Bunker


Books


BookKindEditionVersionLast update
  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.

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01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.
LEADER24.22 / SUPPORT24.23

Mighty heroes fight at the forefront of battle.

Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.

Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
© Vyacheslav Maltsev 2013-2026