TEXT: DEADLY SKIRMISH COMBAT IN A WAR-TORN HIVE WORLD
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  GRAB THE CACHE
  The Promethium Sprawl is an unforgiving zone, and many more kill teams have met their end there than currently fight 
  amidst its labyrinthine structures. These warriors may be dead and gone, but their legacies still lie scattered in the 
  darkened tangle, valuable caches just waiting to be discovered. 
  In this mission, three or four kill teams 
  have all discovered the cache of an ill-
  fated kill team. Time is limited – the 
  fighters must do their best to drive off 
  the competition, seize the promethium 
  and retreat while they still can.
  Grab the Cache is a special Shadow 
  War: Armageddon mission that allows 
  three or four players to play at the 
  same time! Use all of the normal rules 
  for Shadow War: Armageddon, with 
  the following changes.
  HUNT IN THE PROMETHIUM SPRAWL
  If playing this mission as part of a 
  campaign, all players should roll on 
  the subplot table.
  Where a result has a different effect 
  if both players roll that result, the 
  different effect instead applies if two or 
  more players roll that result.
  If a player rolls 11 – Bitter Rivalry – 
  they must randomly determine which 
  enemy kill team is affected.
  If two or more players roll 12 – 
  Friendly Territory – they must roll 
  off. The winner is considered to 
  have rolled 12, and the others are 
  considered to have rolled 7 – It’s Quiet.
  TERRAIN
  Place a Promethium Tank counter in 
  the centre of the table – this should be 
  between 1 and 2 inches in diameter, 
  and place 6 Loot counters (coins 
  will do) on top of the tank. Then, 
  each player takes it in turns to place 
  a piece of terrain, either a structure 
  or a connecting walkway, until there 
  is no more terrain to place or the 
  players agree that there is enough. 
  It is suggested that the terrain is set 
  up within an area 4' by 4' so that 
  the kill teams start off a reasonable 
  distance apart.
  KILL TEAM DEPLOYMENT
  Each player rolls two dice and adds 
  them together, re-rolling any draws. 
  The highest scorer chooses a corner 
  of the battlefield for their kill team, 
  then the next highest scorer chooses 
  a different corner, and so on until all 
  players have chosen a corner of the 
  battlefield. Then, in the same order, 
  each player takes it in turns to place a 
  fighter within 12" of the corner they 
  chose. Once a player has finished 
  setting up their kill team, the other 
  players continue setting up fighters 
  in the same way until all fighters have 
  been set up.
  STARTING THE GAME
  Each player rolls two dice and adds 
  them together, re-rolling any draws. 
  The highest scorer takes the first turn, 
  then the next highest scorer takes the 
  next turn, and so on.
  SECOND AND SUBSEQUENT ROUNDS
  Once each player has had a turn, each 
  player rolls two dice and adds them 
  together, re-rolling any draws. The 
  highest scorer takes the next turn, then 
  the next highest scorer takes the turn 
  after that, and so on until all players 
  have played a second turn (players 
  whose kill teams have bottled out or 
  are all out of action do not take turns). 
  Repeat this step for the players’ third 
  turns, fourth turns and so on. 
  CHANGES TO THE HAND-TO-HAND PHASE
  Do not resolve a hand-to-hand combat 
  unless there is a fighter engaged in 
  that combat belonging to the player 
  whose turn it currently is. 
  MULTIPLE COMBATS
  In multiple combats involving three or 
  more players’ fighters, the player whose 
  turn it currently is decides in which 
  order the fighters will fight. However, 
  they cannot choose for two enemy 
  fighters to fight each other, and this 
  will often mean that their fighter must 
  
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  fight two opponents in succession – the 
  second opponent rolls an extra Attack 
  dice and adds 1 to their Combat Score 
  (and so on for successive opponents) 
  as described in the Multiple Combat 
  section of the rules.
  DOWNED IN MULTIPLE COMBATS
  If a fighter goes down in a multiple 
  combat involving three or more 
  players’ fighters, they are not 
  automatically taken out of action as 
  long as there are fighters from two 
  or more kill teams still engaged with 
  each other in the combat. If the other 
  fighters are not engaged with each 
  other, the downed fighter is taken out 
  of action as normal.
  If one fighter (or fighters from one 
  kill team) succeeds in downing all of 
  their opponents, any downed enemy 
  fighters in that hand-to-hand combat 
  (regardless of when during the phase 
  they were downed) are automatically 
  put out of action.
  Note that, if the player whose turn 
  it is no longer has any fighters in a 
  multiple combat involving two or 
  more opponents’ fighters (because 
  their fighter(s) have gone down), the 
  remaining fighters in those combats do 
  not fight each other until it is the turn 
  of one of their players.
  DRAINING THE CACHE
  A fighter that begins their turn in 
  contact with the Promethium Tank, or 
  that moves into contact with it during 
  the movement phase, can pick up a 
  Loot counter from the tank as long 
  as they are not also in contact with 
  an enemy fighter. If they do so, they 
  cannot do anything else in that turn 
  – they cannot hide, go on overwatch, 
  charge, shoot and so on. Once six Loot 
  counters have been picked up from the 
  Promethium Tank in this way, the tank 
  has been drained, and no more Loot 
  counters can be picked up.
  LOOT COUNTERS
  A fighter carries with them each of the 
  Loot counters they have picked up. 
  Loot counters that have been dropped 
  may be picked up by any model that 
  passes over them during its movement. 
  A fighter can carry any number of 
  pieces of loot without affecting their 
  movement or ability to shoot or fight. 
  Fighters who go out of action or who 
  bottle out drop any Loot counters they 
  were carrying where they happen to 
  be at the time. Remove the model but 
  leave the counters in place. Dropped 
  Loot counters may be picked up by any 
  model that passes over them during its 
  movement. Models can transfer loot to 
  other models in base-to-base contact 
  during the shooting phase, but neither 
  model may shoot during that turn. 
  If a fighter takes an enemy out of 
  action in hand-to-hand combat they 
  automatically capture any loot their 
  opponent is carrying.
  A fighter carrying any Loot counters 
  can leave the battlefield from the 
  corner they were set up in – if they are 
  within 8" of that corner at the start of 
  their turn you can remove them from 
  the battlefield and claim the loot.
  DESTROYING THE CACHE
  The Promethium Tank can be attacked 
  to deny rivals the chance to claim its 
  bounty. The tank has a Toughness of 
  6 and is destroyed if it sustains 3 or 
  more ‘wounds’. If it is destroyed, any 
  remaining Loot counters on it are 
  discarded – no one can claim them.
  ENDING THE GAME
  The fight continues until only one of 
  the kill teams remains. When a kill 
  team bottles out in this mission, simply 
  remove all of their fighters from the 
  battlefield. The last remaining kill 
  team with any fighters left on the 
  battlefield is the winner. The winner 
  can claim any remaining Loot counters 
  that are loose on the battlefield when 
  the game ends – any that are still on 
  the Promethium Tank are lost.
  SPECIAL
  After the game is over, each kill 
  team has the time to examine 
  the loot they have recovered. 
  Players roll a dice for each Loot 
  counter they have claimed at the 
  end of the game; for each roll of 
  5 or 6, they earn one additional 
  promethium cache.
  
SOURCE: textdata/thevault/Shadow World/Shadow War - Armageddon (2017)/40k8_SW_Armageddon_Grab_the_Cache.pdf