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BLOOD ANGELS BATTLE MISSION

SURGICAL STRIKE
Surgical Strike is a new Battle Mission specifically designed for the Blood Angels Chapter. You can play this mission as a one-off or, when using the random or themed methods to pick your battle mission, use the Space Marine missions with the Surprise Attack mission replaced with Surgical Strike.

Cut off the head and the body will die.

ordes of aliens and traitors assail the Imperium, and the driving forces behind these foes are the toughest and most devious of their kind. If these ingenious leaders can be removed, their armies will flounder. They may even collapse and destroy themselves altogether as former allies vie to fill the power vacuum. So it is that with one well-aimed blow an entire war can be won. However, the supreme general of an enemy force is no normal foe. They are doubtless the most dangerous and devious of their kind, with an elite cadre of loyal bodyguards to protect them. Furthermore, these high-priority leaders typically orchestrate their wars from the safety of fortified bunkers, shielded fortress or from the bridge of a super-heavy vehicle. There are times though when a commander will choose to lead his troops personally. It is during these fleeting moments, when a generals over-confidence and sense of imminent triumph has left him vulnerable to attack, that the Blood Angels launch a surgical strike. Of all the Space Marine Chapters it is the Blood Angels who have the highest degree of success with these missions: they have honed their craft on thousands of battlefields and their expertise in pin-point jump pack insertion, so crucial to delivering warriors to the right place at the right time, is second to none. Time is of the essence in such missions, for if the enemy general has time to recover his wits and regroup his forces, the Blood Angels risk being overwhelmed. When the opportunity arrives the Sons of Sanguinius attack without hesitation. They descend to battle on wings of fire, the roar of engine thrusters and jump packs heralding the arrival of the Angels of Death. The Blood Angels dive into the core of the enemy army, and with bolter and chainsword they rip out its beating heart.

reason its impossible to deploy a unit, it must go in reserve. The Blood Angels enter play on their first turn from any of the long table edges.

RESERVES

The Blood Angels player may place any or all of his units in reserve. All Blood Angels units that have the Deep Strike special rule must be placed in reserve, and they must arrive using the Deep Strike rules. Other Blood Angels units that are placed in reserve enter play from any of the long table edges. No enemy units may be placed in reserve voluntarily, unless forced to do so during deployment (see above). Enemy units that do enter from reserve enter play from any of the short table edges.

VICTORY CONDITIONS
At the end of the game, each player scores 1 kill point for each enemy unit they completely destroyed, regardless of type. In addition, if the Supreme General (see special rules below) is slain, the Blood Angels player will gain an additional number of kill points. The sooner the Supreme General is slain, the more bonus kill points are earned, as shown in the following table: Game Turn in which Supreme General was slain 1 2 3 4 5 6 7 Bonus Kill Points 6 5 4 3 2 1 0

If the Supreme General is still alive at the end of the game, the Blood Angels automatically loose the game, regardless of the comparative kill point scores. Provided the Supreme General was slain, the player with the highest total kill points wins.

FIRST TURN
The Blood Angels player always takes the first turn.

SURGICAL STRIKE DEPLOYMENT MAP


The Blood Angels will enter play from any of the long table edges. Centre of table. Enemy deploy no more than 12" from centre of table.

GAME LENGTH
The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on the roll of a 1-3, and continues for a 7th and final turn on the roll of a 4+. The game ends automatically at the end of game turn 7.

12"

SPECIAL RULES
Precision Timing: Blood Angels units that have the Descent of Angels special rule automatically Deep Strike on the first turn of the game, rather than rolling for reserves as normal. Blood Angels units that have the Deep Strike special rule and do not have the Descent of Angels special rule re-roll all failed reserve rolls in this mission. Supreme General: One of the enemy HQ units (owning players choice) must be nominated as the armys Supreme General. The Supreme General, and any friendly unit within 12", gains the Fearless and Counterattack special rules when fighting in this mission. In addition, as the Supreme General represents the meanest, toughest, smartest leader in the enemy army, he gains +1 Wounds, Attacks and Leadership (to a maximum of 10).

Enemy reserves may enter from any short table edge.

OBJECTIVES
The objective for the Blood Angels is to kill the enemy general as quickly as possible and inflict as much damage on his army. The objective for his opponent is to protect his general.

Set-up Summary
The enemy player deploys his entire army within 12" of the centre of the board. Blood Angels enter play on their first turn from any long table edge. No enemy units may be placed in reserve, unless they cannot be placed normally. Any Blood Angels units may voluntarily start the game in reserve.

DEPLOYMENT
The enemy must deploy his entire army within 12" of the centre point of the table, starting with his HQ unit(s). If for any

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