NARRATIVE PLAY
Where Matched Play is ideal for games between players who want a fair fight and Open Play is aimed at those who want complete freedom to play how they wish, Narrative Play uses the game as the vehicle for a compelling story. Narrative battles are more structured than those found in Open Play, but they stand out from Matched Play battles by focussing more on making for an interesting battle than trying to determine which player is the more accomplished Princeps. That is not to say that solid generalship is unnecessary in Narrative Play; indeed, in some missions, it will take a very good grasp of battlefield strategy to stand a chance of victory.
Narrative Play makes use of mission scenarios in the same way as Matched Play. However, each one is based around a key battle from the background of Adeptus Titanicus, and has at its heart an interesting twist on the core mechanics of the game. It might tell the story of a desperate redoubt, for example, in which one side faces utterly overwhelming odds but must try to hold out for a time. Or maybe it will describe an ambush or a thrilling game of cat and mouse between two forces.
The missions included in this section are only a small sample of what Narrative Play can achieve. Further inspiration for designing original Narrative Play scenarios can be found in Black Library novels and other Games Workshop publications, including the background section of this book.
THE MARTIAN SCHISM: LAST STAND AT THE MAGMA CITY
‘The credo of Tempestus is that the manner of our deaths is at least as important as the manner of our lives. Today we will show these Mortis dogs what it means to feel the wrath of our Legio. It has been an honour to fight alongside you all over the years, and it is a privilege to lead you in this last march. May the light of the Omnissiah guide you.’
Last combat log of Princeps Seniores Cavalerio, Legio Tempestus
This mission represents the last battle of Legio Tempestus on Mars, in which its noble Titans faced a vastly superior besieging force from Legio Mortis. This action saw the end of the Loyalist Tempestus forces, but they fought to the last, and the Mortis force was almost wiped out in return.
The battle takes place following the Death of Innocence, in which Fabricator-General Kelbor Hal made clear his allegiance to Warmaster Horus in a preliminary attack on several fronts which caused untold destruction across the surface of Mars. With the Loyalist Tech-Priests of the Mechanicum still coming to terms with this dire revelation, the Fabricator-General set in motion plans to destabilise and discredit them, eventually provoking all-out civil war.
At the time of this battle, the forces of the Dark Mechanicum – including a sizeable contingent of Legio Mortis Titans led by the savage Princeps Camulos – have for some time been assaulting the walls of the Magma City, one of the few remaining Loyalist forges. A battlegroup from the Legio Tempestus, led by Princeps Seniores Indias Cavalerio, has answered the summons of the forge-city’s High Adept and now stands ready to defend against a significantly larger force. Their fate is all but sealed, but they go willingly, knowing that they have a chance to cripple Camulos’ forces. If they can deal Legio Mortis a serious blow before they are overwhelmed, the war may yet be won even if the battle is forfeit.
Battlegroups
One player controls the forces of Legio Mortis, while their opponent controls those of Legio Tempestus. Each player selects a battlegroup as described on page 53. The Legio Mortis player’s force should have a Battle Rating of 3,000-3,500 points, while the Legio Tempestus player’s Battle Rating should be 2,000-2,500 points. Each force must consist of at least one maniple, plus any reinforcements.
The Battlefield
This battle is played on a 6'x4' board. The battlefield is broadly divided into two halves: the Legio Tempestus’ half represents the outskirts of the Magma City, and as such should be made up of a fairly dense arrangement of intact buildings and ruins. Conversely, the Legio Mortis’ half marks the start of the ash wastes surrounding the city, so should be mostly free of terrain, aside from the occasional rock formation, tangled wreckage or minor outpost.
Stratagems
The Legio Mortis player does not have access to any Stratagems in this battle; their conflict against the Tempestus defenders is expected to be swift and decisive, and as such they have not been allocated any support. The Tempestus player has the Noble Sacrifice Stratagem, plus 3 Stratagem points to spend on other Stratagems. They also have 1 bonus point to spend for every 200 points by which their Battle Rating is lower than their opponent’s, disregarding the first 1,000 points. For example, if the Legio Mortis player’s Battle Rating is 3,480 points and the Legio Tempestus player’s Battle Rating is 2,100 points, the Legio Tempestus player would gain one bonus Stratagem point.
Mission Special Rules
THE STORMLORD AND THE SAVAGE. Each player’s Princeps Seniores has a unique personal trait, so there is no need to roll to determine one randomly.
Legio Tempestus: Indias Cavalerio – The Stormlord. Having narrowly survived death at the hands of Legio Mortis, Titan Legion Master Indias Cavalerio now leads the defence of the Magma City. A matchless veteran filled with the desire for revenge, his experience may be the one thing standing in his Titan Legion’s favour.
The Legio Tempestus player can re-roll any failed Command checks made when attempting to issue orders. In addition, they can re-roll the Location dice when making attacks with Cavalerio’s Titan.
