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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

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