++++ RECON ++++
With the second half of the data secured, decoded, and assimilated, intelligence has determined that the “red dog” is a code word for a device that was recovered by a covert Imperial Inquisitor team. This device, of xenos origin, is suspected of having the capability of tapping into the Warp, the Eye or Terror itself.
Such awful power this device beholds has caused the Inquisition to confine it in a special holding cell to keep it sealed and secured, much for the protection from the device itself than for any other reason.
In addition to known information on the Red Dog, the data pack also contains visual recording of the last moments of Cruiser Exploit MS0441 and its crew. Even with the great effort to shield and contain the dreadful device, its awesome power could not be restrained. Daemons of all types descended upon the Exploit in mass, shredding the massive war ship and its crew into bits, but not before the cargo had been jettisoned.
Forward scouts have confirmed that the mercenary group Obitus has found and secured Red Dog. However, without the second data packet they have been unsuccessful in determining its true function. Unfortunately, this has not prevented them from trying. Whether through fouled experimentation or a natural consequence of the device, many of the Obitus company have become tainted and corrupted by its raw power. Many have been horribly disfigured, mutated or killed, while still others have become walking corpses.
In a desperate act, the Obitus High Command has abandoned their head quarters, leaving behind dozens of their felled, and now, corrupted comrades behind. It is unclear if the Red Dog was abandoned as well.
In the interest of humanity, or perhaps the simple desire to acquire the Red Dog alone, the zombie infested barracks must be eliminated, and the bunkers thoroughly searched.
Army Size: 1500 points
Mission Objective: Seize Objectives (Pitched)
Victory Conditions: The Commander who is able to control of the most Objectives at the end of the game will win. Only Troop Choices may secure Objectives. All other unit choices may contest the Objectives if within 3” of it.
To gain control of an Objective you must eliminate any enemy units within 3” of the center of the bunker, while also having a Troop choice within 3” as well.
Units that are falling back, pinned, or “gone to ground” may not claim or contest an Objective.
Game Length: 6 Turns
Scenario Special Rules: Deep Strike, Infiltrate, Seize the Initiative
Map Notes
Reinforced Bunkers:
- Bunkers are numbered from 1 to 3. Please use those numbers in your orders when Embarking, Disembarking or targeting them.
- Any bunker can be Embarked in one turn, then be Disembarked in the following turn without penalty.
- Armor 12
- All Fire Points (labeled 1-4 clockwise starting with the far left) are also Entrance/Exit points.
- Because the bunkers are reinforced and partially underground, all vehicle damage results besides “wrecked” and “explodes” will be ignored. (i.e. subsequent Immobilized and Weapon Destroyed results will not incur damage)
Storage Buildings:
- Counts as Impassable Terrain
- Block LoS
- Can not be embarked
- Can be landed on by Jump Troops or Skimmers
Pits:
- 4+ cover for units inside dark center area
- Difficult Terrain
- Cannot be destroyed
Damaged Power Generator:
- Counts as Impassable Terrain
- Blocks LoS
- Can be landed on by Jump Troops or Skimmers, but treated as Difficult Terrain
Damaged Fuel Tank:
- Counts as Impassable Terrain
- Blocks LoS
- Can be landed on by Jump Troops or Skimmers, but treated as Difficult Terrain
Rock Formations:
- Blocks LoS
- Difficult Terrain

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