Legio Mortis: Camulos – The Savage. A giant of a man whose manner and bearing seem more appropriate for a tribal chieftain than a Titan Legion Princeps, Camulos commands his Titan through force of character, cowing it into submission and bending its machine spirit to his will.
The Legio Mortis player can always choose to pass or fail the Command check to see if the machine spirit of Camulos’ Titan is awakened. If they choose to fail the check, they can pick a result from the Awakened Machine Spirit table rather than rolling (see page 44).
STRIKE FROM CONCEALMENT. At the start of the battle, Legio Tempestus forces are dug in around the outskirts of the Magma City, most of their number hidden from view.
In the first battle round, the Legio Mortis player suffers an increased penalty to Hit rolls when targeting an obscured Legio Tempestus unit. This is a -2 modifier for attacking a target that is at least 25% obscured and a -3 modifier for attacking a target that is at least 50% obscured.
Deployment
The Legio Mortis player’s deployment zone extends 12" on from their edge of the battlefield, while the Legio Tempestus player’s deployment zone extends 18" on from theirs. The Legio Mortis player deploys their force first, setting up each unit so that it is fully within their deployment zone. The Legio Tempestus player then does the same.
The First Round
In the first round, the Legio Tempestus player chooses who will take the Opus Titanica and be the First Player.
Battle Length
The battle lasts for five rounds, after which the ground begins to shake violently as the Magma City enters its death throes. If all of the units controlled by either player are destroyed at any point before this, the battle ends immediately.
Victory
At the end of the battle, the Legio Tempestus player scores Victory points equal to the Scale of each Legio Mortis unit that has been destroyed and each Legio Tempestus unit that is still on the battlefield.
The Legio Mortis player scores Victory points equal to the Scale of each Legio Tempestus unit that has been destroyed, or which has not been destroyed but which is Structurally Compromised, or which, in the case of Household Support units, has lost at least half its models.
The player who scores the most Victory points claims victory.
Unstable Geology
This is an optional rule which can be used to represent floes of magma breaking the surface in the first stages of the death of the Magma City. It could also be used in other missions if both players agree to do so.
Before deployment, the players set up six markers, numbered from 1 to 6, on the battlefield to represent a faultline. The Legio Tempestus player sets up the first marker, then the players alternate doing so until they have all been set up. No marker can be set up within 6" of the edge of the battlefield or within 12" of another marker.
In the End phase of the first round, roll a D6. The marker that has the matching number is the site of an eruption. Each model within D10" of the marker suffers D6 Strength 8 hits to its legs, ignoring Shield saves. For the duration of the following round, everything within 6" of the marker counts as Difficult terrain and Dangerous terrain.
Repeat this in subsequent rounds, but roll a number of D6 equal to the round number to see which faultlines erupt. For example, in round three, roll 3D6. If a faultline erupts more than once in a round, models caught in the magma flow suffer an additional D6 Strength 8 hits for each additional eruption.
Legio Tempestus Deployment Zone — 18"
Legio Mortis Deployment Zone — 12"
Battlefield dimensions: 72" × 48"
THE BETRAYAL AT CALTH: THE WRECK OF THE ARUTAN
“Princeps, Consecratus Inferno just raised shields. And… wait, it’s not just Inferno. All of the Fire Masters are igniting voids.”
“What’s their game? Consecratus Inferno, this is Trieste of Auric Pegasus. Salavac, come in?”
“Princeps, their weapons just went live. Should I raise shields?”
“Raise to half capacity, but be ready to—”
“They’re opening fire! Throne of Terra, Splendour of Polaris is gone. Princeps?”
“Voids to full. Charge all weapons! We shall ask questions later.”Bridge audio transcript, Auric Pegasus, Legio Praesagius
Although the Betrayal at Calth is primarily remembered as a battle fought between the warriors of the Legiones Astartes, in truth there were few elements of Mankind’s martial strength that were not represented in some way. From the lowliest army recruits to the proudest battleships, brother fought brother on every scale.
Two Titan Legions were gathered in full strength on Calth’s surface at the moment of betrayal: Legio Praesagius and Legio Suturvora. A demi-Legio force from Legio Oberon was also waiting in orbit, but joined the battle late and at low strength. When the XVIIth Legion’s treachery was revealed, Suturvora’s mustered Titans made clear their allegiance by opening fire on the unprepared Praesagius force.
The first stages of what followed can barely be called a battle; it was a slaughter, a cull. However, it was not the decisive strike for which the Word Bearers had hoped. Thanks to the ingenuity, courage and tenacity of the Loyalist forces, they were able to rally and launch a number of counter-attacks against the massive invading force. One such ploy centred around the city of Ithraca, where the Praesagius orbital transport Arutan had crashed in the first minutes of the betrayal. A significant number of the Legio’s Battle Titans were trapped onboard, fully active but locked behind the bay’s buckled doors. The Titans of Legio Suturvora were well aware of this, and diverted all nearby engines to the crashed craft in the hope of destroying it before they could be freed.
