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BFG Armada - Games Workshop

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ARMADA 148<br />

ABADDON’S 13 TH BLACK CRUSADE<br />

SCENARIO TWO: REARGUARD ATTACK<br />

Forces sector wide have been split up into smaller patrols and sent in to cripple or destroy as much of the Chaos rearguard as possible<br />

before they are destroyed themselves. The targeted Chaos forces are experiencing radar malfunctions due to the presence of jammer mines<br />

scattered in their way. The time to strike is now. If the Forces of Order cause enough damage, then these rearguard fleets will be rendered<br />

temporarily ineffective, buying the systems ahead some time to organize their defences. The odds are stacked against the Imperium, but<br />

stealth may just triumph over numerical superiority.<br />

FORCES<br />

Agree a points limit for the battle.<br />

Forces of Disorder: This player is the defender. They may spend up to the<br />

agreed points limit in total on their fleet. Split 25% of this force off as<br />

reinforcements.<br />

Forces of Order: This player is the attacker. They may spend up to half of<br />

the agreed points limit on their fleet.<br />

BATTLEZONE<br />

Set up a 6’ (180 cm) x 4’ (120 cm) table with whatever celestial terrain you<br />

wish for the scenario.<br />

SET-UP<br />

1) The defender deploys his whole fleet first. The defending fleet must be<br />

set up with all the ships facing the sunward table edge and at least 30cm<br />

from any long table edge and 60cm from the sunward table edge.<br />

2) Each defending ship or squadron must be set up at least 10cm away<br />

from all other defending ships or squadrons.<br />

3) The attacker moves any of his ships in from any table edge in his first<br />

turn.<br />

FIRST TURN<br />

The attacker takes the first turn and moves his fleet onto the table.<br />

SPECIAL RULES<br />

Ambushed: For the first D6 turns, all the defender’s ships suffer a -1<br />

Leadership penalty to represent their reduced state of readiness.<br />

Reinforcements: Reinforcements for the Forces of Disorder may enter the<br />

sunward table edge on any turn, including Turn 1. If the reinforcing ships<br />

enter after Turn 1, they may be deployed up to 30cm along the long table<br />

edges for each turn after the first.<br />

For example, a Slaughter class cruiser enters as reinforcements on Turn 4,<br />

so it may be placed on the short table edge or up to 90cm (30cm x 3) along<br />

one of the long edges.<br />

GAME LENGTH<br />

The game continues for eight turns, or until one fleet disengages.<br />

VICTORY CONDITIONS<br />

Both fleets score victory points as normal and the fleet with the highest<br />

victory points total at the end of the battle wins.

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