Arc 3

Your next target is fortress world Tignis Majoris, the place where local Astra Militarum regiments are based. As the Red Corsairs fleet siege the planet, you were asked to infiltrate and complete a variety of black ops in favor of Lufgt Huron.

WARZONE GUIDELINES

KILLZONE: VOLKUS

Use Volkus rules (Cityfight) from Core Book for all non-Gallowdark scenarios in this arc. In addition, you may use effects from The Great Gun Fires and/or terrain and terrain rules from Brutal And Cunning.

VEHICLES

The Astra Militarum use vehicles of different purposes. It would be atmospheric to use Taurox, Chimera or another vehicle hulls as terrain features. They are Heavy and Blocking. In addition, some scenarios may feature enemy vehicles, use Transport rules for them, datacards are located in Imperial Bestiary

MISSION TYPE: BOSSFIGHT

Sometimes players may encounter a formidable enemy, a Leman Russ tank for example. It is a good idea to make that fight the separate scenario. The goal could be either to destroy the vehicle, or to survive, or even escape.

MISSION TYPE: AMBUSH

As the players are performing black ops, sometimes they will have an ambush task. When building such scenario, plan a convoy, that would go from point A to point B through the killzone, and the players' goal would be either to kill a specific operative, or to capture some equipment.

EVENT TABLE

FRONTLINE EVENT TABLE

D10 Event Description
1 Oppressive silence No effect.
2 Tactical Insight Gain one additional CP at the beginning of the next turn.
3 Cannonade All operatives that are not within control range of Heavy or Stronghold terrain feature, have -1 APL and -1 Hit stat for this turning point.
4 Enemy Reinforcements Use the scenario Reinforcements table to determine a group of enemy operatives to be set up in the killzone.
5 Lighting shells Treat Heavy terrain as Light terrain for purposes of determining Line of Sight.
6 Accidental bombardment Place 4 markers in the center of each killzone quarter. Roll a 2D3 and a scatter dice separately for each marker. Move the markers in the direction of corresponding scatter dice by the number of inches equal to corresponding 2D3, preferring higher ground. Perform an attack with profile: 4 4+ 2/4 Saturate against each operative within 2" and visible to that marker. After resolving all possible attacks remove that markers.
7 Enemy Reinforcements Use the scenario Reinforcements table to determine a group of enemy operatives to be set up in the killzone. If the scenario determines light/heavy reinforcements, this one should be heavy.
8 Overheat! Randomly select one ranged weapon on one operative. That weapon gains the Hot weapon rule until it is not used for a full activation.
9 Airdrop Random friendly operative may immediately purchase and equip 2BP value of items of equipment.
10 Emperor's Light! One enemy operative activates before any friendly operatives.

MANUFACTORUM EVENT TABLE

D10 Event Description
1 Oppressive silence No effect.
2 Tactical Insight Gain one additional CP at the beginning of the next turn.
3 Smoke Emission Targets further than 6" from active operative are not valid, targets within 6" from active operative are obscured, disregarding any rules that allow to ignore being obscured (including being within 2" of the target).
4 Enemy Reinforcements Use the scenario Reinforcements table to determine a group of enemy operatives to be set up in the killzone.
5 Static Electricity Whenever an operative fights or retailiates, subtract 1 from Atk stat of its melee weapons.
6 Hazardous liquids leak Select 4 elements of heavy terrain, not more than 2 elements in each killzone quarter. Each time an operative ends action on the killzone floor and within control range of that element of terrain, inflict 2 damage on it, and that damage cannot be reduced by any other rules. That rule has effect until the end of the turning point.
7 Enemy Reinforcements Use the scenario Reinforcements table to determine a group of enemy operatives to be set up in the killzone. If the scenario determines light/heavy reinforcements, this one should be heavy.
8 Overheat! Randomly select one ranged weapon on one operative. That weapon gains the Hot weapon rule until it is not used for a full activation.
9 Vox Interference Until the end of turning point, change range of SUPPORT abilities and actions to 1".
10 Emperor's Light! One enemy operative activates before any friendly operatives.

