The skin of the manufactorum was pockmarked with failed Drop Pod insertions and scorched by torpedo bombardments, all prematurely detonated upon contact with the structure's Void Shields. Having overrun the complex's outer defenses, the Blood Ravens have advanced deeper within the structure in search of their first primary objective: the Void Shield Energy Conduits. These powerful transmission coils draw energy from geothermal stations deep within the planet's mantle in order to provide the hungry Void Shield projectors the energy they need.
The Space Marines have finally broken through to the inner Manufactorum. The Void Shields are powered from the primary power source located deep beneath the world’s surface, but a trio of power conduits run up through a cavernous room at the heart of the structure. The Space Marines and their Mechanicus allies must destroy these conduits so that reinforcements may be deployed in the structure.
For this mission, the Orks are the Defenders and the Space Marines are the attackers. The Orks may take Renegades allies and the Space Marines may take Mechanicus allies. The only vehicles allowed in this scenario are Rhinos, Razorbacks, Trukks, and walkers on bases 60mm or smaller. This structure is so huge that, even before the Orks attacked, light vehicles were rather common, but the egress points are simply too small for any vehicle with a great deal of girth or a large turret. Units may not deepstrike during this scenario.
Both players roll off to see who decides to deploy first. The player deploying first also goes first unless their opponent can seize the initiative. This game uses variable game length.
The battlefield for this scenario is a massive room full of machinery and material. We recommend the use of Games Workshop Mechanicus ruins, homemade machinery pieces, and Ork-themed constructs for your terrain. We suggest using the Industrial FaT Mat for your table cover.
Objectives: The Industrial FAT Mat has three circular features along the center line of the battlefield between the two deployment zones. These are the power conduits, which are the primary objective of this mission. If you do not have an Industrial FaT Mat, then place an objective in the center of the Battlefield and another two Objectives 12” from that one on either side along the center line. Do not place terrain on these points of the battlefield.
Deployment: Deploy as per Dawn of War except that the Defender may deploy 24” from their board edge and the Attacker may only deploy 6” from their board edge.
|Doug Johnson, the creator of the F.A.T. Mats and President of TABLEWAR™, generously gave us 6x4 Industrial and 6x4 Underforge mats for this campaign. You'll see and learn more about those in upcoming missions. TABLEWAR™ has been developing innovative products for the hobby industry since 2010. Best known for the popular F.A.T. Mats that are now ubiquitous with tabletop gaming as the gaming surface of choice, they also carry a full range of products for the Display, Storage, and Light Transport of hobby miniatures. Check out the full line of TABLEWAR™ products at www.tablewar.com or the F.A.T. Mats at their marketing and distribution partner’s site www.frontlinegaming.org.|
Special Mission Rules
Night Fighting, Reserves
Shields Engaged: Deepstriking is not allowed during this scenario.
Shield Conduits: The Objectives are deadly terrain in this scenario.
Disabling and Enabling Shield Conduits: A unit which has the ability to repair vehicles may also attempt to Disable or Enable a shield conduit if they are within 1” of one. Whatever rules they have for repairing a hull point on a vehicle are also used to successfully perform this action. In addition, three of the Defender’s models are in possession of a Remote Activator. Each of the three Activators are linked to a different Shield Conduit. The Remote Activators allow the model to ignore the range restriction for Disabling and Enabling. Optional: you may wish to keep secret which model has which Activator, jotting down its’ wielder before the game begins.
Damaging Shield Conduits: The Shield Conduit may be damaged by destroy enough of the shielding at the base of the Conduit to cause an interruption in power flow. Treat the Shield Conduits as AV12 Immobile vehicles with 3 Hull Points and a 4+ Invulnerable save. Consider any space 1” from the Shield Conduit to be “Base Contact” for assaulting purposes.
Damaged Conduit: Damaged Shield Conduits are extremely dangerous and harness a tremendous amount of raw energy. When a Shield Conduit is damaged, place a Vortex Marker centered on it and scatter it. For the rest of the game, when the Vortex Markers scatter, they must first be placed over the Damaged Shield Conduit it came from before rolling the scatter dice..
Repairing Conduits: A model with the ability to repair vehicles may also bravely attempt to repair the hull points on a Shield Conduit as long as they are 1” from it.
The Attacker scores 3 Victory Points for each Damaged Conduit at the end of the game. The Defender scores 3 Victory Points for each Activated (not just undamaged) Shield Conduit at the end of the game. Both players score 1 additional point for each 25% of the enemy’s units which are destroyed at the end of the game.