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Siege of Vraks

SCENARIO 17 - THE EXECUTION PLACE


Warhammer 40,000 Apocalypse
The Battle
The Red Scorpions' mission to capture the breach in the curtain wall was codenamed operation 'Execution Place'. It was led by Commander Aineas
and his teleporting Terminator Assault squads, but only after the hand-picked volunteers of Squad Culln had fixed a teleport homer beacon in place.
As the Terminators attacked directly into the breach, a ground assault force was advancing across no-man's land to reinforce the elite assault troops.
Equipped with heavy armoured vehicles and specialist siege equipment these battle brothers would secure the breach's perimeter and hold it against
the inevitable counter-attack. Once their mission was complete, the Krieg units would follow them, driving through the breach to create a lodgement
inside the curtain wall. This next attack would be led by the Titans from Legio Astramors and super heavy tanks of the Assault Korps.
The Wargame
Play this game on as large a table as you can manage. Set up the terrain as shown on the map, with the wall and a large (at least 24" wide) breach
in the centre. This breach should be filled with lots of rubble, boulders and craters, all counting as difficult terrain. The rest of the board is a no-m an's
land with scattered rocks, craters, pillboxes and the wrecked vehicles of previous attacks.
The Chaos player deploys first. He must place his forces either behind the wall, on the wall, or within 12" of the front of the wall.
Special Rules
Teleport Homer: Due to the presence of the teleport homer beacon and accuracy this allows, the Space Marine player may re-roll the Scatter dice
for his deep striking Terminator squads if he wishes and any teleporting squads and characters may assault on the turn they arrive.
Night Fight: This battle starts as a Night Fight. Play the first four turns using the Night Fight rules then, from turn 5, revert to the normal rules.
The Attacker gets the following Strategic Assets:
Careful Planning, Hold at all Costs, Vital Objective.
The Defender gets the following Strategic Assets:
Hold at all Costs, Obstacles, Minefields.
Objectives
The Attacker's objective is to take and hold the breach. The Attacker's objective markers must all be within 12" of the breach.
ATTACKERS - FORCES OF THE IMPERIUM Assault Squad Culln
Sergeant with bolt pistol and close combat weapon.
Four Space Marines with a bolt pistol and close combat weapon.
All have frag and krak grenades and jump packs.
STRATEGIC RESERVES Commander Aineas
Terminator Armour with a master-crafted powersword, storm bolter, admantine mantle, purity seals.
Codicer Yaec
Terminator Armour with a force weapon and psychic hood.
Terminator Assault Squad
Squad 3 men lightning claws
2 men thunderhammer and storm shield
All have the Furious Charge special rule.
Terminator Assault Squad
Squad 3 men lightning claws
2 men thunderhammer and storm shield
All have the Furious Charge special rule.
Chaplain Dreadnought Nalr
Twin-linked lascannons, storm bolter, dreadnought close combat weapon and smoke launchers.
Siege Dreaqnought Daeres
Inferno cannon, assault drill and smoke launchers.
Venerable Qreadnought Rzasa
Twin-linked heavy bolters, storm bolter, dreadnought close combat weapon, smoke launchers.
Assault Squad
Five Space Marines with a bolt pistol and close combat weapon.
All have frag and krak grenades and jump packs.
Tactical Squad Zhyr
Squad 10 men flamer, heavy bolter
Veteran Sergeant has a bolt pistol, powersword and bionics. All have frag and krak grenades. The squad is transported in a:
Rhino
Storm bolter, extra armour, smoke launchers, searchlight.
Tactical Squad
Squad 10 men plasma gun, missile launcher
Squad is led by an Apothecary with bolt pistol, narthecium and reductor. All have frag and krak grenades. The squad is transported in a:
Rhino
Storm boiler, extra armour, smoke launchers, searchlight.
Tactical Squad
Squad 5 men plasma gun
Squad is led by an Apothecary with bolt pislol, narthecium and reductor. All have frag and krak grenades. The squad is transported in a:
Razorback Lascannons.
Tactical Squad
Squad 5 men flamer
Veteran Sergeant has a bolt pistol and close combat weapon. All have frag and krak grenades. The squad is transported in a:
Razorback Lascannons.
Devastator Squad Squad 10 men
2 x heavy bolters
2 x missile launchers
Veteran Sergeant has a bolter. All have frag and krakgrenades.
Devastator Squad Squad 5 men
2 x missile launchers 2 x lascannons
Veleran Sergeant has a bolter. All have frag and krak grenades.
Battle Formation - Line Breaker Squadron
3 x Vindicators
Predator Destructor
Aulocannon, sponson-mounled iascannons, pintle-mounted storm boiler, power of the machine spiril and extra armour.
Land Raider
Two twin-linked lascannons, twin-linked heavy boilers, extra armour, pintle-mounted storm bolter and a searchlight.
Imperial Armour
REINFORCEMENTS - ARRIVING TURN 5 Reaver Titan
Gatling blaster, laser blaster and an Apocalypse missile launcher.
Warhound Titan
Vulcan mega-bolter and double-barrelled turbo-laser.
DEFENDERS - FORCES OF CHAOS Renegade Militia Platoon
Command Squad Champion*+ 4 men heavy bolter, melte gun
Infantry Squad 10 men missile launcher, melta gun
Infantry Squad 10 men heavy bolter, grenade launcher
Infantry Squad 10 men heavy stubber, flamer
Infantry Squad 10 men lascannon, grenade launcher
Infantry Squad 10 men autocannon, plasma gun
*The Champion has a laspistol and close combat weapon. All have frag and krak grenades. All squads have a vox-caster.
Ogryn Berserkers
5 x Ogryn Berserkers
Disciple of Xaphan
Squad Champion*+9 men missile launcher, plasma gun
*The Champion has a plasma pistol. All have frag and krak grenades.
Heavy Weapons Platoon
Command Squad Champion* + 4 men autocannon
Mortar squad 6 men 3 x mortars
Fire support squad 6 men 3 x autocannons
Anti-tank squad 6 men 3 x lascannons
3 x Enforcers
Laspistol and power weapon.
Apostate Preacher
Laspistol and close combat weapon and unholy relic.
Artillery Strike - Basilisk
Turret Emplacement
Battlecannon cannon
STRATEGIC RESERVES Sentinel Squadron
3 x Sentinels with multi-lasers.
Disciples of Xaphan
Squad Champion*+9 men grenade launcher, melta gun
*The squad is led by a Champion with a power weapon. The entire squad has frag and krak grenades. They are transported in a:
Chimera
Autocannon, heavy bolter, rough terrain modification, searchlight.
Disciples of Xaphan
Squad 10 men plasma gun, flamer, melta gun
The entire squad has frag and krak grenades. They are transported in a:
Chimera
Multi-melta, heavy bolter, hunter-killer missile, searchlight.
Armoured Fist squad
Squad 10 men lascannon, plasma gun
The squad is led by a Champion with a shotgun. The entire squad has frag and krak grenades. They are transported in a:
Chimera
Heavy flamer, heavy bolter, rough terrain modification, trackguards pintle-mounted heavy stubber.
Rogue Pysker
Two psychic powers.
Chaos Reaver Titans
Plasma blast gun and Vulcan mega bolter.
Chaos Warhound Titan
Plasma blast gun and laser destroyer
Battle Formation - Tank Squadron 3 x Leman Russ
Battle Formation - Vraksian Renegade Attack Force Malcador
Hull-mounted lascannon
Malcador Annihilator Sponson-mounted autocannons
Renegade Militia Platoon
Command Squad Champion*+ 4 men iascannon, plasma gun
Infantry Squad 10 men missile launcher, melta gun
Infantry Squad 10 men autocannon, grenade launcher
Infantry Squad 10 men heavy bolter, flamer
Infantry Squad 10 men missile launcher, plasma gun
*The Champion has a laspistol and close combat weapon. All have frag grenades. All squads have a vox-caster.
Workers Rabble
Squad 20 men flamer
Apostate Preacher
Laspistol, eviscerator and unholy relic
NOTES
Whilst this is already a large battle, if you have the time and space to expand it further, then allow the Space Marine player (or more likely players), to
continue to be reinforced by Krieg units. First to arrive should be a super-heavy tank or two, then infantry and tanks, then artillery, all pouring through
the breach. For the Chaos players you can use any extra forces you have, including Chaos Space Marines and even more Titans to make for a
truely massive game.

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