This mission lets players re-enact the climactic battle that ensued. One player will command a near-endless force of Legio Suturvora Titans, pushing forward in the hope of finishing the job and detonating the fallen Arutan’s reactors. The other player will command the outnumbered forces of the Legio Praesagius, forming a cordon before the crashed transport in an attempt to buy their trapped brethren enough time to escape and turn the tide upon their foe.
Battlegroups
One player controls the forces of the Legio Praesagius, while their opponent controls those of Legio Suturvora. Each player selects a battlegroup (see page 53). The Legio Suturvora battlegroup should have a Battle Rating of 2,000–2,500 points. The Legio Praesagius battlegroup is divided into two parts: the cordon force, which should have a Battle Rating of 1,000–1,500 points, and the relief force, which should have a Battle Rating of 2,000–2,500 points.
The Battlefield
This battle is played on a 6'×4' board. The battlefield represents a large area of parkland at the centre of Ithraca and should be laid out as such – suitable terrain would be ornamental lakes and streams, copses of trees, and only the occasional structure. One narrow edge of the battlefield is dominated by the wrecked hold of the Arutan, which should be around 24" wide. If there is no suitable terrain piece to represent the ship, it can be assumed that it is set just out of sight – place two markers on the battlefield edge to represent its corners.
Stratagems
The Legio Suturvora player has two Orbital Lance Strike Stratagems (even though this can normally only be taken once), representing the Traitor fleet’s dominance of orbital space at this stage of the battle. Each player then has 3 Stratagem points to spend as they wish. If the Suturvora force’s Battle Rating is at least 1,250 points more than the cordon force’s Battle Rating, the Praesagius player gets 2 bonus Stratagem points.
Mission Special Rules
THE END DRAWS NEAR. Legio Suturvora has marked the fallen Arutan as its primary target in Ithraca, and its Titans are approaching from all across the city. Each time a Legio Suturvora unit is completely destroyed, set it to one side. In the Enact Stratagems step of the Strategy phase, the Suturvora player can choose to roll a D10+2 for any of its destroyed units. If the result is equal to or higher than the unit’s Scale, it returns to play – the controlling player can set it up within the Legio Suturvora deployment zone, touching one of the battlefield edges. Make a note that the unit has arrived as reinforcements; the more reinforcements received, the harder it will be for Legio Suturvora to score a convincing victory.
If the Arutan’s doors are opened as follows, Legio Suturvora can no longer receive reinforcements in this way as their Titans have begun a tactical withdrawal from the suddenly superior force.
DESTROY THE ARUTAN. The Traitor force is attempting to detonate the Arutan’s reactor, wiping out the trapped battlegroup before it has a chance to emerge. Units in the Legio Suturvora force can target the Arutan’s reactor with their attacks. It is assumed to be 20" beyond the centre of the same battlefield edge as the wreck, and is assumed to be a 6" cube for purposes of line of sight. Players could set up a suitable terrain piece off of the battlefield to represent the reactor, or mark where it is supposed to be, or just measure to an imaginary point using the measurements shown on the map to the right.
If the reactor is hit, use the Damage table that follows, keeping track of the number of Structure points it has lost on a piece of paper, or by using a D10.
12–15: Direct Hit. The reactor loses a Structure point. If it has already lost 10 Structure points, it suffers Critical Damage instead.
16+: Critical Hit. The reactor loses a Structure point and suffers Critical Damage. If it has already lost 10 Structure points, it suffers Critical Damage twice.
The first time that the reactor suffers Critical Damage, roll a D6, adding 1 for each time it has already suffered Critical Damage during the battle. On a result of 8 or more, the Arutan is destroyed,
along with any Titans that are still aboard. Each unit within 2D10" of the western edge of the battlefield is caught in the blast, as though they were within range of a Titan which has suffered a reactor meltdown (see page 43).
THE DOORS MUST FALL. As the Titans of Legio Suturvora approach, a crowd of tech-adepts and servitors work at the buckled doors of the Arutan's hold, attempting to get them free. In each End phase, the Legio Praesagius player rolls 2D6. Keep a running total, turn by turn. If the total exceeds 25, the doors have been breached!
In the Enact Stratagems step of the next Strategy phase, the Legio Praesagius player can set up all of the units in their relief force so that each one is fully within 6" of the wreck of the Arutan. These units can be activated as normal from this round onwards.
If the Arutan is destroyed before the doors are opened then there is no need to maintain the total – the units in the relief force have been destroyed.
Deployment
Legio Suturvora's deployment zone extends 12" on from one of the short battlefield edges. Legio Praesagius' deployment zone is a 12" wide corridor across the width of the board, starting 24" from their opponent's deployment zone.
