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Battle for the St.

Jowens Docks

A Warhammer 40,000 Scenario set during the 3rd War for Armageddon

Ghazgkull Mag Uruk Thraka has returned and the Third War of Armageddon has begun. The Imperial fleet, under the determined command of Admiral Parol, has been batted aside After a six-day bombardment, Ghazgkull's forces have largely moved on. A sizable warband, however, was deployed on St. Jowens Docks in an effort to finish off the defenders, preventing their ability to launch raids against the Warlords fleet. The battered imperial defenders bravely stood their ground, and prepared to hold on to the last. Help from a nearby Space Marine strike cruiser arrived and, in a dangerous gambit, teleported its garrison to the Maintenance level of the facility, to regain control of the station. Restrictions: As both sides want the station intact, and a large vehicle would be impractical on a space station, no vehicles or monstrous creatures are allowed. Similarly, no orbital bombardments or such the like can be utilized. Additionally, as Ghazgkull is saving his best and 'ardest for the attack on Armageddon, and the Imperium sees the battle largely as a suicide mission, no special characters, warbosses or chapter masters (or equivalents) are allowed. Concessions may be made loosening these restrictions slightly at the discretion of the Game Master or the mutual agreement of the players involved. This scenario is built to be fought with 3000 points of Orks, 2000 points of Imperial Guard and 1000 points of Space Marines. It may be played at varying point values, as long as the proportions are roughly the same. It may also be fought with other armies, so long the intentions of each force are kept in mind. Table This is intended to be a two table game: a 6x4 table called The Hanger and a 4x4 called The Maintenance Level.

Set Up Imperial Guard: Deploy first in the Hangar. At least 12 away from the walls of the Arboretum, and no closer to the orks than 6 from the supply cache. The Imperial Guard may not have any units in reserve. Orks: Deploy second. Hanger deployment: Nobody beyond the walls of the arboretum and no closer than 18 to the supply cache. Maintenance deployment: divide the board in half diagonally, with the two access tunnels on one side and the drop pod on the other. Orks cannot set up within 6 of that line. The Orks may have any number of units in reserve, located in the access tunnels. When they become available, they will emerge from whichever door they choose. Space Marines & Inquisition: Deploy third. Set up no closer than 6 to the center line of the Maintenance level. Objectives At the end of the game, each team tallies up how many of the conditions listed below are true for their team. They score a single objective point for each condition they satisfied. The team with more objective points at the conclusion of the game wins. Arboretum: Only friendly units within the walls of the Arboretum. Supply Cache: A scoring unit within 6 of the Supply Cache, and no enemy units within that range. Landing Pad Imperial: No enemy unit is within 2 of the landing pad. Orks: A scoring unit is within 2 of the landing pad, and no enemy units are. Access Tunnels Imperial: A scoring unit is inside the Access Tunnels. Orks: No enemy unit is inside the Access Tunnels. Plasma Reactor Core: A scoring unit is within 6 of the Plasma Reactor Core and no enemy unit is. Drop Pod Imperial: No enemy unit is within 6 of the Drop pod. Orks: A scoring unit is within 6 of the drop pod. Bonus Objectives Imperial: The lights are on at the end of the game. Orks: There are no surviving HQ units in the Imperium force.

Hangar

Imperial Reinforcements will arrive via the landing pad (up to 2 away from it as space dictates.) Reinforcements: Imperial troops will arrive via the landing pad at the end of the movement phase. If insufficient models are available, treat the roll as a 1. If orks are within 2 of the Landing Pad, no reinforcements can arrive. Roll 1 2 3 4 5 6 No one arrives. 1 squad of Guardsmen (1 sergeant w/laspistol, 9 guardsmen w/lasguns 1 squad of stormtroopers (1 sergeant w/hellpistol, 9 troopers w/hellguns) 1 Space marine Combat squad (1 sergeant w/bolt pistol, 4 marines w/bolters 1 Space Marine Tactical Squad (1 sergeant w/bolt pistol, 9 marines w/bolters) 1 Terminator Squad (1 sergeant w/power sword, 4 Terminators w/storm bolter & power fist) Result

Maintenance Space Marine Reserves: On the Maintenance Level the Space marine forces will receive their reserves via teleport. This functions like a standard deep strike except that it must be within 12 of the boarding drop pod and does not scatter. Ork Reserves will arrive from the Access Tunnels. If any Imperium Forces are within 2 of the access tunnels or occupying them, then no ork reserves may arrive. Terms: Imperium forces refers to units/models/armies from the Imperium of Man, including (but not limited to) Imperial Guard, Space Marines (and all non-chaos units classified as such), Sisters of Battle, Grey Knights, Deathwatch, Inquisitorial forces, Titan Legions (and appropriate assets), Mechanicum forces (including Skitarii and Tech-Priest Enginseers), and the Imperial Navy. Exceptions to this will be explicitly noted.

Rules for St. Jowens Docks Nothing to Lose: The Imperium forces have been pushed to the edges of the Hanger and Maintenance levels. All morale checks are taken at Leadership 10, and under any circumstances that would usually cause a unit to flee, the forces will become pinned instead. In close combat, the Imperium forces count as fearless.

Plasma Reactor Core: A (non-vehicle) model based with the Plasma Reactor Core may turn it on or off at the end of that models movement phase. The effects of it being on will affect that shooting phase. The reactor begins the game off. Lights Out: As long as the Plasma Reactor Core is off, Night-Fight rules are in effect. Turrets: The Imperium player may secretly place up to four turrets anywhere on either level (but at least 6 away from any other turret or from any access tunnel entrance. Copy their locations down on a piece of paper and reveal it when the Plasma Reactor Core is turned on. The turrets pop up in their announced locations. If a model is occupying the location, move the model the shortest distance to get them off of the turret. Turrets have 10 Armour all around and will be destroyed from a single glancing or penetrating hit. The recommended turrets are twin-linked heavy bolters, but they may be any normal heavy weapon of strength 6 or lower and they all count as twin-linked. Extra heavy weapons from vehicles or heavy weapons teams make an ideal basis for a Turret. Access Tunnels: Any unit may move through the Access Tunnels. Entering them is just like embarking upon a transport. During the next movement phase, they may disembark (as if disembarking from a transport which did not move) from any Access Tunnel entrance, including the one they just entered. If there are two opposing units in the Access Tunnels at the same time, the second one to move in counts as having assaulted the first one while they were in cover (assault and defensive grenades having their usual effects). Count as if all models in the combat can attack all others. If one side or the other flees, sweeping advances may be taken as normal (but no massacres). If the loser manages to get away, they may flee through any Access Tunnel entrance. Low Ceilings: Any jump infantry who chooses to use their jump pack will be required to take a dangerous terrain roll every time they jump. If they would need to take one anyway, roll two dice per model instead and if either turns up a 1, the model crashes and takes a wound (no armour saves.)

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