Arc 2
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 - RECON
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.
SCENARIO RULES
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).
PRIMARY OBJECTIVE
Escape the killzone from the enemy killzone edge.
Reward: 7BP per each player.
SECONDARY OBJECTIVE
Do not let any of friendly operatives being incapacitated.
Reward: 5BP per each player.
SECRET OBJECTIVE
Interact with 3 points of interest
Reward: 1BP per each player per point of interest.
ENEMY OPERATIVES
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:
- 1-3: 2 IMPERIAL GUARD GUNNERS
- 4: 1 KASRKIN GUNNER
- 5: 2 KASRKIN TROOPERS
- 6-7: 1 KASRKIN SPECIALIST
- 8-9: 4 IMPERIAL GUARD TROOPERS
- 10: 1 IMPERIAL GUARD MEDIC
EVENT TABLE
Use Frontline event table.
MISSION 2 - SABOTAGE SUPPLIES
As you pass further behind enemy lines, you see a bunch of crates being airdropped. Looks like a guardsmen platoon is being resupplied here. It seems to be a good idea to sabotage their supplies.
SCENARIO RULES
Airdrop Incoming:In turning point 1, place 4 supply crates manually. Starting from turning point 1, as the Strategic Gambit, place 4 markers, roll a scatter dice for direction of their movement, and 2D3 for distance in inches. At the start of the next turning point (relative to the turning point in which markers were placed), repeat that procedure, and after the markers have moved for second time, replace them with supply crates. Note that these markers are non-interactive.
Pillaging Supplies: In this scenario, whenever a friendly operative interacts with supply crate, roll a D6 first - on a result of 1-3 it is lasgun battaries (garbage), on a result of 4+, roll the standard loot table. Drop 4 supply crates into it. In addition, enemy operatives can interact with supply crates for this scenario, with following loot table modifications: 4, 12 - Ignored by guardsmen, 14 - Ignored by astartes, 15 - Replace Guardsman with player-controlled Traitor Militia, 18 - add 1 Guardsman with random datasheet.
Minefield: place 5 Mine tokens in the killzone, 3 of them are loaded, others are empty.. First time a friendly operative performs an action, in which it moves, within 2" of the Mine token, check it. If the token is loaded, resolve Melta Mine attacks against all operatives within 2" of that token.
Name | Atk | Hit | Dmg | WR | |
Melta mine | 4 | 2+ | 4/2 | Rng 2", Devastating 3, Piercing 2 |
PRIMARY OBJECTIVE
Prevent enemy operatives of looting 12 supply containers in 6 turning points.
Reward: 7BP per each player.
SECONDARY OBJECTIVE
Destroy or loot 18 supply containers in 6 turning points.
Reward: 5BP per each player.
GLORY KILL OBJECTIVE
Incapacitate the ARMOURED SENTINEL
Reward:3BP to player whose operatives completed the objective, 2BP to player whose operatives dealt most damage.
ENEMY OPERATIVES
Initial setup: 1 IMPERIAL GUARD SERGEANT, 1 IMPERIAL GUARD GUNNER, 4 IMPERIAL GUARD TROOPER, 2 HEAVY WEAPONS SQUAD (1 armed with Mortar, 1 armed with Missile launcher), 1 KASRKIN SPECIALIST.
Enemy Reinforcements:
- 1-3: 2 IMPERIAL GUARD GUNNER
- 4: 1 KASRKIN GUNNER
- 5: 2 KASRKIN SPECIALIST
- 6-7: 1 REIVER WARRIOR (place anywhere in the killzone, preferring Vantage points and locations not visible to friendly operatives)
- 8-9: 4 IMPERIAL GUARD TROOPER
- 10: 1 IMPERIAL GUARD MEDIC
Whenever it's supposed to be Heavy reinforcements, if there is no ARMOURED SENTINEL in the killzone, add an ARMOURED SENTINEL to the Reinforcments enemies group.
In this scenario, if there is the KASRKIN DEMO-TROOPER in the killzone, instead of its normal Melta Mine rule, it can remotely detonate the mine markers placed in the killzone: In such case, treat the Melta mine Rng weapon rule as Rng 3" instead, it attacks only one selected operative, and any operative within 3" of the marker and visible is the valid target.
EVENT TABLE
Use Frontline event table. In addition, if there were no Enemy reinforcements by turning point 3, at turning point 4 resolve the Enemy Reinforcements in addition to any other effects.
