BFG Armada - Games Workshop
BFG Armada - Games Workshop
BFG Armada - Games Workshop
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ARMADA 152<br />
ABADDON’S 13 TH BLACK CRUSADE<br />
SCENARIO SIX: NAVIGATE THE STORM<br />
Warp Storms have ravaged several sectors, making travel through them difficult at best, and in many cases impossible. Many warp rifts<br />
have opened up along transport channels as a result of these storms. These vital channels have been rendered doubly dangerous by the<br />
disturbing fact that the arriving Chaos fleets have found a way to use the Warp Rifts to their advantage. The transports must continue to<br />
deliver their important cargo on time and so convoy escort fleets have doubled in size to repel any would-be attackers.<br />
FORCES<br />
Chaos Fleet: The Chaos player has 750 pts to spend on a fleet.<br />
Imperial Fleet: The Imperial player has 1000 pts to spend on a fleet. In<br />
addition to this fleet you have 10 Transport ships (page 114 in the <strong>BFG</strong><br />
rulebook).<br />
BATTLEZONE<br />
Set up a 6’ (180 cm) x 4’ (120 cm) table. Each player has eight Warp Rifts<br />
(page 45 in the <strong>BFG</strong> book) and takes it in turns to place these on the table.<br />
Each Warp Rift must be 10cm at least away from any others deployed so far.<br />
SET-UP<br />
1) Both players should set up their fleets secretly. Erect a screen to shield<br />
each board half, or have each player sketch their ship locations onto a map.<br />
Place the fleets in the designated deployment zones as per the map to the<br />
right.<br />
2) Each player reveals their ship locations and places their fleets onto the<br />
table.<br />
FIRST TURN<br />
The Chaos player chooses whether to go first or second.<br />
SPECIAL RULES<br />
Transformation: If a Chaos ship attempts to navigate a Warp Rift and fails,<br />
it is not lost forever. Instead it is transformed into a Daemonship! During<br />
the current Chaos end phase the new Daemonship immediately deploys<br />
via Warp Translation as per the rules for Daemonships on page 41. This<br />
transformation is permanent! Further failed Warp Rift rolls as a<br />
Daemonship will yield the same result as above – ie, during the current<br />
Chaos end phase the ship is redeployed via translation and so on.<br />
Exit Point: The light grey area of the map is where Imperial transports need<br />
to exit the table.<br />
GAME LENGTH<br />
The game lasts until victory conditions are met or no transports remain in<br />
play.<br />
VICTORY CONDITIONS<br />
The Chaos player needs to destroy eight transports and cripple or destroy<br />
50% (points wise) of the Imperial fleet. Imperial ships lost in Warp Rifts<br />
count towards this total. Both of these stipulations must be achieved to<br />
win.<br />
The Imperial player needs to move five transports off the table via the exit<br />
point (see the map) as well as move 25% of his fleet (points wise) off the<br />
same table edge. This 25% may not include crippled vessels. Both of these<br />
stipulations must be achieved to win.<br />
If neither player achieves both of their stipulations, then whichever player<br />
has the higher amount of destroyed (Chaos) or escaped (Imperial)<br />
transports can claim a minor victory.