++++ RECON ++++
After the plague zombies were destroyed, a thorough search of the bunkers turned out only tainted trace evidence of the Red Dog device. However, Obitus’ hasty retreat left the remaining of their tainted forces easy to locate, and thusly destroyed as well. Frustratingly, the Red Dog device was not in their possession either.
It appears that the main force was a diversion, allowing a small engineering corp. to retreat back into a remote location with the device. Forward scouts have located the device, apparently abandoned. Though, before their retreat the Obitus engineering corp. built an underground storage silo in an attempt to store the Red Dog device in for safe keeping.
While the Obitus rogue band appears to have fled the site, another enemy looms on the horizon and has begun to set up camp near the storage silo.
The amassing force must be eliminated and the Red Dog device secured at all cost.
Army Size: 2000 points
Mission Objective: Seize Objective (Pitched)
Victory Conditions: The Commander who is able to capture and hold the Objective by the end of Turn 6 will be the victor. If the Objective is contested or otherwise unoccupied at the end of Turn 6, then the game will continue for another Turn. If the Objective is still contested or otherwise unoccupied, the game will continue, Turn by Turn, until a Commander has completed the Victory Conditions by the end of the Turn.
Only Troop choices, or units granted the “Last Stand” designation, may capture the Objective, and they must do so by coming within 3” of the Objective while keeping all enemy units more than 3” away. Units that are Pinned (or Gone to Ground) or Falling Back may not contest nor capture the Objective.
If, for whatever reason a clear winner cannot be determined regardless of the amount of Turns allowed, then the game will end at the end of the Turn when this situation has arose, the winner will be determined by the Commander who had obtained the most CP’s during this mission.
Last Stand Special Rule: If a Commander has had all of their Troop choice Units destroyed, or has no Troop choices on the board, they may designate a single unit that may capture the Objective. This is a one time, last ditch effort event. This can only take place at the start of the Commander’s turn, before Reserve or Deep Strike rolls are made. Any Unit type in your army is eligible (Vehicles, Bikes, Elite, Heavy, etc). If a unit has a designated Troop Transport attached, the Commander must specify whether the troop or the transport is getting the Last Stand designation.
Vehicles that are Stunned or Immobilized (and have had all their weapons destroyed) may not contest nor claim the Objective.
Game Length: 6 Turns (or until a clear winner is determined)
Scenario Special Rules: Deep Strike, Infiltrate, Outflank, Reserves, Seize the Initiative
Map Notes
Objective:
- Does not Block LoS.
- Cannot be picked up.
- Does not block Assault attempts.
- Cannot be harmed or destroyed.
- Can be driven over by ground vehicles, but is considered Dangerous Terrain.
- Difficult Terrain
Ork Garage:
- Blocks LoS.
- Units may Disembark the same Entrance they used to enter the turn after they Embarked, otherwise they must wait a full turn before they can disembark in the alternate Entrance/Exit they came in.
- Armor 12, Capacity 20
Ork HQ/Comm Building:
- Blocks LoS.
- Units may Disembark the same Entrance they used to enter the turn after they Embarked, otherwise they must wait a full turn before they can disembark in the alternate Entrance/Exit they came in.
- When occupied by a Troop unit, Ork Commander gains a +1 to all Reserve rolls.
- When occupied by a Troop unit, Deep Strike scatter dice are reduced to D6.
- Reserve roll bonus begins on the turn after the unit Embarks the building.
- Controlling player must designate 1 model from squad to operate comms station.
- Weapon Destroyed, Wrecked and Explode damage results to building immediately cancel Reserve and Deep Strike roll bonuses.
- Armor 12, Capacity 20
Dark Knight Fortified Comms Bunker:
- Blocks LoS.
- Units may Disembark the same Entrance they used to enter the turn after they Embarked, otherwise they must wait a full turn before they can disembark in the alternate Entrance/Exit they came in.
- Armor 14, Capacity 10
- Two Entrance access points.
- Does not contain any Fire Points.
Dark Knight HQ Building:
- Blocks LoS.
- Units may Disembark building in the turn after they Embarked.
- When occupied by a Troop unit, Ork Commander gains a +1 to all Reserve rolls.
- When occupied by a Troop unit, Deep Strike scatter dice are reduced to D6.
- Reserve roll bonus begins on the turn after the unit Embarks the building.
- Weapon Destroyed, Wrecked and Explode damage results to building immediately cancel Reserve and Deep Strike roll bonuses.
- Armor 12, Capacity 20
- Can be landed on by Jump Troops or Skimmers, but treated as Difficult Terrain
Gun Pit:
- 4+ cover
- Difficult Terrain
- Cannot be destroyed
Power Generator:
- 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

2 comments:
Well guys... after 5 months (Can you believe it?) of making lists, sending e-mails, posting comments, rolling dice, and destroying your buddy, we have finally reached to Championship game.
Wow!
Since we skipped over Mission #10 I made a few adjustments to Mission #11.
Likewise, since we have an Ork vs. Space Marine match up I changed the map from my original concept to give it a more Orky vs. Imperial feel. :)
Hope you guys like it.
~GM
In case anyone is wondering whats the hold up with the final game... Churchill is in the middle of a big move (house, family, farm animals, etc) into a new place.
I suspect we should have something posted in the next day or two.
~GM
Post a Comment