MISSION 3 - INFILTRATE THE POWER PLANT
To breach further into the enemy line of defense, you need to shut down the wind power plant located at one of the the largest mountain plateaus of Tignis Majoris. Hurricane winds are roaring there, ripping flesh from unprepared intruders' skeletons.
SCENARIO RULES
Hurricane:In the Strategy phase of each turning point, determine the wind direction by rolling the Scatter dice. Move each operative, that has the element of terrain with Heavy trait within control range of it, 2" in that direction (do not move the operative that has Rope or Grapnel launcher equipment), move each other operative 6" in that direction, halving that distance if the operative has the Wounds stat of 12 or more. If the operative moves off the Vantage point when resolving this rule, it falls. If the result of Scatter dice roll is Direct Hit, it is Calm, do not move the operatives.
Scenario equipment: Rope 1BP Whenever this operative drops, do not count additional 1" of vertical distance.
Scenario action:
ANCHOR | 1AP |
---|---|
Perform this action while being within control range of a terrain feature with Heavy or Vantage trait. Do not move the operative as the result of Hurricane scenario rule, unless the operative performs activation in which it moves and does not perform this action after all actions in which it moves. If that action was performed with Rope equipment, subtract 1 from Hit stat of this operative's melee weapons. This operative can only perform this action while being equipped with Rope or Grapnel launcher equipment, and cannot perform this action while being within control range of enemy operatives. |
Correction For Wind: Whenever an operative performs the Shoot action or any action that is treated as Shoot action, with the weapon that is not Las-weapon or Missile, and the result of Hurricane rule for this turning point is not the Calm, you must select either:
- Divide the weapon's Range weapon rule by 2, to a minimum of 2". If the weapon does not have the Range weapon rule, it has the Range 8" weapon rule.
- That Shoot action costs 2AP.
Gate Control: There are 2 control panels located in the killzone. Both start the scenario in Closed state. The state can be changed by interacting with the control panel. When both control panels are in Open state, the Gate is Open. Interaction difficulty: 5+ decreasing after each subsequent attempt.
PRIMARY OBJECTIVE
By turning Point 6, friendly operatives must open the Gates. The Scenario end when either all friendly operatives that are not incapacitated escape the killzone through the open Gates (plan A) or enter the underground passage (plan B). Underground passage is only unlockable if the Gates are not open by turning point 6.
Reward: 10BP per each player on Plan A, 5BP per each player on Plan B.
SECONDARY OBJECTIVE
Friendly BRIMSTONE GRENADIER operative must survive the scenario.
Reward: 5BP per each player.
SECRET OBJECTIVE
There will be a secret objective available in the scenario.
Reward:5BP to the player which has completed the objective.
FRIENDLY OPERATIVES
In addition to any operatives the players have selected for the scenario, they have the BLOODED BRIMSTONE GRENADIER operative for this scenario. It does not count toward Follower capacity, and does not require henchman wage.
ENEMY OPERATIVES
IMPERIAL FISTS SPACE MARNE operatives (Aggressive, Siege Specialist, Tactical doctrine).
Initial setup: 1 REIVER SERGEANT, 1 REIVER WARRIOR, 1 ELIMINATOR SERGEANT, 1 ELIMINATOR SNIPER with Las Fusil, 2 ASSAULT INTERCESSOR WARRIOR. All enemy PHOBOS operatives are equipped with Grapnel launcher.
If playing this scenario with more than 3 players, distribute freely following items of equipment between these operatives: 1 Artificier armour, 1 Tilting Shields, 2 Smoke grenades, 1 Krak grenades, 2 Medkits. In addition, in such case, set up 1 additional INTERCESSOR WARRIOR or ASSAULT INTERCESSOR WARRIOR per each Enemy Reinforcements event.
Enemy Reinforcements:
- 1-3: 2 INTERCESSOR WARRIOR
- 4: 1 INTERCESSOR GUNNER
- 5: 1 HELLBLASTER WARRIOR
- 6-7: 1 REIVER WARRIOR (place anywhere in the killzone, preferring Vantage points and locations not visible to friendly operatives)
- 8-9: 1 INFILTRATOR SPECIALIST or INCURSOR SPECIALIST
- 10: 1 ELIMINATOR SNIPER with Las fusil
Whenever it's supposed to be Heavy reinforcements, if there is no STORM SPEEDER in the killzone, add a STORM SPEEDER with Hailstrike wargear and an ASSAULT INTERCESSOR WARRIOR to the Reinforcments enemies group, and that enemy operatives are embarked in it.
