|
|
The Armies of the 41st Millennium
To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. This is the tale of those times. It is a universe you can live in today - if you dare - for this is a dark and terrible era where you will find little comfort or hope. If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the promise of progress and understanding, for there is no peace amongst the stars, only an eternity of carnage and slaughter and the laughter of thirsting gods.
Averlon III is a Terran mining world recently acquired by the Empire. Over the last several years, it has grown to include other diverse industries, but primarily serves to further the Imperial War Effort by supplying strategic metals and ore. It has only two major settlements:
Averlon, near the Krepp Mountain Range, is the major mining and ore processing station. It is located in a temperate, but dryer part of the planet. Not desert, but arid with mountains, crags, and passes.
Paradise, the second major populated facility is located 500 miles to the southeast, along the coast of the Emperor's Ocean. Paradise is located on a plain surrounded by dense jungle and serves as a vacation spot for those miners from Averlon on holiday. Additionally, it has several refining facilities on the outskirts, which supply oil for various rubber and plastics products to further the war effort. It is also the seat of the planetary governor.
The remainder of Averlon III is uninhabited by anything other than the indigenous flora and fauna. Because the world is relatively new to the Empire, vast portions remain unexplored - although new satellite data has begun to fill this gap.
Recently, while passing over the Krepp's Mountains, by chance an exploration satellite picked up a small settlement near the Krepp's Peak area. Closer examination revealed that the "settlement" was in fact a bunker network and supply depot for Chaos Marines of the Iron Warriors Chapter.
Unbeknownst to the planetary governor, the Chaos Marines have been constructing a supply depot and landing pad for the purpose of expanding their hold on this world. Their ultimate goal is the capture of the world for the Iron Warriors, and enslavement of the entire population, but the Terran Forces do not know this for certain.
It is the job of the nearest Marine Chapter (in this case Ultra Marines - or a chapter based off the ULTRA MARINES Codex) to go in, capture and interrogate the Chaos Commander to determine exactly what the Chaos Marines are planning for Averlon III. Without this information, no clear plans of action can be taken for Averlon III, and it's entire migrant worker population is at risk for being tainted by the horrors of the warp.
The board used should be 4x8 ft. The terrain description is as follows: mostly gray rocky crags on the Ultra-marine deployment area with a couple of small spires (say maybe 1 every 2 feet) for cover. Ultra Marines area is relatively flat. Chaos Marines have a trench and bunker complex on the opposite table side on a small rocky hill. The complex extends into the table 18", and is two feet wide. Place the hill so that the peak would be spilt by 4' of board on either side. Trenches go basically in a U shape around the hill and have two levels. A lower level at the base, and a level about 4" behind that one. Trenches should also be connected at several key points and not be a complete semi-circle (should be a few breaks in between the U's). There is a communications bunker behind this second trench line (overlooks the entire field), and slightly behind that and to the left (facing the Ultra Marines side of board) there is a sizable supply depot - 4"x8" should do nicely - but it should be behind the trenches. The comm. bunker should be placed within 12" of all trench areas if possible.
The chaos forces set up first but can set up HIP (hidden in place) in any trench section and even the communications bunker. Exception: If the Chaos player takes one squad of terminators or any character in terminator armor, they may not hide. To deceive Ultra Marines players as to the Chaos forces exact locations, they are allowed to get 3 chits for every 2 actual squads they will place on the board. The chits are placed as normal squads would be, face down. Use chits that can be distinguished between dummy counters and squads and place them in the trenches, or around the supply depot and bunker. Any chit can be shot at (by template weapons), but requires a 6 to hit. In the case of template weapons, only a direct hit on a chit (i.e. a '6') will cause members of a hidden squad to take casualties. Note that a direct hit by a template weapon does not mean that the chit is covered by the template. Randomize hits accordingly. Once the Chaos Marines either shoot back at the enemy or a squad takes a casualty, they will loose hidden status.
