TEXT: LUNAR ASSAULT
  GOONHAMMER APPROVED
  THAT MOON HAS TO GO.
  After months of grueling siege warfare, the two sides have reached a tactical deadlock. Secure in their fortified position, the 
  defenders appear set to hold out indefinitely. At great cost, the Attackers believe they have finally discovered the fortress' secret 
  weakness: A thin stretch of ground on the fortress' Eastern front that has natural cover from the base's artillery and is virtually 
  undefended. There's just one catch: The area is covered by tidal pools filled with rough, acidic waters that make traversing it 
  impossible, allowing it to be defended by a small number of dedicated forces.
  Forced to think outside the box, the Attacker's engineers have come up wtih a bold solution for assaulting this position: By 
  destroying the planet's moon, they'll be able to cause the tides to recede, freeing up their path for a nighttime assault. Splitting 
  their forces, they've launched a daring pair of attacks: One force will plant detonation charges in key areas on the planet's moon 
  while the others wait for the destruction below and ready the assault. The defenders have gotten word of this however, and have 
  sent forces of their own to stop it.
  SPLITTING YOUR FORCES
  There are two missions here: The first mission - Many Problems, One Solution - is designed to be played with either a Combat 
  Patrol or Incursion force, while the second - The Moon's A Harsh Mistress - is designed to be played at the 2,000 points level 
  (Strike Force). If you have Crusade Forces large enough, we recommend that both players should commit to splitting their forces 
  before the first mission, choosing which units from their Crusade rosters will participate in the Moon battle and which will take 
  part in the battle on the planet's surface. Once determined, these armies cannot be changed - the die has been cast!
  MOON BASE KLAISUS
  We recommend that Mission 1 be played on the Moon Base Klaisus terrain set and boards.
  
  1. MANY PROBLEMS, ONE SOLUTION
  CRUSADE MISSION — STRIKE FORCE
  MISSION BRIEFING
  These two armies have been locked in 
  battle for months, and the Defender’s 
  fortresses have proved impenetrable 
  despite prolonged sieges. Sensing a need 
  to end the war now, the Attackers launch 
  a desperate bid to create an opening for 
  their main forces by destroying the planet’s 
  moon. This will clear out the dangerous 
  tides surrounding the fortress and rain 
  debris down on the defenders, giving the 
  main force the opening it needs.
  Mission Rules
  Reduced Gravity: The lower gravity 
  makes it possible to jump significantly 
  higher and further, and makes 
  maneuvering difficult. INFANTRY can move 
  over obstacles up to 4” in height as 
  though they weren’t there. 
  Set Charges (Action): An INFANTRY 
  unit in the Attacker's army can start to 
  perform this action at the end of their 
  Movement phase if they are within 3" 
  of an objective marker. The action is 
  completed at the end of the turn.
  Disarm Charges (Action): An INFANTRY 
  unit in the Defender's army can start to 
  perform this action at the end of their 
  Movement phase if they are within 3" of 
  an objective marker. At the end of the 
  turn, the Defender rolls a D6. On a 1 or 
  a 2, every unit within 6" of the objective 
  marker takes D6 mortal wounds. The 
  action is completed at the end of the 
  turn and the charges are removed.
  Hex the Moon (Psychic Action — Warp 
  Charge 3): A PSYKER CHARACTER in the 
  Defender's army can attempt this action 
  if they are within 9" of the center of the 
  battlefield. 
  PRIMARY OBJECTIVES
  Blow up the Moon (Endgame): At 
  the end of the game, if either of the 
  following criteria are met:
  • 
  There are detonation charges on at 
  least three objective markers  
  • 
  There are detonation charges on the 
  objective marker in the Defender's 
  deployment Zone and one other 
  objective outside the Attacker's 
  Deployment Zone
  Then the Attacker scores 50 Victory 
  Points and the moon is destroyed. 
  Otherwise, the Defender scores 25 
  Victory Points and the Moon is not 
  destroyed. The Attacker can place 
  detonation charges by performing the 
  Set Charges Action.
  Hex the Moon (Endgame): At the end 
  of the game, if the Defender successfully 
  completed the Hex the Moon psychic 
  action 4 times, they score 25 Victory 
  points and the moon is hexed.
  VICTOR BONUS
  The victor selects two units from their 
  army to be Marked for Greatness after 
  the battle, instead of just 1.
  If the moon was not destroyed, proceed 
  to mission 2A: The Moon's a Harsh 
  Mistress. Players keep the same roles as 
  Attacker and Defender from Moonbase 
  Defense.
  If the moon was destroyed, then proceed 
  to mission 2B: So You Blew Up the 
  Moon. Players keep the same roles as 
  Attacker and Defender from Moonbase 
  Defense.
  If the moon was successfully hexed, 
  note that for Mission 2 and apply the 
  appropriate rules.
  