EVENT TABLE
Use Manufactorum event table.
SCENARIO MAP
Double table. Use KILLZONE: BHETA DECIMA or KILLZONE: SECTOR MECHANICUS gantries and hubs. Add some KILLZONE: CHALNATH and KILLZONE: VOLKUS small ruins and one large ruin or stronghold. Place the scatter terrain then, including MUNITORUM CONTAINERS.
Players' drop zone within control range of one killzone edge.
MISSION 4A - VENT SHAFTS
You have chosen to pass to the main production plant slowly but safely underground. Heat and leaking currents are showing the way to you.
Short Circuit: First time an operative performs the Operate Hatch action with each hatchway in the killzone, roll a D6. On a roll of 1, the operative suffers D3+1 damage, and the hatchway is not opened. Further it can be opened for 2AP, and cannot be closed.
Emergency Light: During the scenario, operatives not within 6" of the attacker are not valid targets, except the operatives visible to the Projector terrain feature.
PRIMARY OBJECTIVE
At least 2 friendly operatives must escape the killzone from either Route A or Route B escape tiles.
Reward: 7BP per each player, at least one of whose operatives has successfully escaped.
SECONDARY OBJECTIVE
Destroy the Heatsink
Heatsink terrain feature is randomly placed in a closed room. It has the Heavy trait, the Wounds stat of 35, the Save stat of 4+, and ignores melee damage of 4 or less. When this terrain feature is destroyed, each operative within control range of it suffers D3+2 damage.
Reward: 5BP per each player.
ENEMY OPERATIVES
IMPERIAL FISTS SPACE MARNE operatives (Aggressive, Siege Specialist, Tactical doctrine).
Initial setup: 1 HEAVY INTERCESSOR SERGEANT, 1 REIVER WARRIOR, 1 HEAVY INTERCESSOR SERGEANT, 1 INFILTERATOR HELIX ADEPT, 2 ASSAULT INTERCESSOR WARRIOR, 1 INTERCESSOR WARRIOR .
If playing this scenario with more than 3 players, distribute freely following items of equipment between these operatives: 1 Artificier armour, 1 Tilting Shields, 2 Smoke grenades, 1 Krak grenades, 2 Medkits. In addition, in such case, set up 1 additional INTERCESSOR WARRIOR or ASSAULT INTERCESSOR WARRIOR per each Enemy Reinforcements event.
Enemy Reinforcements:
- 1-2: 2 INTERCESSOR WARRIOR or ASSAULT INTERCESSOR WARRIOR
- 3: 1 INTERCESSOR GUNNER
- 4: 1 BLADEGUARD VETERAN SERGEANT
- 5: 1 HELLBLASTER WARRIOR
- 6: 1 BLADEGUARD VETERAN FIGHTER
- 7: 1 REIVER WARRIOR (place in any room in the killzone where there is no friendly operatives)
- 8: 1 HEAVY INTERCESSOR HEAVY GUNNER
- 9: 1 LIEUTENANT WITH STORM SHIELD
- 10: 1 JUDICIAR or CHAPLAIN (whichever does not exist in the killzone).
Whenever it's supposed to be Heavy reinforcements, add 1 ERADICATOR HEAVY GUNNER to the Reinforcments enemies group.
EVENT TABLE
Use Manufactorum event table.
MISSION 4B - TAKE DOWN THE GENERATOR
You have the special mission - to take down the power generator by any means.
Stealth Incursion: At the end of each activation, if any friendly operatives are valid targets to the enemy operatives, the alarm is raised. While the alarm is raised, at the strategy phase of each turning point, if there is less than 3 enemy operatives in the killzone, set up 2 INTERCESSOR or ASSAULT INTERCESSOR operatives in addition to any other effects.
Lights Off: Place a terminal anywhere in the killzone. Each time an operative interacts with that terminal, lights change from on to off or vice versa. While lights are off, operatives further than 6" are not valid targets.
PRIMARY OBJECTIVE
Destroy 2 power generators.
Power Generator terain feature has the Heavy trait, Wounds stat of 30, Save stat of 4+ and ignores melee damage of 4 or less. Whenever an operative moves within control range of power generator, it must roll a D6. On a result of 1, it loses one random item of equipment. On a roll of 2, its random weapon is Depleted.
