++++ RECON ++++
Finally, trace evidence of this mysterious “red dog.” After securing and activating the Imperial Transponder, a cache of cargo was received. Not physical booty, but rather, booty in the form of a coded message with the serial number RE-154D-D997O-G.
Unfortunately, the data is coded in two parts, and is useless without the other. Fortunately for you, your resourceful spy network has intercepted a message from the mercenary group Obitus. The transmission was between an Obitus recovery team to its main base of operations. It appears they have successfully recovered the second half of the message, which is being held by their commander.
Forward scouts have pin pointed the recovery team’s location, and have transferred the coordinates to you. The Obitus team is holding up in an abandoned Imperial complex. Scouts report that the Obitus team is dug in and armed to the teeth. They must have predicted others might be interested in their prize, or perhaps they know its true value.
To make matters worse, an enemy force has assembled nearby and appears to be poised to pounce as well.
Time for a gut check…
Army Size: 1500 points
Mission Objective: Seize Objective (Pitched)
Victory Conditions: The Commander who has uncontested control of the Objective at the end of the game will win. Only Troop Choices may secure the Objective. All other unit choices may contest the Objective if within 3” of it.
To gain control of the Objective you must force the controlling squad (initially this will be Obitus Command Squad) to flee either in the Shooting or Assault phase. In either case a fleeing unit will immediately drop the Objective.
If the controlling squad flees out of close combat, the victor will immediately gain control of the Objective.
If the controlling squad flees from shooting casualties, any Troop unit can then pick up the Objective by coming into base-to-base contact with it during the Movement phase, Shooting phase (Run), or Assault (Consolidation).
The Objective cannot be targeted, destroyed, or Assaulted (unless controlled by another unit).
Non-Troop units may not pick up the Objective, but may contest the Objective by coming within 3” of it, or engaging an enemy unit in close combat that has possession of it.
If a non-Troop unit wins an assault with a controlling unit, the Objective will be randomly placed an inch away from the sight of the close combat, or left behind if the winning unit consolidates away from it.
Units that have possession of the Objective and “Go-to-Ground” still maintain control of the Objective. Units that are falling back cannot contest nor possess the Objective.
Game Length: 6-8 Turns (random)
At the end of Turn 6, on a 4+ the game will continue for another turn. At the end of Turn 7, on a 5+ the game will continue for a final turn.
Scenario Special Rules: Deep Strike, Infiltrate, Random Game Length, Seize the Initiative
Map Notes
Buildings:
- Buildings are numbered from 1 to 3. Please use those numbers in your orders when Embarking, Disembarking or targeting them.
- Any building can be Embarked in one turn, then be Disembarked in the following turn without penalty due to them only having a single entrance/exit point.
Battlement Tower:
- Counts as Open Topped; Armor 11.
- Can be Embarked from any side by coming into base-to-base contact with it.
- Can be Embarked and Disembarked in back-to-back Turns due to small size.
Gun Pits:
- 4+ cover for units inside.
- Cover save is negated if being shot at by units located ON TOP of Buildings 1 & 3, or the Battlement Tower.
- Units with 5 or fewer models may make use of the stairs to avoid Difficult Terrain tests when entering or exiting the Gun Pits.
Roads:
- Roads fallow the special rules on pg. 57 of the main rulebook (see map key).

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