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Sleeping Hollows Never Die Scenario 4 <OPEN TRANSMISSION Imperial Report 2345782, Planet Devan, Date 6153846.

M41 Strange anamoly detected planet colonists under attack from demonic source several farms destroyed main astropathic center currently engaged final transmission sent requesting support immediately *sounds of men screaming and a hideous laughter* END TRANSMISSION> Thought for the Day: They loyal slave learns to love the lash The Armies: Armies are chosen as standard, no modifications from the base usage(keep same lists) The Battlefield: Prepare the Battlefield the same way as the rest of the tournament, with mutually agreed on D6+6 terrain pieces and using the mysterious terrain rules. There are no objective markers. However, place a single 40mm(terminator) base in the center of the Table to be The Headless Horseman. Deployment: Roll for warlord traits, then deploy as normal for Eternal War missions, using the Hammer and Anvil deployment. First Turn: The player who deployed first goes first unless the opponent can Seize the Initiative. Game Length: This game uses variable game length. Victory Conditions:
Primary ObjectiveYou have been ordered to secure the being known as the Headless Horseman by command. He is utterly immune to all ranged weaponry and cannot be shot at. Due to his spectral nature he is also ignored for LOS reasons. The only way to capture him is to beat him in close combat. His statline is provided below. Once captured he is considered to be carried by the squad (in nets, grav fields, ensorcelled chains and what have you) and he moves as if he was a member of the squad. The squad carrying the horseman may only move 6 per phase. You receive 3VPs if you can secure him in your deployment zone still captured by a squad. If the squad carrying the horseman is wiped out than he acts as normal starting immediately, resuming his activities. If the squad carrying him is assaulted and defeated in assault they may choose to attempt a fight with him. Both the horseman and the pursuing squad roll a D6 and add their Initiative. If the opposing squad wins they immediately fight a close combat, if the horseman wins he escapes and operates as normal. The Headless Horseman moves 2D6 in a direction randomized by a scatter dice at the end of every turn, unless he is captured. At the end of every shooting phase he inflicts D6 S5 Ap2 hits on every unit within 6, Vehicles are hit on their rear armour, as he flings spectral flaming pumpkins around him. The Headless Horseman never counts as engaged in Close Combat, and as such will leave at the end of the turn. If he would come into contact with a unit or vehicle stop him an inch away. WS: 5 BS:2 S:5 T:6 I:6 A:2D6 W:4 LD:10 Sv: 3+/4+ Invulnerable Attacks are made at base strength and AP3 Secondary ObjectiveSlay the Warlord, First Blood, Linebreaker

Mission Special Rules: Night Fighting(Do not roll, every turn is night fighting automatically), Reserves

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