The Fifth Sphere, Turn Three
The results are in, and the Tau find themselves on the backfoot. All out carnage consumes the Ork Rok, and several forces battle for relics, technology, and data cores on all fronts.
Faction bonuses this turn:
Victory: Death Guard, Genestealers, Necrons, Imperium: +1 Command Point
Regroup: Orks, Tau, others: 1 automatic moral save per game (must be declared before roll)
As the Tau retreat, multiple forces are probing defenses and trying to get to the capital city. A critical battle is taking place at Base Tash'Var.
Last turn players had the option to assault the base for intelligence gathering. This mission continues on for anyone who hasn't had a chance to do it yet. For the players that have played that mission, proceed to mission 1.2:
The forces of the Imperium and Necrons harry the edges of the Fifth Sphere, striking points of weakness while they observe and collect data on the Tau defenses (and whatever it seems to motivate the Necrons). Anyone can play this scenario. Both forces find themselves fighting over the shelled remains of Base Tash'Var, which was utterly destroyed by heavy orbital bombardment from the Deathguard Fleet.
Like vultures over a corpse the opposing armies are converging on the base, hoping to secure datacores, maps, and other valuable pieces of intel.
This mission uses the Hammer and Anvil Deployment from the Core Rulebook. In the "no-mans" land in the center of the map try and place many buildings and pieces of terrain to simulate a hub or base that would contain military or other nefarious secrets. (The idea is to have both players fight and explore the ruins in the center of the map, trying to capture pieces of information).
This battle is a spin-off of capture the relic. But instead of placing 1 objective marker use six. Randomize and place the markers in a pile face down. Each player takes turns placing a marker into the undeployed zone, preferably into a building, Keep the markers at least 6 inches apart.
Both players are fighting over the intel inside base Tash'Var. Similar to capture the Relic, when a player's infantry contacts an objective they may pick it up. Unlike the Relic mode, infantry units with a piece of intel may embark into a transport. The force that has the most points at the end of the game wins. However, not all pieces of intel are worth the same. Value of each objective: 1, 2 = 1 Point 3, 4 = 2 Points 5, 6 = 3 Points
Hack: 2cp - You may trade a piece of intel in your possession with any unclaimed, unrevealed piece of intel on the map. This may be done once per game. Forward Scouts: 2cp - You may put an infantry unit into reserves at the start of the game. At the end of movement on one of your turns you may place that unit within 9 inches of a table edge in the undeployed area (including turn one). This may be used once per game.
The Tau have failed to protect most of their data cores. A secret facility has been uncovered nearby. Prepare for battle using either Shadow War: Armageddon or Necromunda rules.
You are about to dive into the depths of an underground facility, create a map with a lot of terrain or use the tiles from the Necromunda base game.
Both players decide on which gang or faction will represent them in this phase. If you are doing Necromunda, any gang can represent your faction this fight. Consider them willing mercenaries delving into the depths of the Tau world to retrieve valuable resources.
Play any mission from either game that involves objectives. The player that wins that game takes a victory for their faction.
The Orks welcome any challenge, any bloodshed. The hordes lying in wait beneath the Rok strike out, eagerly meeting the battle brought to them.
Create a simple series of fortifications in the middle of the map. This is going to be the "beachhead" that has been created on the Rok. Outside of the middle area, use terrain resembling an asteroid fused with ships and mechanical bits.
The defending player (not Orks) is going to deploy in a 12 inch radius circle in the centre of the map.
The attacking player (the Orks) can deploy anywhere they like, as long as they are not within 12 inches of that circle.
The Orks are erupting from the Rok to bring slaughter to the invaders. There are no objectives except kill or be killed. If the defending player has any models remaining at the end of the game they win.
The game duration is 5 turns with a die role determining if the game ends (3+ turn 5, 2+ turn 6, automatically ends turn 7)
Unyielding Hordes: If an attacking infantry unit would die, place that unit in reserves. As long as the game is turn three or earlier that unit may deploy again at the end of the movement phase within 9 inches of any table edge.
Attacker - Bust Out (3cp): Once per game, when a unit dies you may place it into ongoing reserves. Any turn after turn three you may deploy that unit as though it were deepstriking.
Defender - Redoubt (3cp): Choose any unit in cover. That unit may attack twice in the shooting phase this turn.
Defender - Hold the Line (1cp): Once per game, you may select one unit being charged. That unit fires overwatch with a +1 to ballistic skill (For example, the usual 6 up becomes a 5 up)