Last Stand Of Sisk Mission Details

Surrounded and besieged, a handful of space marine troops have held out against all the odds. Every attack has been met with grim tenacity and stubborn determination, every advance halted with a hail of fire and every assault repulsed from the walls. The defenders have proved an unmovable thorn in the attacking general Morgul’s side, surviving for weeks longer than anyone could have expected, but the brave garrison cannot fight on much longer. The enemy has amassed for their final push, but the defender’s reinforcements have been delayed and are still some distance out. Until then, the last survivors of the garrison are on their own – they must hold the line against overwhelming numbers until help can finally arrive.


Doug - Attacker - Orks and Imperial Guard - 1116 pts
Ork Commander: Morgul Thrakka of the Death Rhinoz
Imperial Guard Commander: Captain Nathan Ibrim of the Severan Dominate

Berthelot - Defender - Dark Angels/Salamanders - 1115 pts

The Attacker may take one additional Heavy Support choice for each primary detachment in his army.

The Defender must take between one and three Fortification choices for each primary detachment in his army. The Defender must also include at least one unit of Infantry in his force.



Set up terrain as described in the Warhammer 40,000 rulebook, using the deployment map below.


The players must first determine their Warlord Traits.

The Attacker then deploys his army first using the rules from the Warhammer 40,000 rulebook and the deployment map below. Any unit that cannot be deployed on the table starts the game in reserve.

The Defender then deploys up to 3 Infantry units for each primary detachment in his army using the rules from the Warhammer 40,000 rulebook and the deployment map below – these are the Last Survivors. The remainder of the Defender’s army starts the game in reserve.


The Attacker goes first unless the Defender can Seize the Initiative (see the Warhammer 40,000 rulebook).


The mission uses Variable Game Length (see the Warhammer 40,000 rulebook).


At the end of the game, the player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw.

Primary Objective

At the end of the game, each player scores 1 Victory Point for each enemy unit that has been completely destroyed. The Attacker scores 1 Victory point for each Total Collapse or Detonation! damage result inflicted upon one of the Defender’s fortifications. 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.

At the end of the game, the Attacker gains D3 additional Victory Points for each of the Defender’s Last Survivor units (see below), he has completely destroyed. The Defender scores 2 Victory Points for each Last Survivor unit that has not been completely destroyed at the end of the game.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker.


Last Survivors: The units in the Defender’s army that start the game on the board are the Last Survivors. These units have the Stubborn special rule.

Delayed Reserves: The Defender does not make Reserve Rolls as detailed in the Warhammer 40,000 rulebook. Instead, starting from Turn 2, the Defender’s units arrive from reserve according to the following table:

  • Note that Flyers, Flying Monstrous Creatures and any unit that is arriving by Deep Strike, are counted as Fast Attack units for the purposes of the Delayed Reserves special rule, regardless of their actual designation on the Force Organisation chart.

Fortifications: When setting up the table, any fortifications that are purchased as part of an army list must be placed wholly within their owning player’s table half.

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