Forge Worlds
Forge World: Tunnel War
Battlefield: The battle takes place in the industrial tunnels beneath a Forge World. The grey shaded areas of the battlefield represent tunnel walls which are Blocking Terrain that is infinitely high and cannot be destroyed. When setting up the battlefield, players should clearly mark off portions of the battlefield as tunnel walls. The tunnel walls should cover at least 25% of the battlefield, in any shape or size, and there must be at least one route from one side of the battlefield to the other, large enough for a Warlord Titan's base to move along. The rest of the battlefield should contain a moderate amount of industrial terrain.
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
Darkness: The power supply in this section is inconsistent at best, causing the battlefield to be plunged into darkness at random intervals. At the start of the Strategy phase of each round, roll a D6. On a 1-3, the power unexpectedly shuts down. The First Player rolls 2D10 - until the end of the round, all units can only target an enemy unit with an attack within this range in inches. Blast weapons can shoot further than this (i.e., you can place a Blast marker more than 2D10" away), however if they do so, the shot automatically misses and must scatter. Titans that made one or more weapon attacks earlier in the round can be targeted, regardless of the distance an attacker can see.
On a 4-6, the lights are powered and the normal rules for line of sight are followed.
Optional Special Rule - Confined Tunnels: If both players agree, they can use the Confined Tunnels special rule. If they do so, before selecting battlegroups one player should roll a D6 to see which units can fit in the tunnels. On a 1-2, only units with a Scale of 6 or less may be included in a battlegroup. On a 3-4, only units with a Scale of 8 or less may be included in a battlegroup. On a 5-6, only units with a Scale of 10 or less may be included in a battlegroup. If players wish, the need for a compulsory maniple can be ignored when building their battlegroup when using this rule, to allow both players to use which units they have that match the Scale restrictions.
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.
Forge World: Research Station
Battlefield: The battlefield represents a research station and should contain a moderate amount of industrial or urban terrain. After the battlefield has been set up, players should set up three research facilities in total. To do this players should take it in turns, starting with the defender, to place a 32mm base (or appropriate terrain piece) to represent a research facility anywhere on the battlefield outside of a deployment zone and more than 10" from a previously deployed research facility.
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
Siphon Nodes: The research facilities are dedicated to the study of "archaeo-siphons" which have the unfortunate property of taxing the systems of all machinery within a considerable radius of them. When a Titan within 6" of a research facility pushes their reactor, the player must roll an additional Reactor dice and pick the least favourable result (as per the following order from least to most favourable: Awaken Machine Spirit, Increase Reactor level by 2, Increase Reactor level by 1, blank face). In addition, when a Titan within 6" of a research facility is activated in the Movement phase, roll a D6; on a 4+ that Titan lowers their Void Shield level by one. On a 6+, the Titan lowers their Void Shield level by two instead.
Victory: At the end of the battle, each player calculates the total Scale of their units within 6" of each research facility, a research facility is controlled by the player with the highest total Scale within 6" of it. If the total Scale of both players is equal, no player controls it.
The player who controls the most research facilities claims victory. If both players control the same number of research facilities, the game is a draw.
Defender's Deployment Zone - 8"
28"
Attacker's Deployment Zone - 12"
Forge World: Hell Forge
Battlefield: The battlefield represents a Mechanicum forge that has been radically changed by the Traitor Mechanicum. It should contain a moderate to dense amount of industrial and urban terrain. A 6"×6" section of the Defender's deployment zone should be marked off, representing the Hell Forge (as follows). An appropriate terrain piece can be used instead.
Battlegroups: When selecting battlegroups, the attacker should have a Battle Rating that is 500 points greater than the defender.
Deployment: The defender deploys their forces anywhere within their deployment zone. The attacker then deploys their forces anywhere within their deployment zone.
Mission Special Rules
Hell Forge: The attackers are attempting to destroy the Hell Forge, a vast manufactorum from which march the deviant engines of the Traitor Mechanicum. The Hell Forge counts as a piece of Blocking Terrain with additional special rules (as follows). Any unit within the attacker's force can target the Hell Forge as if it was an enemy unit. When targeting the Hell Forge, the attacking unit rolls to hit and resolves Armour rolls as normal, although no Location dice is rolled. The Hell Forge has the following Damage table:
| ARMOUR ROLL | DAMAGE EFFECTS |
|---|---|
| 15-17 | The Hell Forge loses 1 Structure point |
| 18+ | The Hell Forge loses 2 Structure points |
The Hell Forge has a total of 10 Structure points. If the Hell Forge loses its last Structure point, it is destroyed and removed from the table. While the Hell Forge is on the table, attacks against it, or units within 6" of the Hell Forge, originating from more than 12" away suffer a -2 to all Hit rolls and decrease their Strength by 1 (to a minimum of 4). In addition, any of the attacker's units within 18" of the Hell Forge suffer a -1 to all Command checks.
