Wednesday, March 28, 2012

The Battle for Zandesh III: Hostiles sighted!

This is the first mission in the Battle for Zandesh III campaign. It is a scenario that uses the core Warhammer 40k 5th Edition rules. There's a fluff section a'coming, but for tonight you mostly get the crunchy bits. The basic story is that, after months of crime and cult activity, conditions on Zandesh III have come to a head. Creatures of the Warp have been spotted in the outskirts of Zand City. The Planetary Defense Forces are struggling to send off an emergency distress call before the forces of Chaos arrive, but they are hampered by the ancient, indecipherable technology. Suddenly, the sky rips open, unfathomable howls ripple across the sky, and the Chaos forces attack the unsuspecting Imperial forces.

Table Size: 4x6
Points total: 1,000 per side
* Attacker - Imperial Guard (traitors), Chaos Daemons, Chaos Space Marines
     FOC requirements: 1 Troops, 1 Fast Attack
Historical forces:
8 Flesh Hounds of Khorne (Including Karanak +1 Daemonic Fury) - 165
7 Plaguebearers - 105
7 Plaguebearers - 105
Daemon Prince (With Mark of Khorne) - 95

1 Hellhound (With hull Heavy Flamer) - 130
Penal Legion (Chaos renegades) - 80
Penal Legion (Chaos renegades) - 80
Psyker Battle Squad (Chaos cabal of Nurgle with 10 members) - 110
Primaris Psyker (Chaos sorceror) - 70
Ministorum Priest with Eviscerator (Chaos Demagogue with Daemon Weapon) - 60

* Defender - Imperial Guard (loyalists), Sisters of Battle, Space Marines
     FOC requirements: 1 Troops, 1 Heavy Support
Historical Forces:
Planetary Defense Forces under Captain Redby
Leman Russ Exterminator "Lazy Suzie" (with pintle stubber, sponson heavy bolters and hull lascannon) - 195
Infantry Platoon Alpha, "First and Foremost":
Platoon Command Squad (Captain with Laspistol and Power Fist, Medic, Vox Caster, Autocannon Team) - 70
Fireteam Primus (with Vox Caster, Mortar, Grenade Launcher) - 65
Fireteam Secundus (with Vox Caster, Mortar, Grenade Launcher) - 65
Fireteam Tertius (with Vox Caster, Mortar, Grenade Launcher) - 65
Sniper Team Ghost (Special Weapons Squad plus 3 Sniper Rifles) - 50
Support Team Chisel (Heavy Weapons Squad plus 3 Missile Launchers) - 90

Steel Revenants Expeditionary Force
Space Marine Predator "Barbs of Penitence" (with Heavy Bolter sponsons and Hunter-Killer Missile) - 95
Space Marine Whirlwind "Castellan's Gauntlet" - 85
Tactical Squad Dothekon (With Meltagun, Combi-Flamer, Heavy Bolter, Rhino) - 220

Note that the attacker and defender are welcome to mix and match models from each force, so long as they satisfy the FOC requirements from each army they take. Also note that players are welcome to use counts-as forces - for example, an Iron Hands counts-as force using Codex: Space Wolves is perfectly fine, as is a Khornate Chaos Space Marines warband using the Blood Angels codex.

Deployment Zones:
* Defender - Within 12" of his table edge, and no less than 6" from either side edge.
* Attacker - Within 12" of his table edge.
Armies may be held in reserve as normal, but only the Attacker may Deep Strike.
Objectives: Two Transponder Towers placed in the Defender's deployment zone, but at least 12" apart.

Deployment and gameplay proceeds as normal, except for the following special rules:
* Warp Beacon - The two Transponder Towers act as powerful beacons in the Warp. Any unit attempting to Deep Strike within 12" of a Transponder Tower never rolls more than 1d6 when determining Deep Strike scatter distance. Effects that reduce or negate scatter continue to function as normal.
* Fading Light - The battle for Zandesh III's powerful Astropathic relays began shortly before dusk, and raged on well into the night. Starting at the end of turn 2, roll a die at the beginning of each game turn. If the die roll is less than the number of turns that have elapsed, begin using the Night Fighting rules.

Ending the game: The "Hostiles Sighted!" mission follows the Variable Turn Length rule as described in the Warhammer 40,000 5th Edition core rulebook. At the end of the game, count the number of objectives controlled by each player. For each objective controlled by a player, that player may spend 50 additional points when building their Battlefleet Gothic fleet for the next mission, "Clash above Zandesh III."

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