MISSION 1 - HOT DROP

Here you are back on Tignis Majoris. This time your path to imperial habitats is closed by loads of tripwires, alerted guardsmen, and something huge is plundering ground behind their ranks. You have to survive and find your way through.

SCENARIO RULES

Pillaged Killzone: The Killzone does not contain any munitorum crates.

All In: For this scenario, players can set up up to 3 HERETIC ASTARTES henchmen each and up to 5 henchmen total each.

PRIMARY OBJECTIVE

By the end of turning point 6, at least one friendly operative must survive.

Reward: 7BP per each player.

SECONDARY OBJECTIVE

Escape the killzone from enemy killzone edge.

Reward: 3BP per operative, player drop zone B unlocked in mission 2

SECRET OBJECTIVE

Friendly operatives must survive the scenario.

Reward: 1BP per each player's operative that survived.

ENEMY OPERATIVES

Initial setup: 1 BANEBLADE, 1 IMPERIAL GUARD SERGEANT, 6 IMPERIAL GUARD TROOPER

Enemy Reinforcements:

  • 1-3: 2 IMPERIAL GUARD GUNNER
  • 4-5: 1 HEAVY WEAPONS TEAM
  • 6-7: 1 IMPERIAL GUARD SPECIALIST
  • 8-9: 4 IMPERIAL GUARD TROOPER
  • 10: 1 IMPERIAL GUARD MEDIC

The BANEBLADE is a complex vehicle which consists of the following datasheets: 1 BANEBLADE HULL, 2 BANEBLADE SPONSON TURRET, 1 BANEBLADE FRONT TURRET, 1 BANEBLADE MAIN TURRET.

 

BANEBLADE HULL APL MOVE SAVE WOUNDS
kt3-apl 4 kt3-move 4" kt3-save 2+ kt3-wounds190
  NAME ATK HIT DMG WR
  Demolisher cannon 4 3+ 4/5 Blast 3", Coaxial*
  Twin heavy bolter (focused) 5 4+ 4/5 Ceaseless, Coaxial*, Piercing Crits 1
  Twin heavy bolter (sweeping) 4 4+ 4/5 Ceaseless, Coaxial*, Piercing Crits 1, Torrent 1"

*Coaxial: This weapon can only be used against targets that are in front of it (+- 45 degrees). Measure visibility and angle from any of the selected weapon's barrels.

Machine Spirit: Whenever this vehicle ends its activation, if there is any AP unspent, it can activate again and use that AP later in this turning point. This vehicle's APL stat can never be modified. This vehicle can perform the Shoot action twice per turning point, but it must choose twin heavy bolter for at least one of that actions.

Crew Work: Once per turning point when this vehicle is activated, it can issue two Guardsmen Orders to itself or other vehicles mounted on it, but both orders must be different and target different vehicles.

Colossal Crawler: Whenever this vehicle moves over Heavy terrain features, it destroys them as if it were Light terrain features. This vehicle can only move in straight chunks forward or backward. To rotate, it can perform the following action:

PIVOT 1AP

  Rotate this vehicle over its center in any direction not more than 90 degrees.

  If this vehicle rotates over terrain or operatives, count that as moving over terrain or operatives.

IMPERIAL GUARD, IMPERIUM, IMPERIAL GUARD, VEHICLE, BANEBLADE, BANEBLADE HULL
BANEBLADE MAIN TURRET APL MOVE SAVE WOUNDS
kt3-apl 2 kt3-move 0" kt3-save 2+ kt3-wounds120
  NAME ATK HIT DMG WR
  Baneblade cannon 4 3+ 5/7 Blast 1", Coaxial*, Piercing 2
  Autocannon (focused) 5 3+ 4/5 Coaxial*, Piercing 1
  Autocannon (sweeping) 4 3+ 4/5 Coaxial*, Piercing 1, Torrent 1"

*Coaxial: This weapon can only be used against targets that are in front of it (+- 45 degrees). Measure visibility and angle from any of the selected weapon's barrels.