Victory: If at any point the Hell Forge is destroyed, the battle ends. At the end of the battle, if the Hell Forge has been destroyed the attacker claims victory. Otherwise, the defender claims victory.
Attacker's Deployment Zone: 12"
Central battlefield area: 24"
Defender's Deployment Zone: 12"
Hell Forge: 6"×6"
Forge World: Forge-Fane
Battlefield: The battle takes place within a Forge-fane constructed on a platform over industrial run-off. A 24" × 24" section sits in the centre of the board - this is the Forge-fane. A 10" wide bridge runs from the centre of each board edge to the Forge-fane. The rest of the battlefield (the grey shaded areas) represents industrial run-off and counts as Deadly Terrain.
The Forge-fane should contain a moderate to dense amount of industrial and urban terrain. The bridges can contain a small amount of terrain so long as they allow clear passage for attacking units of all sizes.
Battlegroups: When selecting battlegroups, the attacker should have a Battle Rating that is 500 points greater than the defender.
Deployment: The defender deploys their forces anywhere within their deployment zone. The attacker then deploys their forces anywhere within their deployment zone, which includes all four bridges, at least 8" from an enemy unit.
Mission Special Rules
An Endless Tide: In this mission, when an attacking Titan or Knight Banner is destroyed, place it to one side. At the beginning of the round, before determining the First Player, the attacking player may roll 3D10 to see how many of their reserves have reached the battlefield. They may then bring on a number of units whose total Scale is equal to or less than the number rolled. For example, if a 13 was rolled, the player could bring back a destroyed Warlord Titan (Scale 10) and a Knight Banner (Scale 3), or four Knight Banners (total Scale 12). Units returned to the table arrive fully healed of any damage they have suffered and, in the case of Knight Banners, with their full complement of models.
When a unit arrives from reserves, it can be placed anywhere within 3" of a board edge and activates normally that round. Titans returned to the battlefield during the same turn may be formed into maniples (as long as they meet the maniple's required components) or squadrons.
Victory: At the end of the battle, the attacker calculates the total points value of enemy units they have destroyed. In addition, both players calculate the total Scale of their units within the defender's deployment zone. If the attacker has destroyed at least 66% of the total points value of the defender's force and has a greater total Scale than the defender in the defender's deployment zone, they claim victory.
If the attacker has a greater total Scale than the defender in the defender's deployment zone but has not destroyed 50% of the total points value, the game is a draw. Otherwise, the defender claims victory.
Attacker's Deployment Zone
Defender's Deployment Zone
12"
10"
24"
Forge World: Convoy Assault
Battlefield: The battle takes place around a major road through a dense cityscape. An 8" wide area of the board clear of any terrain should run from the defender's board edge to the attacker's board edge to represent the road. The rest of the battlefield should contain a moderate to dense amount of industrial and urban terrain.
Battlegroups: When selecting battlegroups, the defender should have a Battle Rating that is 250 points greater than the attacker.
Deployment: The defender places a 60mm round base (or appropriate model) upon the road to represent the convoy being escorted, within 3" of their board edge. They then deploy their units anywhere within their deployment zone. The attacker then deploys their units anywhere within their deployment zone.
Mission Special Rules
Convoy: The defender is attempting to escort a valuable convoy vital to the war effort through contested territory. If, at the end of each Movement phase, a defending unit is within 6" of the convoy, and no attacking units are within 3" of the convoy, the defender can move the convoy up to 6" in a straight line along the road, stopping before it collides with anything. If, during the End phase, the convoy is within 1" of the attacker's board edge it can escape and is removed from the battlefield. The convoy does not count as destroyed but takes no further part in the game.
Valuable Cargo: The convoy is heavily shielded and carries cargo that both sides want. The convoy cannot be damaged or destroyed. In addition, no unit within 3" of the convoy can be targeted by a weapon with the Blast trait, as both sides seek to avoid damaging the cargo. If a unit within 6" of the convoy is hit by a weapon with the Blast template that missed and subsequently scattered, they are affected as normal.
Victory: The battle lasts for seven rounds. If the convoy escapes, the defender is victorious. Otherwise, the attacker is victorious.
Attacker's Deployment Zone - 12"
Central battlefield - 24"
Road width - 8"
Defender's Deployment Zone - 12"