world and its surface is riddled with vast chasms. The battlefield should contain a sparse to moderate amount of natural terrain, e.g., rocks or canyons. In addition, players should take it in turns, starting with the winner of a roll off, to place a chasm on the board (as follows).
Battlegroups: When selecting battlegroups, both players should build their battlegroup to an agreed upon Battle Rating.
Deployment: The winner of a roll off chooses a deployment zone, with their opponent receiving the opposite deployment zone. Starting with the winner of that roll off, players take it in turns to place a single unit within their deployment zone.
Mission Special Rules
Chasms: When setting-up the battlefield players should take it in turns, starting with the winner of a roll off, to place a chasm anywhere on the board. Each player places a chasm until one player chooses not to place one, after which their opponent may place one final chasm (if they wish) on the battlefield. A chasm can be any size and shape but at least 50% of the battlefield must not contain a chasm. Chasms cannot be placed in a player's deployment zone. When placing a chasm, a player can connect theirs to a previously placed chasm. There must be at least two clear routes, large enough for a Warlord Titan's base to move along, from one deployment zone to the other.
Chasms are Deadly Terrain. A chasm can be represented by an appropriate terrain piece or a marked-off area of the battlefield.
Biting Cold: The freezing winds of the planet assail anything that walks upon its surface, proving deadly to any living thing exposed to them. Titans may vent plasma on a 3+ instead of a 4+. In addition, Titans with the Reactor Leak (X) Critical Damage increase their Reactor level by one less hole during the End phase (i.e., a Titan with Reactor Leak (1) would not increase their Reactor level). However, a Titan that has suffered Critical Damage to the Head suffers an additional point of Critical Damage to their Head during the End phase. If this causes Catastrophic Damage, the Titan counts as having rolled a Silenced result on the Catastrophic Damage table.
Victory: At the end of the battle, each player calculates the total points value of enemy units they have destroyed; units which have not been destroyed but are Structurally Compromised or, in the case of Knight Banners, units which have lost more than half of their models, count as half their points value (rounding down) when calculating the total points value destroyed.
The player who has destroyed the highest total amount of points claims victory. If both players have destroyed the same total amount of points, the game is a draw instead.
Death World: Blistering Sands
Battlefield: The battle takes place on the vast deserts of an arid world bathed in radiation. The battlefield should contain a sparse to moderate amount of natural terrain, e.g., rocks or canyons.
Battlegroups: When selecting battlegroups, the attacker should have a Battle Rating that is 750 points greater than the defender.
Deployment: The defender deploys their units anywhere within their deployment zone. The attacker then deploys their force anywhere within their deployment zone.
Mission Special Rules
Unyielding Radiation: The world is bathed in harsh radiation by its sun that heats the planet to almost inhospitable levels for those who are unshielded. Titans can only vent plasma on a 5+ instead of a 4+. In addition, when a Titan is activated in the Movement phase they are affected by the radiation. If the Titan has active Void Shields, increase the Titan's Reactor level by 1. If the Titan has a Void Shield level of X, they immediately suffer a S7 hit to their Head instead.
Knight Banners suffer D3 S7 hits when activated in the Movement phase instead of the above, with no Ion Shield save allowed.
Victory: The defender is attempting to hold out against the overwhelming forces of the attacker. At the end of the battle, calculate the total points value of the defender's units that have been destroyed; units which have not been destroyed but are Structurally Compromised or, in the case of Knight Banners, units which have lost more than half of their models, count as half their points value (rounding down) when calculating the total points value destroyed.
If at least 66% of the total points value of the defender's battlegroup has been destroyed, the attacker claims victory. Otherwise, the defender claims victory.
8"
8"
8"
Defender's Deployment Zone
16"
Attacker's Deployment Zone