The Legio Praesagius player deploys their cordon force within their deployment zone – their relief force is not deployed. Then the Legio Suturvora player deploys their entire battlegroup within their deployment zone.
The First Round
In the first round, the Legio Praesagius player chooses who will take the Opus Titanica and be the First Player.
Battle Length
At the end of the fifth round, roll a D10. On a roll of 4 or less, the battle ends. Otherwise, the battle continues for one more round.
Victory
At the end of the battle, each player scores Victory points equal to the Scale of each unit from the other side that has been completely destroyed. If the Arutan was destroyed, the Legio Suturvora player scores Victory points equal to the total Scale of all of the units in the relief force.
The player who scores the most Victory points claims victory.
```text 12" 24" 12" Legio Reactor 20" Wreck of the Arutan Legio Praesagius Suturvora 6" Deployment Zone Deployment Zone
<---------------- 72" ---------------->
48"
THE BATTLE OF MOLECH: TREACHERY AND DECEIT
\<What happened?>
“They hit us. The bastards hit us hard.”
\<How? We still have voids in place.>
“It came from inside the voids. It’s House Devine!”
\<House Devine? Clarify.>
“The bastards have betrayed us!”Vox log, Paragon of Terra, Legio Crucius
This battle represents the turning point in the Battle of Molech. It is a betrayal within a betrayal; a large Loyalist host has gathered to blunt the advance of the Warmaster’s renegades, but they do not suspect that a portion of their number are also Traitors, lying in wait for the moment to strike.
Molech is a Knight World, ruled over by House Devine ever since the Emperor Himself led an expedition to bring it into the fledgling Imperium and left a significant garrison there. The planet thrived under the rule of Devine, the populace of its capital Lupercalia never knowing the true reason why the Emperor had taken it upon Himself to lead the force that claimed it. Unfortunately for the citizens of Molech, the traitor Horus knew exactly what lay beneath the city that had been named in his honour – a warp gate which, it was said, had allowed the Emperor to convene with the Ruinous Powers themselves.
When Loyalist forces became aware of the Traitor fleet’s approach, they mustered at Molech. As well as a trio of Titan Legions – Gryphonicus, Crucius and Fortidus – there were elements of each of the Imperium’s fighting forces, including nearly a dozen Knightly Houses which owed fealty to Devine. The Traitor force was equally impressive, featuring no fewer than four Titan Legions: Interfector, Vulpa, Vulcanum and the infamous Mortis.
This mission describes the main action which took place towards the climax of the battle, in the streets of Lupercalia itself. As the two battlegroups face off, the Loyalist force is unaware of the turncoats in their midst and the future of humanity itself hangs in the balance.
Battlegroups
One player controls the Loyalist Titan forces, while their opponent controls the Traitor force. Each player selects a battlegroup as described on page 53, each with a Battle Rating of 2,000-2,500 points. Ideally, the Loyalist player’s force should contain at least one Banner of Knights, to represent the muster of House Devine.
DESIGNER’S NOTE
Other People’s Models
Due to the nature of this mission, the Traitor player will take command of a portion of the Loyalist player’s army partway through the battle. It’s worth discussing how this will be handled before you decide to play this mission – some players are understandably cagey about other people handling their valuable, carefully painted miniatures. If the Loyalist player is one of them, you could get around this by having them move their Traitor forces (following the Traitor player’s instruction, of course) or, if a large enough collection is available, allowing the Traitor player to substitute their own models when they turn Traitor. In either case, having a discussion about it before the game begins will make sure everyone’s comfortable with what’s going on.
The Battlefield
This battle is played on a 6'x4' board. The battlefield is set in the centre of the city of Lupercalia, and as such should be densely packed with buildings and ruins. Taking the time to create an appropriate city feel, with a mixture of wide avenues and tighter backstreets, will make for a particularly interesting battle.
Stratagems
Each player has 3 Stratagem points to spend. Tertiary objective Stratagems cannot be chosen by either player.
Mission Special Rules
FOUL TREACHERY. After both sides have deployed, write down each of the Loyalist units that are on the battlefield on a separate slip of paper, except the Princeps Seniores’ Titan. Count the slips then fold them up so that the units are not discernible and put them into a bowl. The Traitor player draws out one third of the slips of paper, rounding down (or half the slips of paper if the Loyalist player’s Battle Rating is at least 300 points more than the Traitor player’s), and secretly looks at them. These are the traitors within the Loyalists’ ranks, although this will not be revealed until later in the battle. Set the bowl to one side until the battle is over – neither player can look at the remaining slips!
At the start of the third round, the Traitor units are revealed. They immediately become part of the Traitor player’s battlegroup. If only some units in a maniple turn traitor, they no longer count as part of the maniple and cannot use any maniple abilities. Similarly, if only some units in a Squadron turn traitor, they no longer count as part of the Squadron.
