The first stage of the final battle has begun on the surface of Timbra Prime, with the Dark AdMech forces moving into the gateway tile for the System Defense Forces. A decisive victory here will knock out the Void Shields defending the capitol city and would leave them open to a killing blow. However, a successful defense might buy the defense forces enough time to launch a counter blow on the surface of Flint! Win or lose, the fate of the system hangs in the balance!
This battle will be fought by the Dark AdMech and a nominated defending army. The defender will be using their list at "A" level strength and without any of the experience bonuses that may have been earned over the duration of the campaign. The attacker will keep experience bonuses, but must attack at whatever strength the army currently has retained. Stratagems can be used by either force.
The following rules will dictate the course of battle:

a.
This
mission is played on a standard table, set up in the Dawn of War
configuration. There should be an
attempt to set up terrain to indicate the border of a city, with buildings
along one side, a clear “no man’s land” in the center and hills and forests
along the other side. The defender will
gain either two free aegis defense lines or one aegis defense line with a
quadgun upgrade, to be deployed as normal for Fortifications. In the middle of the board, on the defender’s
side, there must be a bunker, representing the Shield Generator for the Capitol
City. This is an AV 14 building with 9
HP.
i.
As
this represents the assault on the outer gates, the defender is required to set
up first and the attacker automatically gains the first turn (unless there is a
successful “seize the initiative” roll by the defender) and can choose if night
fighting rules are in effect for turn 1.
1. At least 50% of the defender’s units
must begin the game on the board, but those entering from reserve will gain the
“outflank” special rule. If they already
possess “outflank” they gain “acute senses” instead.
2. To represent the void shield being
active, the attacker cannot deep strike or outflank into the defender’s
deployment zone. The attacker gains
d3 orbital strikes that can be
used at any time. These are all large
blast, barrage, and will always scatter 2d6.
The bombardment begins at str 9 ap 3, which is reduced to a str 8 ap 4
in the defender's deployment zone (to represent the shield) and is further
reduced to str 7 ap 5 for models totally within 9 inches of the shield generator.
ii.
The
primary objective of the mission is for the attacker to either completely destroy or shut
down the shield generator. If the
attacker fails to do this it is automatically a defender victory and the attacker must retreat incurring penalties as normal for the campaign.
1. Shutting down the generator can be
achieved if the attacker is able to control the generator (in the same way as
one would control an objective) for four consecutive player turns (two full
game turns). Should the objective become
“contested” the attacker has been distracted and must re-start his attempt to
shut down the generator.