  2A. THE MOON'S A HARSH MISTRESS
  CRUSADE MISSION — STRIKE FORCE
  MISSION BRIEFING
  The Defenders have successfully thwarted 
  the Attackers' attempts to destroy the 
  moon and gain the upper hand, leaving 
  their ground forces to contend with 
  sweeping tides that make maneuvering 
  difficult and protect key structure points. 
  Now the Attackers find themselves forced 
  to commit to an attack with little hope for 
  success.
  Mission Rules
  Tidal Pools: The moon exerts significant 
  tidal forces on this planet, pulling in 
  high tides with dangerous undertow 
  that sweep across this key section of the 
  battlefield. Before deployment, mark off 
  the section of the battlefield as marked 
  on the map to be the Tide Pool. Units 
  cannot be deployed in the Tide Pool or 
  end their move in the Tide Pool unless 
  they have the FLY keyword or end their 
  move on a terrain feature that is more 
  than 3" tall. Any unit without FLY that 
  does end its move in the Tide Pool is 
  destroyed.
  Any units that can't be deployed by the 
  attacker must be held in reserves, and 
  can arrive on the battlefield from the 
  Attacker's table edge at the end of the 
  Movement phase on their second or 
  third turns.
  The Receding Tides: At the start of 
  each battle round, move the Tide 
  Pool's boundaries back 5" as the tide 
  recedes, in the direction as shown on the 
  deployment map.
  A Terrible Night to Have a Curse: If the 
  Moon was successfully Hexed during the 
  Many Problems, One Solution mission 
  then ignore the Receding Tides rule - 
  the Moon is a harsh Mistress, and the 
  Attackers will find no reprieve!
  PRIMARY OBJECTIVES
  Domination (Progressive): At the 
  end of each player's Command phase, 
  the player whose turn it is scores 5 
  victory points for each of the following 
  conditions they satisfy (for a maximum 
  of 15 victory points):
  • 
  They control two or more objective 
  markers.
  • 
  They control three or more objective 
  markers.
  • 
  They control more objective markers 
  than their opponent controls.
  This primary objective cannot be scored 
  in the first battle round.
  Attrition (Progressive): At the end of 
  each battle round, the player who killed 
  more enemy units that round scores 3 
  victory points.
  Slay the Warlord (Endgame): At the 
  end of the game, if the enemy warlord 
  was destroyed, you score 10 victory 
  points.
  VICTOR BONUS
  If the Attacker wins, they select two 
  units from their army to be Marked for 
  Greatness after the battle, instead of just 
  1.
  If the Defender wins, they can nominate 
  a single CHARACTER in their army who 
  has a Crusade Card and participated in 
  the battle to gain the following Warlord 
  Trait:
  Moon Unit: A model with this rule is 
  not affected by modifiers to hit from 
  mission or battlezone effects.
  Defender's Table Edge
  Attacker's Table Edge
  38"
  
  2B. SO YOU BLEW UP THE MOON
  CRUSADE MISSION — STRIKE FORCE
  MISSION BRIEFING
  The Attackers succeeded in destroying the 
  moon and now the tides protecting the 
  Defender's flank from an assault have 
  receeded, leaving them an open field to 
  march on their enemies as debris rains 
  down from the destroyed satellite.
  Mission Rules
  Carpe Noctem: The Attacker has the 
  first turn.
  Moon Shower: The moon has been 
  destroyed and moon rocks and massive 
  pieces of debris are raining down on the 
  battlefield indescriminately. At the start 
  of each battle round, resolve D3 meteor 
  strikes. Starting with the Attacker, 
  players alternate choosing a spot on 
  the table, then roll a D6 for each unit 
  within 6" of that location, adding 1 to 
  the result if the unit is a VEHICLE or has 11 
  or more models and subtracting 1 if it's 
  a CHARACTER. On a 5+, that unit takes D3 
  mortal wounds. 
  Apollo's Vengeance: If the Moon was 
  successfully Hexed during the Many 
  Problems, One Solution mission then 
  the Defender adds an additional +1 
  to their rolls when resolving a meteor 
  strike.
  Pitch Black: The loss of the moon 
  reduces visibility, making it harder to 
  see key targets. When making ranged 
  attacks, if the target is more than 18" 
  away from the firing unit, subtract 1 
  from the hit roll.
  PRIMARY OBJECTIVES
  Domination (Progressive): At the 
  end of each player's Command phase, 
  the player whose turn it is scores 5 
  victory points for each of the following 
  conditions they satisfy (for a maximum 
  of 15 victory points):
  • 
  They control two or more objective 
  markers.
  • 
  They control three or more objective 
  markers.
  • 
  They control more objective markers 
  than their opponent controls.
  This primary objective cannot be scored 
  in the first battle round.
  Attrition (Progressive): At the end of 
  each battle round, the player who killed 
  more enemy units that round scores 3 
  victory points.
  Slay the Warlord (Endgame): At the 
  end of the game, if the enemy warlord 
  was destroyed, you score 10 victory 
  points.
  VICTOR BONUS
  If the Attacker wins, they can nominate 
  a single CHARACTER in their army who 
  has a Crusade Card and participated in 
  the battle to gain the following Warlord 
  Trait:
  Moon Raker: If this model would lose a 
  wound as a result of a mortal wound as 
  a result of a mission's special rules or a 
  battlezone effect, roll a D6; on a 2+, that 
  wound is not lost.
  If the Defender wins, they can make a 
  free Re-arm and Resupply action at no 
  RP cost.
  Player A's Table Edge
  Player B's Table Edge
  
SOURCE: textdata/thevault/Warhammer/40k/9th Edition - Warhammer 40K/Homebrew Narrative Games/Goonhammer/Crusade Missions - Destroy the Moon (v2).pdf