Test subjects:
Primary objective:
Secondary objective:
:
On the barge, they drew lots to see who wanted to scout out the situation on Tignis Majoris, and you got it. The alphas took on the task of dropping you off, on an unarmed container ship with the correct imperial codes (you can take two more legionnaire specialists with you). Everything would have been fine, but when you were already descending, the Mirzhors had already started firing droppods at the planet. As a result of anti-aircraft maneuvers, you missed a little, and instead of an imperial rear base, your container fell near a fortified area. Before landing, you heard that an artillery and tank regiments of the Cadians were based somewhere nearby.
Pillaged supplies: Ammo crates in this killzone do not contain any loot, they are either Garbage or Booby trap (roll D6, on a 4+ it is Garbage).
Escape the killzone from the enemy killzone edge.
Reward: 7BP per each player.
Do not let any of friendly operatives being incapacitated.
Reward: 5BP per each player.
Interact with 3 points of interest
Reward: 1BP per each player per point of interest.
Initial setup: 1 IMPERIAL GUARD SERGEANT, 2 IMPERIAL GUARD GUNNERS, 3 IMPERIAL GUARD TROOPERS, 1 IMPERIAL GUARD SPECIALIST, 1 COMMISSAR, 1 KASRKIN TROOPER.
Enemy Reinforcements:
D6 | Effect |
1 | Oppressive silence: No effect |
2, 4, 6 | Cannonade: All operatives that are not within control range of Light or Heavy terrain feature, have -1 APL and -1 Hit stat for this turning point. |
3 | Enemy reinforcements: TAUROX with 2 IMPERIAL GUARD TROOPERS, 2 IMPERIAL GUARD GUNNERS and 2 IMPERIAL GUARD SPECIALISTS inside. |
4, 5 | Lighting shells: Treat Heavy terrain as Light terrain for purposes of determining Line of Sight. |
5 | Enemy reinforcements: CHIMERA with 2 IMPERIAL GUARD TROOPERS, 2 KASRKIN TROOPERS, 2 KASRKIN GUNNERS, 2 KASRKIN SPECIALISTS and 1 KASRKIN SERGEANT |
6+ | Normal Event table roll |
Double table. Use KILLZONE: VOLKUS and KILLZONE: CHALNATH. Add some STOCKADE and BUNKER terrain features. Place the scatter terrain then, including MUNITORUM CONTAINERS.
Players' drop zone within 1" of one of the MUNITORUM CONTAINERS.
No map available.
On the barge, they drew lots to see who wanted to scout out the situation on Tignis Majoris, and you got it. The alphas took on the task of dropping you off, on an unarmed container ship with the correct imperial codes (you can take two more legionnaire specialists with you). Everything would have been fine, but when you were already descending, the Mirzhors had already started firing droppods at the planet. As a result of anti-aircraft maneuvers, you missed a little, and instead of an imperial rear base, your container fell near a fortified area. Before landing, you heard that an artillery and tank regiments of the Cadians were based somewhere nearby.
Frontline nearby: At the start of each Turning point, place the Bombardment marker in the center of killzone. Roll the scatter dice and 2D3 to determine its shift (apply 2D3 result as 2D3 inches). Resolve the frag grenade attack for each operative within 2" of that marker. Fron the turning point 3, add additional marker on the centerline, fron the turning point 5, add third marker.
Destroy or loot half of the supply containers in 6 turnin points.
Reward: 7BP per each player.
Destroy or loot 75% of the supply containers in 6 turning points.
Reward: 5BP per each player.
Initial setup: 1 IMPERIAL GUARD SERGEANT, 3 IMPERIAL GUARD GUNNERS, 4 IMPERIAL GUARD TROOPERS, 1 IMPERIAL GUARD SPECIALIST, 1 CHIMERA with Dozer blade.
Enemy Reinforcements:
Use standard event table.
Double table. Use KILLZONE: VOLKUS and KILLZONE: CHALNATH. Add some STOCKADE and BUNKER terrain features. Place the scatter terrain then, including MUNITORUM CONTAINERS.
Players' drop zone within control range of one killzone edge.
No map available.