DESIGNER’S NOTE
Alternative Histories
Historically, it was the scions of House Devine who were subverted by the lure of Chaos and turned against the Loyalist forces. However, to keep this mission interesting, it could be any of the Loyalist player’s units that turn traitor. This changes the story slightly, but it sidesteps the issue of the player who is about to be ambushed knowing which of their own units are untrustworthy.
Deployment
Each player’s deployment zone extends 24" onto one of the short edges of the battlefield. Starting with the Traitor player, the players take turns setting up one of their units so that it is entirely within their deployment zone. Once a player has finished setting up their last unit, the other player sets up all of their remaining units at once.
The First Round
In the first round, the Traitor player chooses who will take the Opus Titanica and be the First Player.
Battle Length
The battle lasts for six rounds or until one player has no units left on the battlefield.
Victory
If, by the end of the battle, all of the Loyalist units (not counting any Traitors) have been destroyed, the Traitor player wins. If the Loyalist player only has units remaining which are Structurally Compromised, or (in the case of Knight Banners) have fewer than half their starting models, the battle is a draw. Otherwise, the Loyalist player wins.
24"
24"
48"
Loyalist Force
Deployment Zone
Traitor Force
Deployment Zone
72"
THE SCOURING OF TRALSAK: STALKED BY SHADOWS
‘DEATH STALKS THE COWARDS!
THE HERETICS WILL BE CLEANSED!
NO ESCAPE! NO MERCY!’Looping wide-band vox broadcast transmitted
from Abominatus, Legio Magna
This battle replays one of the most terrifying engagements that took place on the ice world of Tralsak in the years following the Warmaster’s treachery. Legio Atarus had been using Tralsak as a staging area, mustering there with a full Household of Knights from House Col’Khak and elements of the Iron Hands, Raven Guard and Salamanders Legions to await further orders. Little did they know that they were being hunted by a Traitor fleet, made up primarily of Titans from the zealous Legio Magna and several companies of the World Eaters. The moment the hunters were in orbit, they commenced planetfall and orbital bombardment, boiling away the planet’s shallow seas within hours and casting great clouds of vapour into the air.
What followed was the beginning of a protracted campaign of terror. Even before turning against the Emperor, the Flaming Skulls had held the Firebrands in contempt; they were staunch followers of the Mechanicum, and they saw the younger Legio – which had initially sought autonomy from Mars – as pathetic wretches, unworthy of the Red Planet’s support. Now, they relished the chance to stalk their former allies amid the dense mists which now covered the surface of the planet.
Although detailed reports of the pivotal god-engine battle exist, it is impossible to say where it took place, for the Atarus crews became unable to discern any geo-positional data. The Traitors were jamming every frequency with screamed threats and howls of rage so their prey could not coordinate. The scouring of the seas had obliterated coastlines and revealed new, uncharted topography. Those areas that had once been dry land had been hammered flat by bombardments and engine war. Furthermore, the pervasive mist reduced visibility to less than half a kilometre and blotted out the skies entirely. Battlegroup Korazar made an effort to link up with the rest of their Titan Legion, spreading out to cover as much ground as possible but maintaining visual contact and communicating with signal lanterns. It was while they were advancing in such a manner that they were discovered by a seeker maniple of the Flaming Skulls.
Battle was joined, but it was far from what the Atarus crews expected. Enemy Titans appeared from the mist, opened fire and disappeared again before they could be targeted. Auspex returns flickered and ghosted, little more than a snowstorm of half-resolved contacts. All the while, the vox-net was filled with the howling, mocking voices of Legio Magna’s clearly insane crews.
Aboard the Ire of Telemachus, Princeps Seniores Morchal steeled his resolve and took control of the situation, signalling his fellow Princeps to pull together in close formation. The day could yet be won, but it would be no easy task.
Battlegroups
One player controls the forces of Legio Atarus, and their opponent controls the forces of Legio Magna. Each player picks a battleforce with a Battle Rating between 1,000-1,500 points.
The Battlefield
This battle is played on a 4'x4' board. The terrain should be sparse, representing a world that has been flattened by orbital bombardment and constant engine-war – as such, there should be very few intact structures, most of the battlefield either being open ground or sprawls of rubble and wreckage.
Stratagems
The player with the lower Battle Rating has 1 Stratagem point to spend for every 200 points by which the other player’s Battle Rating exceeds theirs. The other player has no Stratagem points. Battlefield Asset Stratagems cannot be chosen in this mission – the battle takes place far away from anything that either side could claim as their territory.
Mission Special Rules
AUSPEX GHOSTS. Both forces are effectively blinded by the pervasive mist, and the endless bombardment and the electromagnetic interference of a protracted battle has rendered sensorium data almost useless. Both sides find themselves jumping at shadows and firing at false auspex returns.
