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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.

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