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Mission 1

Deploy the Probe


Background
A derelict ship was discovered drifting through the Caron Nebula by a commercial
freighter bound for Solstice. Scans of the ship revealed it to be The Emperors
Hammer, a Retribution class battleship lost to the warp some 1000 years ago. The
derelicts current drift trajectory and speed will take it directly into the systems star
within weeks if not changed.
Because the dense, armored hull is preventing a comprehensive deep scan, the ship must
be boarded in order to start the engines and after that, learn the causes of the
disappearance and potentially recover any lost technologies. A blasted section of the hull
reveals a potential entry area suitable to drop a probe into. Deploying the probe will
enable the layout of the internal part of the ship to be recorded and beamed to the
recovery ship.

Objective
The Space Marines must work their way from the entry area to the opening down to the
internal section of The Emperors Hammer to deploy the probe. The probe must be
deployed quickly if there is any hope of starting the derelicts engines to avoid being
engulfed by the systems star.

Space Marines
FORCES: The Space Marine player has one squad. It consists of a Sergeant armed with
a storm bolter and power sword, one Space Marine armed with a heavy flamer and power
fist, one space marine armed with storm bolter and chainfist and two Space Marines
armed with storm bolters and power fists.
BRIEFING: The Space Marine Player must stand on the opening of the descent to
deploy the probe. 1 AP/CP is required to deploy (drop) the probe after standing on the
opening. If done in this manner, on a roll of 1 the probe is damaged. Spending 2
APs/CPs after standing on the opening represents the Space Marine lowering the probe in
a controlled fashion (or climbing down with the probe), guaranteeing that the probe is
safely deployed.
PROBE: The probe is a C.A.T. and treated as an object (see page 18 of the Rulebook).
Place the C.A.T in the space with the Space Marine who will carry it at the start of the

mission. Genestealers may enter the square with the C.A.T. but cannot pick it up or
move with it. The C.A.T. is disabled until deployed therefore the movement rules for the
C.A.T. if on its own do not apply.
The Space Marines move first in this mission.

Genestealers
FORCES: The Genestealer player begins the mission with two blips and receives two
reinforcement blips per turn. Blips may enter play at any entry area.

Victory
Space Marines: The Space Marine player wins if the probe is successfully deployed and
undamaged.
The Genestealer player wins if they stop the Space Marines from deploying the probe.

Mission 2

Activate the Reactor


Background
Using the data beamed back by the deployed C.A.T., the reactor control room of the
disabled derelict, The Emperors Hammer, was located. The data also showed that the
control room did not sustain any damage and all systems appear to be only offline.
Plugging into a data port, the C.A.T. downloaded the ships deck layout, providing the
Space Marine task force with the information necessary to develop a plan for bringing the
ship back under control. A Space Marine Squad will board the ship and make their way
to the control room and start the ships reactors. At the same time, another Squad will
board secure the ships bridge (mission 3).

Objective
The Space Marine squad must work their way from the entry area to the control room.
Once there, they must bring the reactors back online so that the squad securing the bridge
can use the engines to alter the ships current trajectory towards the systems star.

Space Marines
FORCES: The Space Marine player has one squad. It consists of a Sergeant armed with
a storm bolter and power sword, one Space Marine armed with a heavy flamer and power
fist, one space marine armed with storm bolter and chainfist and two Space Marines
armed with storm bolters and power fists.
BRIEFING: The Space Marine Player must stand in center square before the rooms
control panel and spend 4 APs/CPs to bring the reactor back online.
The Space Marines move first in this mission.

Genestealers
FORCES: The Genestealer player begins the mission with two blips and receives one
reinforcement blip per turn. Blips may enter play at any entry area.

Victory
The Space Marine player wins if the reactor is successfully brought back online.
The Genestealer player wins if they stop the Space Marines from bring the reactor online.

Mission 3

Secure the Bridge


Background
With the control codes and schematics from the Emperors Hammer in hand, Enginseers
from the rescue ship engineer a control module that must be plugged into a data port on
the bridge. This will allow them to take control of the derelict and begin the process of
steering it out of the current trajectory.

Objective
The Space Marine squad must work their way from the entry area to the bridge. Once
there, the engines must be started using the command thrones command console.

Space Marines
FORCES: The Space Marine player has one squad. It consists of a Sergeant armed with
a storm bolter and power sword, one Space Marine armed with a heavy flamer and power
fist, one space marine armed with storm bolter and chainfist and two Space Marines
armed with storm bolters and power fists.
BRIEFING: The Space Marine Player must stand in any square that leads up to the
rooms control throne (squares with stairs on them) and spend 4 APs/CPs to bring the
reactor back online.
The Space Marines move first in this mission.

Genestealers
FORCES: The Genestealer player begins the mission with two blips and receives one
reinforcement blip per turn. Blips may enter play at any entry area.

Victory
The Space Marine player wins if the reactor is successfully brought back online.
The Genestealer player wins if they stop the Space Marines from bring the reactor online.

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