A NEW BASE OF OPERATIONS (week three in a eight-week narrative campaign)
Week 3 “The Wreck”
The initial skirmish battles have been brief and both sides, unprepared for the other, have withdrawn to reconsolidate their forces. The cosmic storm ravaged the planet’s surface for nearly a month, during which time neither you nor your enemy braved the hazard a second time. In the meantime, you have been instructed to continue harassing the enemy keeping them from gaining a firm foothold on Plaxus while attempting to establish your own position. Reinforcements have been deployed from home-world, but it will be some time before they arrive.
While continuing the search for the elusive and intermittent power source, sensor scans observed what appears to be a wrecked and burning aircraft outside of the city ruins. Limited visual scans of markings on the vehicle confirm it is not of your enemy nor any known organization in the data files. Who (or what) does this vehicle represent? Protocol dictates an investigation so you have deployed a science officer escorted by a small battle-ready force. En-route, early warning systems alert you to the presence of your enemy approaching the site of the wreck. They must have also discovered the vehicle and intend to examine it themselves or at least stop you from doing so…
Chose a Battle-Forged army at 1250 points. Standard Force Organization Charts, Detachments, and Formations must be followed. No Fortifications or Lords of War.
This narrative will make use of a standard 4×6 battlefield using d6+2 pieces of terrain. Terrain must be placed at least 5” from another terrain piece. A mix of ruins and natural terrain pieces is recommended. Place a terrain marker to represent the burning, wrecked vehicle at the center of the battlefield.
Four objective markers will be placed using standard methods. No objective marker can be placed within a starting zone and must be at least 12” from another marker. Players will generate three Tactical Objectives at the start of the game. Discard all tactical objectives for Objective Markers #5 or #6 and generate a replacement objective.
Use Dawn of War deployment. Players must deploy using the Standard Deployment Method.
The player that deployed first can choose to take the first or second turn in round one. If they decide to take the first turn, their opponent can attempt to Seize the Initiative.
This mission uses Variable Game Length.
At the end of the game, the player who scored the most Victory Points is the winner. If both players have the same number of victory points, the game is a draw.
Achieve as many Tactical Objectives as possible. If at the start of your turn, you have fewer than three active Tactical Objectives, generate new Tactical Objectives until you have three. A player may choose, at the end of any turn, to discard one unwanted Tactical Objective.
The wrecked vehicle is the primary objective. Earn a victory point at the end of your turn if you control the primary objective.
Slay the Warlord, First Blood, Linebreaker
MISSION SPECIAL RULES
Night Fighting (optional), Reserves, Tactical Objectives
This sector of planet Plaxus is unstable due to subterranean volcanic action. Beginning at the start of round two, roll a d6. If the result is equal to or less than the game round, an earthquake shakes the ground. This disrupts all shooting attacks and they can fire only snap shots. Flyers are affected as well because their target is being shaken violently making targeting problematic. Blast, Ordinance, and Template weapons can still fire, but scatter (if applicable) the full 2d6 regardless of Ballistic Skill. The effect lasts for only one game round, but can re-occur in subsequent rounds. For each previous round of earthquake, add one (+1, cumulative) to the die roll when determining future earthquakes. The chances of an aftershock decrease with frequency.
To simulate the ongoing effects of previous encounters as this narrative progresses, the following apply.
- If you won the previous match, you may deploy up to 2” beyond your standard Deployment Zone.
This simulates your Warlord pressing the advantage against his enemy. In earnest, he has deployed the army beyond normal protocols to try and catch his enemy off guard and finish them quickly.
- If you lost the previous match, you will receive a +1 to either your roll to determine which player deploys first, or to your Seize the Initiative roll (your choice). This bonus must be declared prior to rolling any dice.
This bonus simulates your Warlord’s desperation to counter the enemy’s previous success and push them back.
- If your warlord survives AND you win the match, your warlord* will receive a +1 to either their Weapon Skill or Ballistic Skill for the next match. This bonus is not conferred to other units/models even if special rules for the warlord normally permit them to use his Ballistic/Weapon Skill. Also, the bonus is not cumulative and onlyapplies to the following match. However, this bonus can be extended with additional victories.
This bonus simulates your Warlord’s improved battle skill through experience and victory.
* This narrative assumes you will play future matches with the same warlord. You are certainly permitted to change warlords/army lists, but you forfeit the bonuses accrued if you do so.
- If your warlord is slain, it will return with one fewer wound in the following match**. However, the Warlord as well as all unit Sergeants will receive a +1 bonus to their Leadership stat. These bonus/penalties are not cumulative and only apply to the following match. However, they can be extended with additional loses.
This simulates your Warlord’s injuries have not completely healed after the previous match, but his desperate resolve is an inspiration to his troops and they rally to him in stern determination.
** while changing warlords is certainly allowed, you cannot avoid this battle experience affect, by doing so. Regardless of which warlord you bring to the next game, it will be affected by these adjustments.