The board will be Hammer and Anvil (short board edges). The Imperial player will set up first, placing his figures around the "Calendar" terrain piece and within his 24" deployment zone. The Imperial player may not hold any units in reserve that do not deepstrike or outflank. The Inquisitorial force will not be deployed yet.
Then the Iron Warriors will deploy up to half of his forces. None of this first half can be held in reserves. Any of the other half can be held in reserves or "deployment reserves."
Then, the Inquisitorial force will deploy her forces, holding any units she wishes in reserves.
The Iron Warriors will then deploy his "deployment reserves."
Both teams will then roll off for infiltrators and first turn.
The game will last 5-7 turns as normal 7th edition rules dictate.
Objectives:Iron Warriors: Capture the fuel caches. Each objective will be worth d6 points at the end of the game. Also, a bonus six points will be scored if the Calendar terrain piece is captured and not contested by the Iron Warriors at the end of the game.
Imperial Players: Disrupt the plans of the Iron Warriors. Victory points. Gain one point for each unit destroyed. Also, gain an extra d6 bonus points if the Iron Warriors do not capture more than two fuel caches at the end of the game. Gain a tie-breaker point if a psyker is in base contact with the Calendar terrain piece at the end of the game. If Martok is removed from play as a casualty (not from falling back), the Imperial team may eliminate one scoring fuel cache die of their choice at the end of the game.