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BATTLE FOR HADES HIVE

Briefing
In the Second Battle for Armageddon, Thrakas Ork forces thunder across the planet in a bloody campaign, eventually coming up against Commissar Yarricks stalwart defenders of Hades Hive. Battle rages everywhere, can the defenders hold the Green Tide back, and will the Blood Angels strike force arrive before the Hive falls?

Forces
Imperium 9000pts Commissar Yarrick and Imperial Guard Defenders Dante and Blood Angels Strike Force Orks 10,000pts Ugulhards Boyz Big Mek Lugnutz Oiler Krew

Deployment
The attacker places all of his forces within 12" of his table edge. No units may be held in reserve unless they enter play via deep strike. The defender then places all of his troops on the board. He may place his models anywhere on the board providing that they are more than 18" away from any attackers. The defender may keep models in reserve, see the special rules for more details.

First Turn: The Orks (as the attackers) take the first turn.

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Mission Objectives
There is a variety of objectives during a massive scale battle such as the Battle for Hades Hive. 1. Critical Objectives The defender places three objectives (Comms Arrays) between 6" and 12" of the hive-edge of the board. The attackers are willing to risk all to gain a foothold in the city. The attackers gain 10 objective points if at the end of any turn there is an unengaged Viable Unit touching either of the Critical Objectives and the Activation Roll is passed. (Bystander rolls a D6, if 5 or 6, station is active this turn). 2. Minor Objectives There are several minor objectives around the board in No Mans Land, these can be captured by either side. At the end of the game, a unit controlling these gains 4 objective points. 3. Kill Points Each Kill Point gives 1 objective point to the opponent.

Special Rules
Viable Units: The forlorn hope is all about pouring men and resources into the breach in the hope that they can crack open the defences. Rank is of no consequence and survival is unlikely. A viable unit is any squad or monstrous creature that is unbroken or any vehicle that is mobile and has a Weapon Skill characteristic (so you cant whizz in and steal the objective with a Trukk or super-charged Rhino). The Bombardment: As the attack is launched command will fire a vast quantity of ordnance at the defenders in the hope of forcing them to keep their heads down. In the first attacker Shooting phase, the controlling player should first resolve the bombardment. Place D6+1 small blast markers on the battlefield and scatter them as normal (Ballistic Skill 2). Models touched by the blast markers suffer a Strength 5, AP 6 hit. Any units that suffer casualties must immediately take a Pinning test. The Withering Hail: Advancing into breach is tantamount to walking into the jaws of hell the defenders will pour firepower onto the foe, desperately poking guns over parapets and firing wildly in the hope of whittling down the foe. Before the attacker takes his first turn, every infantry model in the defending force may fire a single weapon with BS2. Endless War: Each unit that is removed (excluding Super Heavies and Flyers) can return onto the board the following turn, as though entering from reserve (this must also be the same method they use to enter, e.g. if they deep strike in to begin with, they deep strike when returning). Units that started on the board, must come in from their board edge. It is an identical unit that returns onto the board. Units that have a dedicated transport can remove their transport (if the unit has died but transport still going) to return onto the board (the driver goes back to taxi a fresh load of guys!)

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Imperial Characters
Young Commissar Yarrick Captain Mortiar Librarian Calisturius Librarian from Codex: Blood Angels Psychic Powers: Wings of Sanguinius and Unleash Rage Plasma Pistol and Force Weapon If Calisurius is killed, from the next turn roll a D6, on the result of a 5 or 6, he returns as Mephiston, Lord of Death, using the rules from Codex: Blood Angels. Roll each turn until he shows up or game has ended. 120pts Space Marine Captain from Codex: Blood Angels Power Sword, Iron Halo, Melta Bombs, Eternal Warrior The Chosen: If Moriar is still alive at the end of the battle, the opponent gains 1 Objective Point. Blade Fury: Re-rolls failed To-Hit rolls in Combat 140pts Commissar Yarrick, as per Codex: Imperial Guard Remove Battle Klaw, Force Field and Bale Eye Replace with Refractor Field and Power Sword 170pts

Sergeant Tycho

Commander Dante

Sergeant of a Tactical Squad, chosen from Codex Power Weapon, Bolt Pistol, Bolter. If Captain Mortiar is killed by the enemy, Tycho is promoted and becomes Captain Tycho from Codex. Including all Wargear changes. 50pts

As per Codex: Blood Angels

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Ork Characters
Warboss Ugulhard Warboss stats from Codex: Orks Power Klaw, Twin Linked Shoota Cybork Body, Bosspole, Eavy Armour Tuskas Elmet: +D3 attacks when charging, rather than +1. Red Mist: Ugulhard takes a LD test at start of Assault phase, if passes, he can re-roll failed to-hit rolls. If he fails, then the enemy re-rolls their hits against him 140pts

Big Mek Lugnutz

Dregrot UrtyEad

Ork Big Mek from Codex: Orks Power Klaw Kustom Force Field Master Protector: Once per turn, a vehicle claiming a cover save using Lugnutzs Force Field, may re-roll the result if it fails. 140pts

Ork Weirdboy from Codex: Orks Warphead Upgrade Big Ead: Dregrot can use 2 powers per turn, roll for each one separately. 110pts

Thanks
This is a display game by Manchester Area Wargames Society, for Phalanx 2011. For more information about Manchester Area Wargames Society (MAWS) check out our website: www.maws.org.uk and our blog http://maws40k.blogspot.com Thanks to all those involved and everyone who enjoys the game!

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