Turret: There is no way this vehicle can move. This vehicle can never be within control range of enemy operatives unless they are standing on Baneblade Hull this vehicle is connected to, and within 1" of this vehicle. Instead of Reposition, this vehicle can perform the following action:

ROTATE 1AP

  Rotate this vehicle over its center in any direction at any angle.

  If this vehicle rotates over operatives, it inflicts 2 damage each to that operatives.

IMPERIAL GUARD, IMPERIUM, IMPERIAL GUARD, VEHICLE, BANEBLADE, BANEBLADE MAIN TURRET
BANEBLADE FRONT TURRET APL MOVE SAVE WOUNDS
kt3-apl 2 kt3-move 0" kt3-save 3+ kt3-wounds45
  NAME ATK HIT DMG WR
  Twin heavy bolter (focused) 5 4+ 4/5 Ceaseless, Coaxial*, Piercing Crits 1
  Twin heavy bolter (sweeping) 4 4+ 4/5 Ceaseless, Coaxial*, Piercing Crits 1, Torrent 1"

*Coaxial: This weapon can only be used against targets that are in front of it (+- 45 degrees). Measure visibility and angle from any of the selected weapon's barrels.

Turret: There is no way this vehicle can move. This vehicle can never be within control range of enemy operatives unless they are standing on Baneblade Hull this vehicle is connected to, and within 1" of this vehicle. Instead of Reposition, this vehicle can perform the following action:

ROTATE 1AP

  Rotate this vehicle over its center in any direction at any angle.

  If this vehicle rotates over operatives, it inflicts 2 damage each to that operatives.

IMPERIAL GUARD, IMPERIUM, IMPERIAL GUARD, VEHICLE, BANEBLADE, BANEBLADE FRONT TURRET
BANEBLADE SPONSON TURRET APL MOVE SAVE WOUNDS
kt3-apl 2 kt3-move 0" kt3-save 3+ kt3-wounds45
  NAME ATK HIT DMG WR
  Lascannon 4 4+ 5/7 Coaxial*, Piercing 2

*Coaxial: This weapon can only be used against targets that are in front of it (+- 45 degrees). Measure visibility and angle from any of the selected weapon's barrels.

Turret: There is no way this vehicle can move. This vehicle can never be within control range of enemy operatives unless they are standing on Baneblade Hull this vehicle is connected to, and within 1" of this vehicle. Instead of Reposition, this vehicle can perform the following action:

ROTATE 1AP

  Rotate this vehicle over its center in any direction at any angle.

  If this vehicle rotates over operatives, it inflicts 2 damage each to that operatives.

IMPERIAL GUARD, IMPERIUM, IMPERIAL GUARD, VEHICLE, BANEBLADE, BANEBLADE SPONSON TURRET

EVENT TABLE

Do not use an event table. Instead, roll 2D10 and apply the highest result, causing one of the following effects:

  • 1: Tracks Malfunction: During this turning point, the Baneblade Hull cannot move further than up to 2" per action, and cannot perform the Rotate action.
  • 2: Weapon Jam: Randomly determine one weapon across all Baneblade datasheets (two lascannons and two twin heavy bolters count as different weapons). That weapon cannot be used in this turning point
  • 3: Turret Jam: Randomly determine one turret across all Baneblade datasheets. That turret cannot perform the Rotate action.
  • 4: Engine Stop: During this turning point, the Baneblade Hull cannot perform any actions other than Shoot, and its APL is 2.
  • 5: Smokes: Twice during this turning point, the Baneblade can use the Smoke grenades equipment.
  • 6-7: Normal functioning: Nothing happens.
  • 8-9: Call For Reinforcements: Roll D10 on reinforcements table.
  • 10:  Self-Repair: Select the mostly damaged enemy vehicle. That vehicle regains 2D3+3 lost wounds.

SCENARIO MAP

Triple table. Use Killzone: Volkus and Killzone: Chalnath combination.

 

 

 

 

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