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Space Hulk Scenario

In this scenario the players reenact the boarding of one party (the attacker) onto a space hulk
infested by foes (played by the defender).

The Armies
Choose an army to an agreed points limit. The defending player gains 25% more points to use for
army creation.

The Battlefield
Place the tiles in a 5x3 configuration. The last tile may be placed by the attacking player to represent
his drop zone. This tile must be placed at the attackers narrow board end.
Defender
Deployment
Zone

Select one of
these tiles for
your Drop Zone

Place a single objective in a randomly determined tile from the encircled area.

Deployment:
Roll-off for deployment normally.
The Defenders deployment zone consists of the 3 tiles that make up the narrow board edge the
furthest away from the attackers drop zone. He may place any of his units in Reserve.
Any units in the Defenders Reserves gain the Acute Senses and Outflank special rules.
The attacker places as many models as he wishes onto his drop zone tile. All other units enter using
the Reserves rule, or may deploy using the Deep Strike rule, if they have it.
At the end of his Movement Phase during his first turn, the Attacking player must roll a D6 for each
unit in his army that is being held in Reserve. It the roll is a 3 or more, that unit arrives on the board
immediately.

First Turn
The Attacker automatically has the first turn. The Defender cannot Seize the Initiative during this
mission.

Game Length
This game uses the Variable Game Length rule with the following modification: Players only begin
rolling at the end of game turn 15.

Victory Conditions
At the end of the game, the player who has scored the most Victory Points is the winner. If both
players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the Game, the objective marker is worth 3 points to the attacker if he controls it. If the
attacker does not, the defender gains 3 Victory Points.
Secondary Objectives
Slay the Warlord, First Blood, Attrition

Mission Special Rules


Reserves, Firestorm and Shrapnel, Nowhere to hide

New objectives and rules


Attrition
At the end of the game, the side that has destroyed the most enemy units gains a Victory Point. If
both sides destroyed an equal amount of enemy units, neither side gains a Victory Point.
Firestorm and Shrapnel
Weapons with blast markers and templates gain the Shred special rule. If a weapon already
possesses the Shred special rule, this weapons has its Strength increased by 1.
Additionally, if a Scatter roll takes a Blast markers centre point into contact with a bulkhead wall, it
detonates on contact with the wall. Resolve the weapons effect from this spot. The portion of the
blast that crosses and lies beyond the line of the wall is lost.
Nowhere to hide
When fighting in a Zone Mortalis environment, the victorious side in an assault may re-roll their
Sweeping Advance roll if they wish.
Upon failing a Morale test, a units first fall back move is directly away from the enemy, and
subsequent moves are towards the nearest exit unblocked by the presence of enemy models.

Impact!

Power surge!

A chunk of space debris has struck


the Harbringer.

The taint of the Warp makes the


power circuitry of the Harbringer
act up unexpectedly.

Randomise a tile. That tile counts


as difficult terrain for all models
moving on that tile until the end of
the current game turn.

Randomise a tile. All models on


that tile must take a Blind test as
bright lights and sparks lit up the
gloomy dark of the space hulk.

Impact!

Power surge!

A chunk of space debris has struck


the Harbringer.

The taint of the Warp makes the


power circuitry of the Harbringer
act up unexpectedly.

Randomise a tile. That tile counts


as difficult terrain for all models
moving on that tile until the end of
the current game turn.

Randomise a tile. All models on


that tile must take a Blind test as
bright lights and sparks lit up the
gloomy dark of the space hulk.

Impact!

Power surge!

A chunk of space debris has struck


the Harbringer.

The taint of the Warp makes the


power circuitry of the Harbringer
act up unexpectedly.

Randomise a tile. That tile counts


as difficult terrain for all models
moving on that tile until the end of
the current game turn.

Randomise a tile. All models on


that tile must take a Blind test as
bright lights and sparks lit up the
gloomy dark of the space hulk.

Impact!

Power surge!

A chunk of space debris has struck


the Harbringer.

The taint of the Warp makes the


power circuitry of the Harbringer
act up unexpectedly.

Randomise a tile. That tile counts


as difficult terrain for all models
moving on that tile until the end of
the current game turn.

Randomise a tile. All models on


that tile must take a Blind test as
bright lights and sparks lit up the
gloomy dark of the space hulk.

Hull Breach

Warp Taint

A large chunk of space debris


crashed into the Harbringer!

Its voyage through the Warp has


left Harbringer tainted beyond
reproach.

Randomise a tile, then roll a d6 and


consult the table below.
1-2: Tossed around: all models on
the tile take a S2 AP- hit.
3-5: Breach: all models on the tile
take a S4 AP- hit.
6: Catastrophic breach: all models
on the tile take a S5 AP5 Rending
hit.

During this game turn, at the start


of each players Psychic Phase, the
current player nominates any one
model from his force. That model
gains the Psyker (Mastery 3) for
the duration of that Psychic phase
and must attempt to manifest the
Summoning psychic power.
The model loses the Psyker
(Mastery 3) special rule at the end
of the Psychic phase.

Hull Breach

Warp Taint

A large chunk of space debris


crashed into the Harbringer!

Its voyage through the Warp has


left Harbringer tainted beyond
reproach.

Randomise a tile, then roll a d6 and


consult the table below.
1-2: Tossed around: all models on
the tile take a S2 AP- hit.
3-5: Breach: all models on the tile
take a S4 AP- hit.
6: Catastrophic breach: all models
on the tile take a S5 AP5 Rending
hit.

During this game turn, at the start


of each players Psychic Phase, the
current player nominates any one
model from his force. That model
gains the Psyker (Mastery 3) for
the duration of that Psychic phase
and must attempt to manifest the
Summoning psychic power.
The model loses the Psyker
(Mastery 3) special rule at the end
of the Psychic phase.

Dimensional shift

Warptainted carnage.

Fell magics warp and shift the very


reality.

The taint of the Warp amplifies


violence and tears at the souls of
mortals.

Randomise a tile. Then roll a d3.


Turn the selected tile 90, the
number of times indicated by the
d3.

For the duration of this player turn,


each unit that declares a shooting
attack or a charge gains the
Rending special rule and gains a
Soul Blaze marker as if it had
suffered an unsaved wound from a
weapon/model with the Soul Blaze
special Rule.

Dimensional shift

Warptainted carnage.

Fell magics warp and shift the very


reality.

The taint of the Warp amplifies


violence and tears at the souls of
mortals.

Randomise a tile. Then roll a d3.


Turn the selected tile 90, the
number of times indicated by the
d3.

For the duration of this player turn,


each unit that declares a shooting
attack or a charge gains the
Rending special rule and gains a
Soul Blaze marker as if it had
suffered an unsaved wound from a
weapon/model with the Soul Blaze
special Rule.

Dimensional shift

Warptainted carnage.

Fell magics warp and shift the very


reality.

The taint of the Warp amplifies


violence and tears at the souls of
mortals.

Randomise a tile. Then roll a d3.


Turn the selected tile 90, the
number of times indicated by the
d3.

For the duration of this player turn,


each unit that declares a shooting
attack or a charge gains the
Rending special rule and gains a
Soul Blaze marker as if it had
suffered an unsaved wound from a
weapon/model with the Soul Blaze
special Rule.

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