Hive Worlds
Hive World: Spearpoint
Battlefield: The battle takes place within the walls of a hive city and should be covered in a dense amount of urban terrain, with some clear areas representing roads and city squares.
Battlegroups: When selecting battlegroups, both players should build their battlegroup to an agreed upon Battle Rating.
Deployment: The attacker deploys their forces anywhere within their deployment zone. The defender then deploys their forces anywhere within their deployment zone.
Victory: At the end of the battle divide the battlefield into four equal sections (i.e., a 4'x4' board would be divided into four 2'x2' sections) and determine the total Scale of each player's units in each section. 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 their total Scale. The player with the highest total Scale in a section controls that section. If the total Scale of both players is equal, neither player controls the section.
The player who controls the most battlefield sections at the end of the battle claims victory. If both players control an equal amount of battlefield sections, the battle is a draw.
24" Attacker's Deployment Zone Defender's Deployment Zone 18"
Hive World: Breakout
Battlefield: The battle takes place within a heavily urbanised area and so the battlefield should contain a moderate to dense amount of urban terrain.
Battlegroups: When selecting battlegroups, the attacker should have a Battle Rating that is 1,000 points greater than the defender.
Deployment: The attacker deploys their forces anywhere within their deployment zone. The defender then deploys their forces anywhere within their deployment zone.
Mission Special Rules
Breakthrough: The defender is attempting to break through the attacker's line and escape the cordon they've established. In the End phase, any of the defender's units within 1" of the attacker's board edge can escape - remove that unit from the battlefield. That unit does not count as destroyed but plays no further part in the battle.
Victory: At the end of the battle, calculate the total points value of all of the defender's units that have escaped. If that total points value of units that have escaped is at least 40% of the total points value of the defender's starting units, the defender claims victory. Otherwise, the attacker is victorious.
Attacker's Deployment Zone - 8" 10" Defender's Deployment Zone - 12" 10" Attacker's Deployment Zone - 8"
Hive World: Siege
Battlefield: The battle takes place on the edge of a hive city. The defender chooses a board edge - this is the hive city board edge. A 6" wide wall is then placed 12" from the hive city board edge, running from one side of the battlefield to the other. The defender can place two gateways on the wall - these are 6" wide and can be placed anywhere along the city wall, at least 12" from a previously placed gate.
Battlegroups: When selecting battlegroups, the attacker should have a Battle Rating that is 1,000 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. The defender can deploy any Battlefield Assets on the city wall if they desire.
Mission Special Rules
Hive Wall: The attackers must overcome the defending forces and the city wall itself. The city wall is divided into sections each 6" wide and 6" in length. A city wall section counts as Blocking terrain to any unit with a Scale of 5 or less; for units with a Scale of 6 or more the city wall blocks movement but not line of sight. A gatehouse section does not block line of sight for units with a Scale of 5 or less but any of the defender's units can move through them freely while the attacker's units cannot.
A section of the city wall can be destroyed, following the rules for destroying terrain as found in the Adeptus Titanicus rulebook. A city wall section has an Armour value of 13. Any section of the city wall that is destroyed is reduced to rubble and counts as Difficult Terrain and no longer blocks line of sight.
Hive Shields: The city boasts a protective shield that absorbs a measure of energy from incoming fire. If a Titan within the defender's deployment zone is the target of an attack that originates from outside the deployment zone, that Titan adds 1 to all Save rolls they make. A Knight Banner in the defender's deployment zone that is the target of an attack that originates from outside the deployment zone always has at least a 6+ Ion Shield save, regardless of the strength of the weapon or number of Knights in the Banner.
Victory: At the end of the battle, both players calculate the total Scale of their units within the defender's deployment zone. The player with the greatest total Scale in the defender's deployment zone claims victory. If both players have the same total Scale, the game is a draw.
Hive World: Crossroads
Battlefield: The battlefield represents a major crossroads within a hive city. The centre of the battlefield should contain a 12" × 12" section of the battlefield which contains no terrain. Furthermore, a 6" wide section of the battlefield which contains no terrain should run from each corner of the battlefield to the centre of the battlefield. The rest of the battlefield should contain a dense amount of urban 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. Then, starting with the winner of that roll off, players take it in turns to deploy a single unit within their deployment zone.
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.
Hive World: No Man's Land
Battlefield: The battle takes place within a war-torn section of a hive city. Both deployment zones should contain a moderate amount of urban terrain. The rest of the battlefield should also contain a moderate amount of ruined terrain, to represent a city section that has been subjected to extensive bombardment.
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 and deploys half their models (rounding up) anywhere within the chosen deployment zone. The opposing player then deploys half their force in the opposite deployment zone. Then, starting with the winner of the previous roll off players take it in turns to place one of their opponent's units that isn't yet deployed anywhere on the battlefield that is outside a deployment zone and more than 3" from an enemy unit. If, for whatever reason, a unit cannot be deployed in this manner, the controlling player of that unit deploys them in their own deployment zone as normal.
Mission Special Rules
Urban Warfare: Much of the surrounding city has been devastated by the protracted war between the two forces, creating a no man's land wreathed in smoke and fire that has shattered the cohesion of both armies. If a unit makes an attack against a unit that is more than twice the target's Scale (in inches) away from the attacking unit, apply a -1 modifier to all Hit rolls, in addition to any other penalties.
In addition, many of the buildings within the ruined no man's land are burning. Any units more than 12" from the attacker's and/or defender's board edge requires a D6 roll of 5+, rather than 4+ to Vent Plasma. In addition, a Titan with the Reactor Leak Critical Damage effect advances their Reactor level by one extra hole than normal during the End phase.
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 that 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.
12"
24"
12"