Today marks the 3rd game in our semi regular series we have dubbed the Return to Code40k. This is story driven campaign where we have used our imagination to come up with a story arc and from this designed unique scenarios. If you haven't read the original posts and want to understand the story please see here, here and finally here.
So in basic recap the Eldar stole in to claim the necron artifact at the end of the last game. What will be the response to this. Well in true marine fashion they plot a surgical strike........
Assault on the Eldar Vessel Lythar
The
assault rams turned around to line up for their final thrust to pierce the
outer hull of the Eldar vessel. Obscured by ion and solar spikes the Astartes
assault crafts had come upon the Eldar unnoticed. Itol Kluvius carried out his
final checks before signalling over his internal com to the battle brothers in
the cabin with him. "Brothers we go in two minutes. You know the
drill." With a jolt and a screaming roar from the reverse thrusters the
craft dived towards the target. Kluvius braced himself with the rest of his
force.
750pts per side
Marines have two entry points chosen by
commander
Eldar have 6 entry points
Before alarm is set off eldar have 8
sentries. Sentries are moved at the beginning
of each marine turn, each player rolls a d6 the winner moves the sentry the
number of the dice roll.
Setting off the alarm. If an Eldar model can see a marine player he
will set the alarm off if still alive at the end of the marine players
turn. Gunfire will automatically set off
the alarm. If a sentry is killed in
close combat roll a d6
1-5 No Alarm is set off
6 The sentry manages to get a signal
out the alarm is raised
Commencement of the Intel points will
raise the alarm.
Placing charges will raise the alarm
Destroying Doors will raise the alarm
Game Length - to a satisfactory
conclusion
Marines can nominate the
following specialists:
Demo Specialists X 2 = Marine gains armourbane
Intel Specialists X 2 = Marine can
decode the Intel points faster. Marine
can open doors on a successful initiative test.
Opening doors in this fashion will not set of the alarm.
Objectives
Two sabotage points Engine Room - Charges need to be set at these points to
allow the strike team to escape. At
least one sabotage point must be destroyed in order to stand a realistic chance
of escape. Each point has an Armour
Value of 12 and 2 HP's
Two Intel points - The Eldar's reason
for making raids on this planet is still unclear making extra Intel vital. The two Intel points can be retrieved by
being in contact with the point for three combat rounds. They do not have to be consecutive. The Intel points can be decoded in two rounds
with an Intel specialist.
History suggests most of the eldar
decision making is made by Farseer's spiritual leaders who it is thought can
predict the future. To a lesser extent
Warlocks are also considered important in the eldar hierarchy. Capture of any Farseer's and Warlocks is
deemed vital. To capture a model they
must first be defeated in close combat and lose their last wound. Once this is achieved roll a d6
1-2 The model has suffered critical
injuries and will not survive
3-6 The model has been knocked unconscious
and can be captured. Nominate a base contact model to carry the captured
model. Whilst carrying a captive the
model can no longer charge and can only fire a pistol.
Victory Conditions
Eldar
Player wins if the marine fails to destroy at least one sabotage point. It is assumed without this the strike teams
chances of escape are minimal. This may
mean they are captured trying to escape or destroyed.
All
other results are marine victory however, each extra objective met will obtain
information vital to the planets defence and the system as a whole. We will decide the story arc based on the conclusion of this game.
I will post a write up of this game in the near future
Signing off.
DOC
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