For each of the models in their battlegroup, each player will need to have three Auspex Ghost markers, each of which is the same size and shape as the model’s base – spare bases are ideal for this representing this. Each Auspex Ghost marker should be marked on its underside with its corresponding model’s name – then two should be marked with an X (representing a false return) and one with an O (representing the model itself). Their tops should remain unmarked.
Whenever a unit is not within visual range of the enemy, as follows, it is represented by between 1-3 Auspex Ghost markers. As soon as an enemy moves within visual range of an Auspex Ghost marker, it is revealed. If it is marked with an O, it is replaced with the corresponding Titan. If it is an X, it is removed.
Also, when a unit makes an attack it is revealed, replacing its Auspex Ghost marker that is marked with an O. The other two Auspex Ghost markers for that Titan are removed.
Auspex Ghost markers are moved in exactly the same way as their corresponding models, regardless of whether they are false returns or the Titans themselves. However, those which are marked with an O cannot declare Power to Locomotors! or Power to Stabilisers! Auspex Ghost markers can move through the other markers for the same Titan, but will obey all the other rules for units moving.
In the End phase, each unit which is not in visual range of the enemy is replaced with all three of its Auspex Ghost markers, in a stack (in any order). They can then move off in different directions in the following round.
DESIGNER’S NOTE
Looking for Clues
If you push a Titan’s reactor to give it a boost in the Movement phase while it’s represented by an Auspex Ghost marker, you’re letting your opponent know exactly where it is. Also, as you’ll likely need to advance its Plasma Reactor Status level, you’re also telling them exactly which Titan they’re looking at. Slow and steady may very well be the way to proceed!
Visual Range
Each unit has its own visual range, as shown on the table that follows. The forces of Legio Atarus, having planned for this attack and not suffering the same vox interference as their prey, have a slight advantage in this regard.
| Legio Atarus | Legio Magna | |
|---|---|---|
| Knight Banners | 9" | 6" |
| Scout Titans (Warhounds) | 15" | 12" |
| Battle Titans (Reavers, Warlords) | 12" | 9" |
Visual range extends in a 360° arc around the unit and applies whether the unit is represented on the battlefield by either a miniature or an Auspex Ghost marker. However, note that False Return markers do not have a visual range – as such, when an Auspex Ghost marker moves within visual range of an enemy Auspex Ghost marker representing a false return, the player controlling the False Return marker should state that their opponent’s unit is not seen, and it does not need to be revealed.
Deployment
The Legio Magna player’s deployment zone is a 24" wide band across the centre of the battlefield, as shown on the deployment map below. They deploy their entire battleforce first so that it is entirely within the deployment zone. For each of their units, they do not set up a model but a stack of three Auspex Ghost markers – these are detailed previously.
Once the Legio Magna player has finished deploying, the Legio Atarus player deploys their force in the same way, using Auspex Ghost markers in place of miniatures. Their units can be deployed anywhere on the battlefield that is not in visual range of any Legio Magna units.
The First Round
In the first round, the Legio Atarus player chooses who will take the Opus Titanica and be the First Player.
Battle Length
The battle lasts for six rounds.
Victory
At the end of the battle, each player scores Victory points equal to the Scale of each enemy unit that has been destroyed.
The player who scores the most Victory points claims victory.
Legio Magna Deployment Zone
48"
48"
12"
24"
12"
THE TARREN SUPPRESSION: THE LIBERATION OF BRANDSTAT
‘Salvation has come! The Warmaster has heard our cries, and has sent a legion of his mightiest Titans to drive the merciless Imperials from our cities. Too long have we cowered under their rule, afraid to show anything but total obedience. Too many times have we buried the innocent and mourned the death of those who deserved so much more. Too long have we feared the Emperor and his barbarous warriors. Today we stand, and we fight. Let the Legio Mortis pave the way, and let us follow gladly! Drive the Imperial fiends from our city!’
Civilian vox transmission, Source Unknown
In the galaxy-wide theatre of war that is the Age of Darkness, there are very few absolute truths. The line between good and evil is often blurred by circumstance, and the civilians of the fledgling Imperium are all too often sacrificed on the altar of battle by warriors and generals from both sides. Tarren IV is just one example.
At the outset of the Horus Heresy, the world had not long been incorporated into the Imperium of Mankind. It had been discovered during the Great Crusade by the 63rd Expeditionary Fleet, which at that time had been under the command of Horus Lupercal himself, and the Warmaster had made a substantial impact on its people. When his rebellion became known, it was hardly surprising that Tarren IV rose up against its Imperial garrison and declared itself for Horus. Retribution, when it came, was swift and uncompromising.
