The Defense of Agrox Prime is a sizeable battle we are planning in a few months time (be sure to look out for a battle report) that tells the tale of the Imperial Fists building defenses and calling upon their brother Ultramarines to defend the compliant planet of Agrox Prime against Hive Fleet Jenova. Although experts in Siege Warfare, the Imperial Fists have fought against the Hive Fleet before and have grown to realise that this particular Hive Fleet have become an expert force that rapidly adapts to siege warfare. With this in mind, they have contacted the Ultramarines to aid them as their invaluable knowledge in dealing with the xenos threat have been evident, particularly on Macragge and Tarsis Ultra, but the Hive Fleet is legion. Can the Imperial Alliance hold off the incoming forces long enough to secure victory?
This scenario is written for 3 players, 2 fighting for the Imperium and 1 for the Tyranids. Special rules and objectives have been written with this in mind to keep things fair and balanced. It has also been written to symbolise 2 armies having to communicate whilst their enemy fights as one consciousness.
The Defense of Agrox Prime
The Imperial side consists of 2 players using Codex: Space Marines, one using Chapter Tactics (Imperial Fists) and the other using Chapter Tactics (Ultramarines). The Tyranid side consists of 1 player using Codex: Tyranids. Both Imperial players have a single Force Organisation Chart each whereas the Tyranid player has 2 Force Organisation Charts that act as a single detachment. Otherwise armies are chosen exactly the same way as described on page 118 of the Warhammer 40,000 rulebook.
The mission always uses the Dawn of War Deployment Map (see page 119 of the Warhammer 40,000 rulesbook). Set up terrain as normal. This mission requires no objective markers.
Before deploying their forces, players should first roll for their Warlord Traits (see page 111 of the Warhammer 40,000 rulebook), and then deploy as on page 121 of the Warhammer 40,000 rulebook. As the Imperial Forces are dug in and awaiting the Tyranid threat, they will always deploy first.
The Imperial players roll a D6 each and the Tyranid player rolls 2D6. Whichever side rolls the highest can decide who gets the first turn, although if they choose themselves to go first their opponent can still Seize the Initiative as normal (see page 122 of the Warhammer 40,000 rulebook).
This mission uses Variable Game Length (see page 122 of the Warhammer 40,000 rulebook).
At the end of the game, the side that has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
At the end of the game, each side receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.
Slay the Warlord, First Blood, Hold the line! (see below)
MISSION SPECIAL RULES
Night Fighting, Reserves.
Army of Two: The Imperial Forces are two different armies acting together and therefore both forces have a Warlord each that follow all the same rules as described on page 111 of the Warhammer 40,000 rulebook. For objective purposes both Warlords award an extra Victory Point for Slay the Warlord. Both armies also interact together as if allies (so for two Codex: Space Marine armies, they would interact as if Battle Brothers).
In contrast, the Tyranid side can only elect a single Warlord, however this model can roll for 2 Warlord Traits and keep both. In addition, killing this Warlord awards two extra Victory Points as opposed to one.
Static Spores: In preparation for the attack on Agrox Prime, the Tyranids have scattered microscopic static spores that interfere with vox communication. For the entire game the two Imperial players may not speak to each other about the battle, however at the start of every Imperial Player Turn before the Movement Phase they may write down a message to relay to their ally. If they choose to do this they must roll a D6 and -1 to the result. Whatever the total of the dice roll is, they may speak that many words to their ally. These can be any words that are part of this message but they must be read in the order that they are written. If however both Imperial Warlords are in the same unit or within 6" of each other, they may ignore this rule and speak freely for that turn.
Endless Swarm: For every non-named, non-monstrous creature unit that has been completely destroyed on the Tyranid side, roll a D6. On a 6 they go back into ongoing reserves and re-enter play on the next turn as per the rules on page 125 of the Warhammer 40,000 rulebook. If the unit was a Termagant Brood, a Hormagaunt Brood, a Gargoyle Brood or a Ripper Swarm then this is instead achieved on a 4+. Note that any new units created in this way do not actually "exist" until they have entered play and therefore do not award Victory Points for being destroyed due to being in reserve when the game ends unless they have somehow gone back into ongoing reserves for any other reason. Any unit destroyed, regardless of whether they respawn or not still award victory points as per normal.
Preemptive Defense: The Imperial side may elect to bolster 1 piece of terrain in their deployment as per the Bolster Defences special rule as explain on page 92 of Codex: Space Marines. Any Techmarines added to the armies may also Bolster Defences as per normal but cannot elect the same piece of terrain for these purposes.
Hold the Line!: The Tyranid player still gains a Victory Point for achieving the Linebreaker objective (see page 122 of the Warhammer 40,000 rulebook), however if they do not have at least one model from one or more scoring or denial units in the Imperial deployment zone at the end of the game, the Imperial side instead gains a Victory Point for holding the line. Note that the Imperial side cannot gain a Victory Point for Linebreaker.
Designer's Note: Although this scenario has been written with Imperial Fists, Ultramarines and Tyranids in mind, there is no reason why you can't use other armies. Perhaps the Tau and the Imperial Guard are fighting against a Daemon invasion and the warp interference is messing up communication? Or perhaps the Word Bearers and their Daemon allies are holding off against a massive Ork WAAAGH! and the veil is too thin for communication with the immaterium to work properly? The possibilities are endless, feel free to chop and change the scenario to suit your needs!