Exhaust Pipe terrain feature has the Heavy trait, Wounds stat of 18, Save stat of 4+ and ignores melee damage of 3 or less.
Reward: 8BP per each player.
SECONDARY OBJECTIVE
Do not raise the alarm.
Reward: 10BP per each player.
ENEMY OPERATIVES
IMPERIAL FISTS SPACE MARNE operatives (Aggressive, Siege Specialist, Tactical doctrine).
Initial setup: 1 ASSAULT INTERCESSOR SERGEANT equipped with Tilt shield, 1 INTERCESSOR GUNNER equipped with Auspex, 2 ASSAULT INTERCESSOR WARRIOR, 1 INTERCESSOR WARRIOR
Enemy Reinforcements:
- 1-2: 1 INTERCESSOR WARRIOR
- 3-4: 1 ASSAULT INTERCESSOR WARRIOR
- 5: 1 ASSAULT INTERCESSOR GRENADIER
- 6: 1 BLADEGUARD VETERAN FIGHTER
- 7: 1 BLADEGUARD VETERAN SERGEANT
- 8: 1 TERMINATOR WARRIOR
- 8: 1 TERMINATOR SERGEANT
- 10: 1 HELLBLASTER SERGEANT
Whenever it's supposed to be Heavy reinforcements, add 1 TERMINATOR BOMBARDIER to the Reinforcments enemies group.
MISSION 5 - BLOW UP THE POWER CAPACITORS
You close up the heart of the powerplant - the array of plasma capacitors. Now it's the time to blow them up.
Plasma Exhaust: At the strategy phase of each turning point, roll a D6. On a roll of 4+, plasma generators are overheated - operatives have either APL stat of 2 (this overrides any other rules that allow to ignore APL modification) for the turning point, or suffer D3 damage.
Blow Up: Whenever a plasma capacitor is destroyed, all operatives within 3" of it suffer 15 damage.
PRIMARY OBJECTIVE
Destroy 2 Plasma Capacitors and 2 Exhaust Pipes.
Plasma Capacitor terain feature has the Heavy trait, Wounds stat of 20, Save stat of 4+ and ignores melee damage of 3 or less. Whenever a plasma capacitor is destroyed, all operatives within 3" of it suffer 15 damage.
Exhaust Pipe terrain feature has the Heavy trait, Wounds stat of 18, Save stat of 4+ and ignores melee damage of 3 or less.
If the secondary objective in mission 2-4 was completed, that terrain features have Save stat of 5+
Reward: 7BP per each player.
SECONDARY OBJECTIVE
Escape the killzone safely.
After the Exhaust Pipe terrain feature is destroyed, friendly operatives have 3 turning points to escape from the escape killzone edge. All friendly operatives that did not escape the killzone by that time, perform the casualty test and lose their wargear and equipment as if they were incapacitated.
ENEMY OPERATIVES
IMPERIAL FISTS SPACE MARNE operatives (Aggressive, Siege Specialist, Tactical doctrine).
Initial setup: 1 BLADEGUARD VETERAN FIGHTER equipped with Tilt shield, Artificier armour and Auspex.
First time friendly operatives end activation being valid targets for enemy operatives or perform attack against enemy operatives or mission objective terain features (whichever comes first), set up 5 teleportation markers in random killzone rooms. In the Ready Operatives step of the next turning point, set up 5 TERMINATOR operatives (including 1 sergeant and 2 specialists) at these markers using their Deep Strike rule.
If playing this scenario with more than 3 players, add up to 6 items of equipment to TERMINATOR operatives.
Enemy Reinforcements:
- 1-2: 2 INTERCESSOR WARRIOR or ASSAULT INTERCESSOR WARRIOR
- 3: 1 INTERCESSOR GUNNER
- 4: 1 BLADEGUARD VETERAN SERGEANT
- 5: 1 ERADICATOR WARRIOR
- 6: 1 BLADEGUARD VETERAN FIGHTER
- 7: 1 JUDICIAR
- 8: 1 HEAVY INTERCESSOR HEAVY GUNNER
- 9: 1 LIEUTENANT WITH STORM SHIELD
- 10: 1 ERADICATOR HEAVY GUNNER
Whenever it's supposed to be Heavy reinforcements, add 1 CHAPLAIN (any datasheet of them) to the Reinforcments enemies group.