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BFG Armada - Games Workshop

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ABADDON’S 13 TH BLACK CRUSADE<br />

SCENARIO THREE: ALIEN INTERVENTION<br />

A Chaos fleet thought to have abandoned the sector of Chinchare is instead found raiding a space hulk orbiting Van Sele's World. Once this<br />

news reached Imperial command, a force was quickly gathered in an attempt to surprise the traitors and crush them. However this was<br />

not to be. Imperial scouts were spotted by the Chaos fleet. The Forces of Order now sped into a trap they know nothing about and all seems<br />

to be in favor of the evil forces aligned against them. That is until their sensors began picking up traces of nearby Eldar ships...<br />

FORCES<br />

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

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

agreed points limit in total on their fleet.<br />

Forces of Order: This player is the defender. They may spend up to 75%<br />

of the agreed points limit on their fleet. The remaining 25% of this force is<br />

chosen from the Eldar list as reinforcements. This is a great opportunity to<br />

get a friend to join you and play the separate Eldar fleet along with you.<br />

BATTLEZONE<br />

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

wish, except that you must include one planet and a drifting hulk<br />

anywhere within 30cm of the table centre.<br />

SET-UP<br />

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

set up within 30cm of the table centre line.<br />

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

facing in the same direction.<br />

3) The attacker sets up all his ships within 20cm of either short table edge.<br />

FIRST TURN<br />

The attacker rolls 2D6 and the defender rolls a D6. High roll chooses who<br />

goes first.<br />

SPECIAL RULES<br />

Eldar Reinforcements: The Eldar, fickle as they are, arrive as<br />

reinforcements randomly. Roll a D6 at the start of the Forces of Order<br />

player's 2nd turn and consult the chart below:<br />

TURN NUMBER 2 3 4 5 6<br />

Eldar fleet arrives on... 4+ 3+ 2+ 2+ Auto<br />

When the Eldar arrive, the entire fleet enters play from one of the long<br />

table edges.<br />

GAME LENGTH<br />

The game continues for eight turns, or until one fleet is left on the table.<br />

VICTORY CONDITIONS<br />

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

victory points total at the end of the battle wins.<br />

149<br />

ARMADA

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