Showing posts with label Map Key. Show all posts
Showing posts with label Map Key. Show all posts

Monday, August 3, 2009

Mission #11 Objective

++++ 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

Tuesday, July 14, 2009

Mission #9 Objective

++++ 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

Tuesday, June 23, 2009

Mission #8 Objective

++++ 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).

Tuesday, May 5, 2009

V4B: Mission #6 Objective

++++ RECON ++++


After a thorough search of the battle area, evidence is found that two Inquisition informers are holding up in an abandoned Imperial outpost miles to the south on the backside of the mountain.


Perhaps if these informants were to be captured/rescued and interrogated/questioned more detailed information could be garnered with regards to this illusive and mysterious “red dog.”



Army Size: 500 points (Patrol)


Mission Objective: Capture & Rescue (Spearhead)


Victory Conditions: The Commander who captures/rescues the most objectives at the end of the game is the victor.


Only Troop choices may capture/rescue an Objective, and they must do so by coming into base-to-base contact with the Objective. This means initially, Troop choices must either Embark (INSIDE) the building to capture/rescue the Objectives, or destroy the building and then come into base-to-base contact with the Objectives. Objectives cannot be destroyed or harmed.


Once a unit has captured/rescued an Objective, the Objective is absorbed into that unit and can travel with the unit. The only way for that unit to loose the Objective is to force them to flee (retreat) from failing a Morale test from either shooting or an assault. If a unit that has possession of an Objective is forced to flee (or chooses to voluntarily flee), the Objective is immediately dropped and left in the place of the retreating unit. If the Objective is dropped after loosing an assault, the unit that won the assault immediately takes possession (and control) of the Objective. If multiple units are involved with the assault, the victor may choose which of his units take possession of the Objective.


Contesting an Objective - As soon as a unit who possesses an Objective is assaulted, the Objective becomes neutralized (contested). Units that have possession of an Objective that is either forced or voluntarily chooses to “Go To Ground” (pinned), temporarily become neutralized, or in essence, loose possession of the Objective until such time they have recovered from Going to Ground.


Vehicles may take possession of Objectives by coming into base-to-base contact with them. If a vehicle is wrecked or destroyed, the Objective is immediately forced out in the direct closest to the unit that forced the disembarkment, unless the vehicle also contains a unit, in which case that unit takes immediately takes possession of the Objective and disembark in the manner of their choosing.


Non-Troop choices units may pick up the Objectives, but do not count as scoring (captured/rescued). They can only be used to contest Objectives in assault or by keeping the Objectives away from their enemy.


Objective Summary:


Scoring:

  • Troop Choice captures/rescues Objective


Contested:

  • Objective possessor is involved in an assault
  • Objective possessor is pinned or Goes to Ground
  • Non-Troop choice unit possesses the Objective


Game Length: 5 Turns


Scenario Special Rules: Infiltrate, Seize the Initiative



Map Notes


Buildings:

  • The buildings only have (1) Entrance/Exit point; Armor 12.
  • Blocks LoS
  • Cannot be landed on by Jump troops or Skimmers.
  • Pipes and other “bits” on the sides of the building do not block LoS.
  • Entrance corridor blocks LoS; same as rest of the building.


Battlement Tower:

  • Always counts as Open Topped (calculated into Armor value already) 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.
  • Cannot be Embarked during Deployment.


Craters:

  • Craters offer 5+ cover for units inside them, unless otherwise designated as part of area terrain.


Wednesday, April 22, 2009

V4B: Mission #5 Objective

++++ RECON ++++


The opposing forces have retreated and are currently at bay, at least for the time being, investigations of these Imperial crates may have proved to be a bit more fruitful than previous ones. A thorough search revealed that these crates were newly deployed, and are not just property of the Imperium, but the Inquisition specifically. All sorts of Inquisition paraphernalia was recovered; Imperial propaganda, materials for laminations and Inquisition rituals, specialize xenos restraints, specialized xenos cages, and a handful of books on Inquisition protocol, but nothing so much as hinting at what this illusive “red dog” might be.


Not surprising that the crates were Inquisition in nature, as the planet of St. Capilene was once bastion of for Imperial missionary work before being devastated by the Hive Fleet Levitation invasion of 997.M41. Perhaps more clues can be found at an abandoned Inquisitorial outpost newly found by forward scouts, located in the mountains more than a few days from here. Scouts also report enemy activity in the area.