The Ultra Marines forces can setup anywhere on their own board side up to 12" into the table. If they choose to set up on either flank of the table, they must begin on the board edge. They may not setup on the Chaos Marine player's side.
Because the site being assaulted is remote, the Ultra Marines will need to be brought in by Thunderhawk Gunship. This means that they may only take skimmer vehicles for support. No tracked, wheeled or dreadnought vehicles can be used. The Ultra Marines get to pick 2500 pts., with at least 50% of their force allocation comprised of assault squads or terminators, and may take no infiltrating scouts.
The Chaos player may take 1500 pts. and may not take vehicles, dreds, demons, models with chaos marks (including special marine types). The Chaos player make take up to one squad of veterans and one squad of terminators but the veterans may not infiltrate.
Neither side may take Wargear, Special Characters, Allies or Psykers. Neither side may use teleporting termies or i nfiltrating characteristics of troops.
The bunker complex is well prepared against any attack, and has been constructed accordingly. Iron Warriors are the mas ters of s uch feats and to represent this, any model protected by a trench or bunker gets +1 added to their armor save. Because the trenches are hardened targets with veiwports/slits etc., all models in these locations are at -2 to hit. Note that if an Iron Warrior is in Hand-to-Hand with an Ultra Marine opponent OR an Ultra Marine is firing from inside the same trench section that an Iron Warrior is in, the +1 armor save will be lost. The -2 modifier is lost under normal terrain modifier situations (i.e. insi de same continuos trench with clear LOS, no modifier). Ultra Marines will also benefit from the +1 armor modifier if they take a section of trench and are being shot at.
The communications bunker has 22 armor on all locations, and takes 30 wounds to destroy. The supply depot has T5 and takes 100 wounds to destroy.
The chaos lord can be captured by "killing" him in hand-to-hand combat. To capture or defend a supply depot or bunker, there must be troops of yours in those locations and no enemy may be within 12" by game's end.
Primary Objective: Capture (+10 v.p.) or kill (+3 v.p.) the Chaos Commander
Secondary Objective: Capture (+3 v.p.) or destroy (+2 v.p.) the comm. bunker and/or supply depot. V.p. are awarded for each objective completed.
Tertiary Objective: Kill as many Chaos Marines as possible. Normal v.p. awarded
Primary Objective: Escape with the Chaos Lord intact. Variable v.p.s are awarded depending on the number of turns you stay on the board. If the chaos lord leaves on turn #4, +4 v.p. are awarded. If he leaves on turn #5, +6 v.p. are awarded. If he leaves on turn #6, +8 v.p. are awarded. Should the chaos lord be standing defiant (no enemy within 12") and be fighting the enemy (facing or shooting enemy) on turn 6, +10 v.p. are earned.
Secondary Objective: Defend the supply depot and comm. bunker. +3 v.p. earned for each successful one.
Tertiary Objective: Kill as many Ultra Marines as possible. Normal v.p. awarded for squads, v.p. X 2 if the Chaos Lord is solely responsible for killing or breaking an enemy.
Dark Eldar troops and vehicles emphasise speed and firepower at the expense of heavy armour, and so they avoid long firefights and large frontal assaults. Instead they scythe round the flanks and rear of the enemy, using their fast Raider transports to make slashing hit and run attacks and cut down the enemy's strength ready for the final killing blow. They use the same tactics on the defensive, harrying the attacker from cover, falling back when the enemy get too close, then launching a vicious counter attack after the attackers have been bled white.
Morheck
on
I'm 15 years old, from New Jersey, USA.
But Hey....In the meantime why not check out the link below to get your own 20MB of free webspace? Oh yeah one more word to the patient veiwer's of this site. I LOVE HEATHER! SHE IS JUST SO HOT! Hopefully I'll get some pictures of her on the web.If any of my friends knows her phone number call Bui. If you just happen to have any pictures of her give 'm to me. I'll put it on my site,and I'd like to say Hi to some of my friends like Alkesh,Colin, and HEATHER
|
This page has been visited
|