BFG Armada - Games Workshop
BFG Armada - Games Workshop
BFG Armada - Games Workshop
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ABADDON’S 13 TH BLACK CRUSADE<br />
SCENARIO FIVE: DAEMON BLOCKADE<br />
Reinforcements en route to the Belis Corona and Scelus sectors find themselves having to penetrate various Chaos blockades. This is risky<br />
business indeed. Admirals find themselves having to move as fast as possible through treacherous minefields and withering amounts of<br />
firepower. Surprise is the only thing on their side. To make matters even more difficult, there are reports that the ruinous powers have<br />
infused orbital mines with Daemonic power. This can only be a bad thing.<br />
FORCES<br />
Agree on a points value total for the battle.<br />
The Chaos fleet will act as the blockading fleet.<br />
Chaos Fleet: The blockading player may spend up to the agreed points value<br />
minus 100 on his fleet. In addition to the chosen fleet this player receives ten<br />
daemon mines, which follow the special rules below.<br />
Forces of Order: The attacker (attempting to break the blockade) may spend up<br />
to half the agreed points total on ships.<br />
BATTLEZONE<br />
Set up a 6’ (180 cm) x 4’ (120 cm) table. The blockading force is stationed on<br />
the edges of the system, so the battle will take place in either the outer reaches<br />
or deep space.<br />
SET-UP<br />
Divide the table lengthways into thirds, as shown. The blockading player then<br />
sets up his fleet. Roll a D6 for each blockading ship, squadron or Daemon mine<br />
to determine which third of the table it is deployed in. Blockading ships may<br />
start facing in any direction, but may not be placed within 60cm of the attacker’s<br />
table edge. The attacker then sets up his force within 15cm of his table edge.<br />
FIRST TURN<br />
Players roll a D6. The player who rolls the highest decides who goes first.<br />
SPECIAL RULES<br />
Daemon Mines: These function as the orbital mines on page142 of the <strong>BFG</strong><br />
book except:<br />
* They move 10+D6 cm each ordnance phase.<br />
* A Daemon mine will devour any enemy ordnance it comes in<br />
contact with no repercussions, except for fighters. Yes, this means<br />
torpedoes too!<br />
* When enemy fighters contact a Daemon Mine, roll a D6. On a roll of 4+,<br />
the Mine remains in play. Remove the enemy fighter counter from play<br />
regardless of the outcome.<br />
GAME LENGTH<br />
The game lasts for six turns.<br />
VICTORY CONDITIONS<br />
Both players score victory points for destroying and crippling enemy ships<br />
as normal. In addition, the attacker scores victory points equal to the points<br />
value of any ships that he can move off the table via the blockading player’s<br />
table edge. Crippled ships are worth a quarter of their points value if the<br />
attacker can get them off the table. Daemon Mines that are destroyed (not<br />
detonated) are worth 10 pts each to the attacking player. The side with the<br />
most victory points wins.<br />
151<br />
ARMADA