Bunker

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  Bunker: Warp Storms
  Bunker: Warp StormsWhite Dwarf10August 2024
Mission

Warp Storms

As rival armies clash over key objectives, they are caught in the embrace of a warp storm. The material realm flickers and shifts in unpredictable fashion as the artefacts over which the combatants fight are drawn into the warp and spat forth again, redolent with the dangerously invigorating energies of the immaterium.

1
MUSTER ARMIES

First, players will need to muster armies based on the battle size they have selected, as described in Muster Your Army section. This mission is designed for Incursion and Strike Force battle sizes.

2
CREATE THE BATTLEFIELD

Players now create the battlefield, as shown in the mission map below, and set up terrain features using the guidelines of the Core Rules. The minimum size of your battlefield should be 44" x 60".

3
DETERMINE ATTACKER AND DEFENDER

Players roll off and the winner is the Attacker – their opponent is the Defender.


4
DECLARE BATTLE FORMATIONS

Starting with the Defender, players alternate declaring each of the following, in the order stated below:
  • Which of their Leader units will start the battle attached to which units.
  • Which of their units will start the battle embarked within TRANSPORT models.
  • Which of their units will start the battle in Reserves (including Strategic Reserves).

5
DEPLOY ARMIES

Players then alternate deploying their units, one at a time, starting with the Attacker. Models must be set up wholly within their controlling players deployment zone. Continue setting up units until both players have set up all the units from their armies or you have run out of room to set up more units. If one player has finished setting up their army, their opponent continues to set up the remaining units from their army.

If both players have units with abilities that allow them to be set up after both armies have deployed, the players must roll off after all other units have been set up and alternate setting up those units, starting with the winner.

6
DETERMINE FIRST TURN

Players should roll off again, and the winner takes the first turn.

7
RESOLVE PRE-BATTLE RULES

Starting with the player taking the first turn, players alternate resolving any pre-battle abilities their army has.

8
BEGIN THE BATTLE

The first battle round begins. Players continue to resolve battle rounds until the battle ends.

9
MISSION RULES

Flickering Reality: At the start of the first battle round, the Beta objective markers are insubstantial. Insubstantial objective markers cannot be controlled, and, if a player’s unit has a rule that allows an objective marker to be considered controlled until a certain point, such rules no longer apply to insubstantial objective markers.

From the second battle round onwards, at the start of the battle round, the previous insubstantial objective markers stop being insubstantial and until the end of the battle round are considered empowered (see Invigorating Engergies). Then the Attacker rolls one D6 and consults the table below to determine which objective markers will become insubstantial next. If they roll the objective markers that were previously insubstantial, they must continue re-rolling until they get a different result.

D6NEXT INSUBSTANTIAL OBJECTIVE MARKERS
1-2Alpha
3-4Beta
5-6Gamma

Invigorating Energies: At the start of each player’s Movement phase, for each unit from that players army that is within range of one or more empowered objective markers, until the end of the turn, they can re-roll Advance and Charge rolls made for that unit.

10
MISSION OBJECTIVES


IMMATERIAL ENERGIES
Progressive Objective

Seizing all esoteric prizes is crucial, but those redolent with empyric energies are far more valuable, granting those who control them great power.

From the second battle round onwards, at the end of each player’s Command phase, the player whose turn it is scores 10VP for each empowered objective marker they control and 5VP for each other objective marker they control.

In the fifth battle round:
  • The player who has the first turn scores VP as described above.
  • The player who has the second turn scores VP as described above, but does so at the end of their turn instead of at the end of their Command phase.
BREAKTHROUGH
End Game Objective

If the enemy lines can be broken and their landing zones and staging areas seized, their remaining forces may be isolated and destroyed with ease.

At the end of the battle, whichever player has more units from their army (excluding Battle-shocked units) within their opponent’s deployment zone scores 15VP. If both players have the same number of such units, neither player scores any VP from this mission objective.

Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, roll off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.
LEADER

Mighty heroes fight at the forefront of battle.

Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed, it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit attached, that Attached unit’s Bodyguard unit is no longer part of an Attached unit. It becomes a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.

Example: If you only destroy the Bodyguard unit that is part of an Attached unit, you have not destroyed a CHARACTER unit. If you only destroy the CHARACTER unit that is part of an Attached unit, or if you destroy the whole Attached unit, you have destroyed one CHARACTER unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

In this step, if for any reason a unit is forced to take a Battle-shock test for being below its Starting Strength, unless otherwise stated, that unit does not also have to take a Battle-shock test for being Below Half-strength. While a unit is Battle-shocked, all models in that unit are also Battle-shocked.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.

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