TEXT: 6"
  12"
  Defender’s Frontline
  Deployment Zone
  Attacker’s Deployment Zone
  12"
  12"
  6"
  Defender’s Rearguard
  Deployment Zone
  CRUCIBLE OF WAR
  STAND FIRM
  Sometimes orders or honour will force an army to dig its heels in and prepare to resist an onrushing
  superior foe with everything that they can muster. Whether this is to the death or until a specific objective
  is achieved matters little. All that is required is that the position is held.
  THE ARMIES
  Each player must first muster an army from their
  collection. A player can include any models in their army,
  but this mission is most suited to armies that contain
  numerous units of Infantry and few, if any, Aircraft and
  Titanic units. If a player’s army is Battle-forged they will
  also be able to use the appropriate Stratagems included
  with this mission (see opposite). Once the armies have
  been chosen, the players must decide who will be the
  Attacker and who will be the Defender.
  THE BATTLEFIELD
  Create the battlefield using the deployment map
  below and set up terrain. Thereshould be cover across
  the battlefield, in particular within the Defender’s
  frontline deployment zone, but none in the rearguard
  deployment zone.
  DEPLOYMENT
  TheDefender deploys their army first. Theycan
  split their army however they wish between their
  frontline and rearguard deployment zones. However,
  any Titanic units must be set up in the rearguard
  deployment zone. TheDefender cannot set up any
  models in other locations on the battlefield, but can
  set up units in locations other than the battlefield,
  such an teleportarium chambers, riding round the
  flanks, embarked upon Transport Vehicles, etc. The
  Defender should also make a note of how many units
  they have set up in their frontline deployment zone.
  TheAttacker must set up every unit from their army
  on the battlefield and wholly within their deployment
  zone. Theycannot use any abilities that allow them to
  deploy in other locations (other than embarked upon
  Transport Vehicles).
  FIRST TURN
  TheAttacker has the first turn.
  OVERWHELMING NUMBERS
  At the end of each of their Movement phases, the
  Attacker can roll one D6 for each unit from their army
  that has been destroyed (other than named characters);
  on a 5+, they can set that unit up again wholly within 8"
  of the Attacker’s battlefield edge and more than 1" away
  from any enemy units. If the unit does not fit wholly
  within this area, it cannot be set up.
  SUPPORTING GUNS
  At the start of each battle round, the Defender can pick
  one enemy unit and roll one D6 for each model in that
  unit. For each result of 6, that unit suffers 1 mortal
  wound. If the selected unit is an Aircraft, roll 6D6
  instead. For each 5+, that unit suffers D3 mortal wounds.
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  STRATAGEMS
  In this mission, the players can use Command Points (CPs) to use the following bonus Stratagems:
  BREAKTHROUGH
  At the end of the battle round, if any units (excluding
  Aircraft) from the Attacker’s army are within 1" of the
  Defender’s battlefield edge, and not within 1" of any
  enemy units, the Attacker can remove any of those units.
  Each unit removed in this way is said to have ‘broken
  through’. Units that are removed because they have
  broken through do not count as having been destroyed.
  BATTLE LENGTH
  At the end of battle round 5, the player who had the first
  turn must roll a D6. On a roll of 3+ the game continues,
  otherwise the game is over. At the end of battle round 6,
  the player who had the second turn must roll a D6. This
  time, on a roll of 4+ the game continues, otherwise the
  game is over. Thebattle automatically ends at the end of
  battle round 7.
  VICTORY CONDITIONS
  Hold them back: At the end of each battle round the
  Defender scores 1 victory point if more than 50% of the
  units from their army that were set up in the frontline
  deployment zone have not been destroyed.
  Overrun: At the end of the battle, the Defender scores
  1 victory point for each unit they have remaining on
  the battlefield. TheAttacker scores a number of victory
  points equal to the number of units they have wholly
  within the Defender’s rearguard deployment zone.
  Wreaking Havoc: TheAttacker scores 2 victory points
  for each unit from their army that has broken through.
  THE COMING HORDE
  Attacker Stratagem
  A constant flow of fresh forces arrives at the
  battlefield, helping to push back the defenders.
  Use this Stratagem at the end of your Movement
  phase, before rolling to see if any destroyed units
  return. You can select up to three Infantry units that
  have been destroyed. When rolling to see if these
  units can be set up again, you can re-roll the result.
  HEADLONG RUSH
  Attacker Stratagem
  Sometimes the best tactic to get to where you’ve been
  ordered to be is to put your head down and run as
  fast as your legs can carry you.
  Use this Stratagem at the start of the Movement
  phase. Select one Infantry unit from your army that
  is not within the Defender’s rearguard deployment
  zone. When this unit Advances, add 6" to the
  Move characteristic of its models until the end of the
  Movement phase instead of making an Advance roll.
  OVERRUN THE LINES
  Attacker Stratagem
  Theattackers crash into the defensive lines, eager to
  crush the first foe to come within reach.
  Use this Stratagem after a unit finishes a charge move.
  For each model in this unit you can select one enemy
  unit within 1" of that model and roll one D6; on a 6,
  that enemy unit suffers 1 mortal wound.
  INCENDIARY SHELLS
  Defender Stratagem
  Burning explosions bloom among the attacking
  army, incinerating whole swathes of troops.
  Use this Stratagem before resolving the Supporting
  Fire rule at the start of any battle round. If a unit
  from the Attacker’s army suffers any mortal wounds
  as a result of this rule during this turn it suffers an
  additional D3 mortal wounds.
  NOT ONE STEP BACKWARDS
  Defender Stratagem
  Orders have come through. Thisposition is not to be
  abandoned under any circumstances. Fight and die
  to hold it.
  Use this Stratagem at the start of any battle round.
  Select one unit from your army. Until the end of the
  battle round models in that unit cannot move, other
  than to pile in, but you can re-roll failed wound rolls
  for attacks made with Melee weapons by models in
  that unit. In addition, this unit automatically passes
  any morale tests it is required to take.
  LACK OF CAUTION
  Defender Stratagem
  Theenemy are making themselves vulnerable in their
  haste. Punish them accordingly!
  Use this Stratagem at the start of your Shooting
  phase. Select one enemy unit that Advanced in your
  opponent’s last turn. Thatunit does not receive the
  benefit of cover to its saving throws.
  NEW RULES
  2CP
  1CP
  1CP
  2CP
  2CP
  1CP
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SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/2) Campaigns - Psychic Awakening, Vigilus and More!/Stand-Alone Missions/40k 8e - Crucible of War - Stand Firm.pdf