It did not take long for the garrison to be reinforced. A contingent from Legio Defensor was diverted to the planet, and they quickly put down any signs of revolution. Entire cities were razed in an attempt to bring about order, and Titans were stationed around the world to maintain control. The populace yielded, understanding that they had no choice but to hold fast to the word of the Emperor, but there were many among their number who did not give up hope. Eventually, the rebellion answered their prayers.
Several years after the occupation of Tarren IV, the Emperor’s Children returned to the world at the head of a great army, which included elements of Legio Mortis. The battle not just for control of the planet, but for its very soul, began in earnest.
This mission takes place in the capital city of Brandstat, held by Legio Defensor, where a Legio Mortis battlegroup hopes to spark an uprising.
Battlegroups
One player controls the forces of Legio Defensor, while their opponent controls the Legio Mortis force.
Each player selects a battlegroup as described on page 53. Each player’s force should have a Battle Rating of 2,000–2,500 points, and must consist of at least one maniple, plus any reinforcements.
The Battlefield
This battle is played on a 6'×4' board, representing the capital city of Brandstat. The battle requires six landmark buildings – these should be suitably large and impressive, but should be no larger than 6" square or 7" square. Before any other terrain is set up, the players take turns setting up one of these buildings – roll off to see who sets up the first one. The buildings cannot be set up in either player’s deployment zone or within 12" of another landmark building. Once they have been set up, the rest of the battlefield should be set up appropriately for a capital city – dense buildings, wide thoroughfares and areas of parkland or open plazas, etc.
Stratagems
Each player has 3 Stratagem points. In addition, the player who has the lower Battle Rating has 1 Stratagem point to spend for every 200 points by which the other player’s Battle Rating exceeds theirs. Tertiary Objective Stratagems cannot be chosen by either player.
Mission Special Rules
BEAR WITNESS! The Princeps of Legio Mortis know that it is not enough to simply defeat their foe; they must be seen to have taken control of the city itself so that the people of Tarren IV understand where their loyalties must lie.
After both battlegroups are deployed, determine the level of Influence that the Loyalist forces have over the occupants of each capital building. Roll a D3 and add 5 to the result to determine each building’s Influence, and note this down on paper or mark the building with a spare D10 or pair of D6.
In each End phase, the Loyalists’ Influence will be eroded by the presence of Legio Mortis god-engines. For each building that has at least one Legio Mortis Titan within 6", and no Legio Defensor Titans within 6", the Legio Mortis player rolls a D10. The building’s Influence is reduced by 1 for each point by which the result is lower than the Scale of the largest Legio Mortis Titan that is within 6". If a building’s Influence drops to 0, it is dominated.
INSURGENT UPRISING. As the Traitor forces regain control of the city, its citizens are motivated to seek revenge on the Loyalist invaders, making use of gunnery emplacements and seized army materiel. Once a building has been dominated, the Legio Mortis player can attack with it in the Enact Stratagems step of the Strategy phase, using the profile that follows:
| Ballistic Skill/Weapon Skill | Firing Arc | Range (S) | Range (L) | Accuracy (S) | Accuracy (L) | Dice | Strength | Traits |
|---|---|---|---|---|---|---|---|---|
| 5+ | 360° | 6" | 12" | +1 | – | 5 | 4 | – |
Deployment
The Legio Defensor player’s deployment zone occupies the centre of the battlefield, 18" from each edge of the battlefield. The Legio Mortis player’s deployment zone is a 6" border around each edge of the battlefield. The Legio Defensor player deploys their force first, setting up each unit so that it is fully within their deployment zone. The Legio Mortis player then does the same.
The First Round
In the first round, the Legio Defensor player chooses who will take the Opus Titanica and be the First Player.
Battle Length
The battle lasts for six rounds. If all of the units controlled by one player are destroyed, the battle ends immediately and their opponent is victorious.
Victory
At the end of the battle, the Legio Mortis player is victorious if all of the buildings have been dominated. Otherwise, roll a D6 at the end of the battle. If the result is equal to or lower than the number of buildings that have been dominated, the battle results in a draw; if it is higher, the Legio Defensor player is victorious.
Legio Mortis Deployment Zone
- Battlefield dimensions: 72" × 48"
- Legio Mortis Deployment Zone: 6" border
- Legio Defensor Deployment Zone: 36" × 12"
- Distance between the Legio Defensor Deployment Zone and each battlefield edge: 12"
THE BATTLE OF NYRCON: THE LONG RETREAT
‘We are Legio Mortis. Legio Mortis does not flee. This is not flight. This is a fighting withdrawal, ordered only as a last resort. Regardless, the Astorum swine who hound us will pay dearly for every kilometre we lose. We will make them pay, even if—in doing so—we endanger our own chances of escape. This withdrawal is a reprieve, nothing more; we will regroup, and we will gather our forces, and we will return in numbers they cannot imagine.’
