Tuesday, 7 July 2015

Week 3 Scenario - Beneath Steel - The Inquisitor Part 2

Week 3 Scenario - Beneath Steel  - The Inquisitor Part 2


The forces of the Imperium bring the Inquisitor to safety.  Unwilling to let his prey escape, Lord Gallowbraid pursues...

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The Armies

Both players get 1000 points + Warlord Retinue for this scenario.  One of the player will be denoted as the Attacker (Chaos), while the other is the Defender(Imperials).  The following restrictions apply:
  • The Attacker must form an army with 1 CAD (Combined Arms Detachment)
  • The Defender must form an army with 1 CAD (Combined Arms Detachment) + 1 Allied Detachment of Grey Knights.
  • You may not include Fortifications, Lords of War or Formations
  • You may not include any Vehicles besides Walkers or models with bases larger than 60mm round.
  • Jump, bike, beast units follow the rules for Hazardous Movement.
  • Units may not be placed in reserve to arrive by Deep Strike other than Teleporting or Summoning, in which case it will count as a Hazardous Ingress.

***

The Complex

The complex is a special battlefield that has special rules and notes that players must realise in order to maximize their gaming experience when fighting in such tight locations. The following rules apply to the various models in use:

Narrow Corridors
Shooting at incoming chargers are much easier in such tight corners as a flurry of shots into a small corridor will most likely hit something... All Overwatch fire in the Complex have a +1 to hit bonus. If a Template weapon fires in Overwatch it always causes 3 hits. Some Corridors may be too narrow for models with large base sizes. In this case, the model cannot access those areas. Please bear in mind of this restriction when planning your armies.

Access Doors 
Some rooms are connected with doors that are in a Opened or Closed state. A unit within 2" of a door may change its state from Opened to Closed and vice versa at anytime during the movement phase, but the door state may only be changed once per turn.  When a door is Closed, you cannot draw line of sight across it or move past it. Closed Doors can be destroyed. It counts as a Vehicle with AV11 and HP 2. Doors cannot be opened by Beasts, Swarms, Monstrous Creatures or Walkers. They must be destroyed if they want to gain access to an area sealed off by a Closed door.

Hazardous Ingress
If a unit comes in via Teleport or Summoning and scatter, place the first model and place models around him as per the Deep Strike rules.  If a model ends overlapping the walls, the unit is not destroyed by Mishap.  Instead, the models are removed from play as their bodies merge with the Complex's structure.  The rest  of the unit is automatically pinned (even fearless) as they attempt to collect their wits.


If the first model scatters into the wall, then the unit suffers a Mishap result.



Hazardous Movement
Models moving more than 6" in a single phase must take a difficult or dangerous terrain test if they are unable to see the spot where they are going to stop in.  If the terrain is already difficult or dangerous, then the model will fail its test on a 1 and 2, instead of a 1 as usually the case.

All distances (including homing weapons) are measured as though it is navigating the corridors.

Blast Weapons
Blast weapons that scatter will shorten their scatter distance where it meets the walls.  Shooting attacks that uses the Blast/Large Blast and/or Template/Torrent special rules also have the Pinning special rule. You may not use Indirect Weapons.



Reserves
Reserves enter play from access points allocated along the map.

Falling back
Models falling back will fall back towards the nearest access point via the shortest distance, ignoring any penalties for having to backtrack its movement.  A unit is destroyed only if it cannot make its way due to enemies surrounding it.

Any other additional options as a result of narrative will be explained to you by the GM.


***

The Battlefield

The terrain of this mission is unique as it represents a network of tunnels in the Complex. The GM will brief you on how to deploy your armies on the day of the game.


Deployment



The Defender's deployment zone is in the centre, 12" from the table edge.  He must deploy the Inquisitor, his retinue and at least 1 unit of Grey Knights and may deploy any other unit of his choosing.  Any units not deployed will enter via Reserves. The Attacker will then deploy anywhere in the remaining parts of the table, but must be at least 6" away from the Defender.

The Attacker and Defender will roll off.  The winner will pick a table edge.  This will be where his reinforcements come in and where he falls back towards.  The opposing player will take the opposite edge.

First Turn

The Defender has the first turn unless the Attacker can Seize the Initiative.

Game Length

The mission uses Variable Game Length.

Victory Conditions

At the end of the game, the player that scores the most Victory Points wins the battle.  If the players have the same number of Victory Points, the game is a draw. 

Primary Objective

At the end of the game, each player receives 1 Victory Point for each opposing unit that has been completely destroyed.  Units that are falling back at the end of the game, and units that are not on the board by the end of the game are considered destroyed for the purposes of this mission.

Secondary Objective

First Blood

Mission Special Rules

Reserves, Deep Strike (Teleport and Summoning only)


***

Vengeance be mine, O beloved Inquisitor...

The Inquisitor is the main target, but Lord Gallowbraid's blood lust must be satiated, his vengeance fulfilled.

1. If, at the end of the game, the Inquisitor has been slain, the Attacker gains 3 Victory Points.  If the Inquisitor is not slain, the Defenders gains 3 Victory Points Instead.

2. The Attacker and Defender roll-off.  The winner will pick one unit of Grey Knights that is protecting the Inquisitor.  If the unit is destroyed, the Attacker gains 3 Victory Points.  If the unit is not destroyed, the Defender gains 3 Victory Points instead.

3.  If the Defender has more than 75% of his units destroyed at the end of the game, the Attacker gains 3 Victory Points.  If not, the Defender gains 3 Victory Points instead.


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