==================================================


Army Size: 500 points (Patrol)


Mission Objective: Annihilation (Spearhead)


Victory Conditions: The Commander who scores the most Causality Points at the end of the game will be the Victor.


Game Length: 5 Turns


Scenario Special Rules: Infiltrate, Seize the Initiative, Night Fight (1st Turn Only)



Map Notes


Building:


  • The lone domed building has (4) Entrance/Exit points (FP1, FP3, FP5, & FP7).
  • Blocks LoS


Rock Formations:


  • Block LoS for troops.
  • Cover saves are only granted for large models (Vehicles & Skimmers) that are behind them.
  • Difficult Terrain for Troops.
  • Dangerous Terrain for Vehicles.


Destroyed Land Raider:


  • Blocks LoS
  • Impassable terrain for ground Vehicles.
  • Difficult terrain for troops.


Destroyed/Flattened Rhino:


  • Blocks LoS for Troops
  • Dangerous terrain for ground Vehicles.
  • Difficult terrain for troops.
  • Cover saves are only granted for large models (Vehicles & Skimmers) that are behind it.


Craters:


  • Craters offer 5+ cover for units inside them, unless otherwise designated as part of area terrain.



Sunday, April 12, 2009

Mission #4: Seize and Control (Spearhead)

++++ RECON ++++


With the enemy forces cleared from the outpost, its time to move on to more pressing matters at hand. Forward scouts have located additional Imperial storage crates that look to have newly landed; the scorch marks on the ground from their lifter pods still fresh in the sand. Perhaps these might contain the “Red Dog” cargo that was mentioned in the intercepted transmission.



Army Size: 500 points (Patrol)


Mission Objective: Seize and Control (Spearhead)


Victory Conditions: The Commander who controls the most Objectives at the end of the game wins. Only Troop choices may claim objectives, and must be within 3” of it, with no enemy units (of any type) within 3”.


Game Length: 5 Turns


Scenario Special Rules: Infiltrate, Seize the Initiative



Map Notes


Buildings:

  • The lone building has only one Entrance/Exit (FP1).
  • The roof of the building is considered safe landing for Jump Troops and Skimmers that will fit, meaning they can land on top of the building without making a Dangerous Terrain test.
  • Jump troops and Skimmers cannot land on top of the building while an enemy unit is Embarked inside the building.

Gun Pit:

  • The Gun Pit is recessed in the ground.
  • Cover saves are only granted when units are inside the Gun Pit.
  • Enemy unit on top of the Building negate cover saves for the Gun Pit.
  • Troop units choosing to use the steps to enter or exit the Gun Pit may do so without incurring a Difficult Terrain Test.

Rock Formations:

  • Block LoS for troops.
  • Cover saves are only granted for large models (Vehicles & Skimmers) that are behind them.
  • Difficult Terrain for Troops.
  • Dangerous Terrain for Vehicles.

Road:

  • Roads fallow the special rules on pg. 57 of the main rulebook.




Tuesday, March 31, 2009

Mission #3

++++ RECON ++++


The Imperium buildings yielded nothing. The beacons appear to have either been decoys, or perhaps placed by someone other than the evacuated survivors of the Imperium Battlecruiser. A battle does appear to have been waged here, but not for sometime.


Forward scouts have located foot and ground vehicle tracks that lead away from the sector towards another Imperium outpost several miles away in the foothills of a temperate zone. Enemy units have been spotted amassing there. Perhaps more clues can be found there, but first you must eliminate any and all enemy forces that threaten the area.



Army Size: 500 points (Patrol)


Mission Objective: Annihilation (Pitched)


Victory Conditions: The Commander who scores the most Causality Points at the end of the game will be the Victor.


Game Length: 5 Turns


Scenario Special Rules: Infiltrate, Seize the Initiative



Map Notes


Buildings:

  • Buildings are numbered from 1 to 5. Please use those numbers in your orders when Embarking or Disembarking them.
  • Buildings 1, 2, 4 & 5 can be Embarked in one turn, then be Disembarked in the following turn without penalty due to their relatively small size. Otherwise normal rules apply.


Pipes:

  • Pipes are Difficult Terrain for Troops, Dangerous Terrain for ground Vehicles.
  • Pipe spills are Dangerous for Troops and ground Vehicles.


Roads:

  • Roads fallow the special rules on pg. 57 of the main rulebook (see map key).