Vox log, Princeps Seniores Omron,
aboard the Warlord Titan Lord of Ruin
This battle takes place on Beta-Garmon III, between Legio Mortis and Legio Astorum. It follows the events that led to the Loyalist occupation of the Beta-Garmon system, after Rogal Dorn ordered it shaken free of the Traitors’ hold. What followed was a series of increasingly devastating counter-attacks from the Warmaster’s forces, but the victory still counted for a great deal.
At the time of this battle, the Beta-Garmon system has been held by Horus’ forces for some time—primarily a significant garrison of Emperor’s Children stationed on Beta-Garmon II—but now a Loyalist force directed by Rogal Dorn has come to prise the system from the Warmaster’s grip. While a combined force of Legiones Astartes and Solar Auxilia take the battle to the Emperor’s Children, the Titans of Legio Astorum descend upon Beta-Garmon III, where Legio Mortis holds dominion.
Although Legio Mortis strikes some decisive blows during the initial battles, it becomes clear that they are increasingly fighting on the back foot, and when the order to fall back comes from Beta-Garmon II, they reluctantly acquiesce. There then follows a number of running battles as the Titans of the Death’s Heads fall back to their dropships, harried all the way by the Warp Runners.
This battle follows the climactic clash between a Legio Mortis battlegroup which has nearly reached safe ground, and the Legio Astorum battlegroup which intends to stop them dead in their tracks. Each Legio Mortis Titan that dies on Beta-Garmon III is one which cannot wage war against the Imperium in the years of the Horus Heresy to come.
Battlegroups
One player controls the forces of Legio Astorum, while their opponent controls those of Legio Mortis. Each player selects a battlegroup as described on page 53. Each player’s force should have a Battle Rating of 1,500-2,000 points. Each force must consist of at least one maniple, plus any reinforcements.
The Battlefield
This battle is played on a board made up of a 4'x4' main section and a narrow 2'x4' section, representing a jutting spar of rock, as shown on the map that follows. The main section of the battlefield represents a desolate wasteland, so terrain should be sparse and limited to ruined outposts, wrecked Titans and little else. The narrow section should contain not much more than the occasional rock formation.
Stratagems
Each player has 3 Stratagem points to spend. In addition, the player with the lower Battle Rating has 1 Stratagem point to spend for every 200 points by which the other player’s Battle Rating exceeds theirs. The Legio Mortis player cannot take any Stratagems which affect the way they deploy (such as Outflank) and the Legio Astorum player cannot take any Battlefield Asset Stratagems as they are deep within enemy territory.
Mission Special Rules
FULL TRAVERSE. The Legio Mortis force is in full retreat and as a result, several of its Princeps have engaged the rather unusual tactic of traversing their Titans’ upper bodies a full 180°. This allows them to disengage at full speed while still laying down weapons fire against their pursuers.
Any Legio Mortis Titan can be issued Full Traverse orders in the same way as any other orders. Use a spare D6 or a similar marker in place of the Order dice to denote that a Titan has Full Traverse orders.
A Titan with Full Traverse orders reverses the fire arcs of its weapons; if the weapon has a Front arc, it is treated as having a Rear arc, and if a weapon has a Left arc, it is treated as having a Right arc. In addition, attacks that hit the Titan’s Head, Body or Weapons in the Front arc count as hitting it in the Rear, and vice versa.
SHEER DROP. The narrow section of the battlefield represents a rocky plateau jutting out over a deep valley. If a unit ends a move (voluntary or involuntary) within 3" of one of the long edges of the narrow section of the battlefield, roll a D6 and add its Scale. If the result is 10 or more, the rock gives way under its heavy tread and it tumbles to its doom! The unit is destroyed and removed from the battlefield, but no Catastrophic Damage roll is made.
Deployment
The Legio Astorum player deploys their force first, anywhere within 18" of the western edge of the battlefield as shown on the map. The Legio Mortis player then deploys their force at least 6" from both the eastern edge of the main section of the battlefield and the Legio Astorum deployment zone.
The First Round
In the first round, the Legio Mortis player takes the Opus Titanica and is the First Player.
Battle Length
At the end of the sixth battle round, the Legio Mortis player rolls a D10. On a 5 or lower, the battle ends. On a 6 or higher, it lasts for one more round.
Victory
At the end of the battle, the Legio Mortis player scores Victory points equal to the Scale of each Legio Mortis unit that is within 24" of the eastern edge of the plateau. If a unit is within 12" of the eastern edge, its Scale is counted as double.
The Legio Astorum player scores Victory points equal to the Scale of each destroyed Legio Mortis unit. They also score Victory points equal to half the Scale (rounding down) of each Legio Mortis unit which has not been destroyed but which is Structurally Compromised, or which, in the case of Household Support units, has lost at least half of its models.
The player who scores the most Victory points claims victory.
18"
6"
18"
48"
Legio Astorum
Deployment Zone
Legio Mortis
Deployment Zone
96"