Warhammer 40K League: A New Base of Operations; Week 7

Apr
20

Warhammer 40K League: A New Base of Operations; Week 7

A NEW BASE OF OPERATIONS (week seven in a nine-week narrative campaign)

Week 7 “Pirates!”

Finally, after months of waiting, your resupply arrived. The timing could not be more perfect for sensors have finally pin-pointed the exact location of the mysterious power source to a building at the center of the ruins. Your recent advance into the city has provided somewhat of a “beachhead” within sight of the target building. The newly arrived units are rushing to reinforce the remnants of your depleted expeditionary force and preparing an assault to claim the power source. However, enemy forces are also mobilizing towards the building. They must have observed your deployment activities and guessed their purpose.

Additionally, your advanced scouts have detected a defense force protecting the power source building. What can only be the pirates, a rag-tag group are watching the approach streets from the roof of the building, using its curtain wall as cover. They appear to be wearing the clothing and using the equipment from the original (lost) Imperium research team. It is safe to assume they are not going to relinquish control of the building or the power source willingly…

THE ARMIES

Chose a Battle-Forged army at 1750 points. Standard Force Organization Charts, Detachments, and Formations must be followed.

THE BATTLEFIELD

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. Primarily urban/ruined terrain pieces are recommended. Place the building terrain at the center of the battlefield to represent the location of the power source.

OBJECTIVE MARKERS

Six objective markers will be placed using standard methods. Each objective marker must be at least 12” from another marker. Additionally, the building at the center of the terrain will represent the primary objective. Players will generate six Tactical Objectives at the start of the game.

DEPLOYMENT

Use Dawn of War deployment. Players must deploy using the Standard Deployment Method. Additionally, deploy the ten-man squad of pirates on the roof of the building (primary objective).

FIRST TURN

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.

GAME LENGTH

This mission uses Variable Game Length.

VICTORY CONDITIONS

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.

Primary Objective

Achieve as many Tactical Objectives as possible. In each turn after the first, the number of active Tactical Objectives will decrease by one (6-5-4-3-2-1). Essentially, the number of Tactical Objectives in your “hand” is equal to seven (7) minus the turn number. If, at the start of your turn, you have more active Tactical Objectives than this number, you must discard Tactical Objectives of your choice until you have the correct number remaining. If, at the start of your turn, you have fewer active Tactical Objectives than the number indicated, you must instead generate new Tactical Objectives until you have the correct number. A player may choose, at the end of any turn, to discard one unwanted Tactical Objective. In addition to Tactical Objectives, any player that controls the power source building (primary objective) in the center of the battlefield at the end of their turn earns one victory point. NOTE: The pirates have the Objective Secured special rule and contest control of the building.

Secondary Objectives

Slay the Warlord, First Blood, Linebreaker

Mission Special Rules

Mysterious Objectives (optional), Night-Fighting (optional), Reserves, Tactical Objectives

The pirates function as an infantry unit with a sergeant/leader aka Rogue Trader. They will not leave the roof of the building. If a failed morale test would cause them to run away, they will instead Go To Ground. They receive a 5+ cover save from a low parapet that surrounds the building’s roof.

The pirates are under the control of the opponent player each and every turn. In each player’s turn, the pirate’s actions occur in the same phase as the active player, but after the active player has acted. For example, player ‘A’ moves during the Movement phase. At the end of player A’s Movement phase, the pirates receive a Movement phase, under the control of player ‘B’. This process continues through the turn until player A’s turn ends. Then it becomes player B’s turn and control of the pirates reverts to player ‘A’.

One pirate operates an autocannon, while the rest fire autoguns. They each have simple, close-combat weapons, but the leader has a power sword stolen from the weapon’s locker in the ship of the Imperium’s original research team. They contest control of the building until their unit is destroyed.

Note: If the pirates are locked in close-combat, they will continue to attack that unit during every assault phase regardless of which is the active player even if that means the player is using them to attack his own unit/s. The pirates attack in every Fight sub-phase, while players only attack on their turn.

 

 WS   BS    S    T   W     I    A    L  AS
Rogue Trader 3 3 4 4 2 3 1 8 5+
Pirates 3 3 3 3 1 3 1 7 5+

 

R S AP Type
Autogun 24″ 3 Rapid Fire
Autocannon 48″ 7 5 Heavy 2
Auto Pistol 12” 3 Pistol
Close-Combat Weapon User Melee
Powersword User 3 Melee
Frag Grenade 8″ 3 Assault 1, Blast

BATTLE EXPERIENCE

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.

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