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CAVE FIGHTING

Games fought within the cave system use the Skirmish rules with the following exceptions. Games played in cave systems should be no larger than 150-200 points. Its Tight in Here: The cave system is made up of caverns joined by narrow tunnels, restricting access. Only infantry units can be used in games fought in cave systems. Squares: Movement within the cavern system is measured in squares rather than inches. Range is also measured in squares but it is halved, e.g. 24 becomes 12 squares. Fall Back: Units that fall back during the game do so towards their entrance point on the board.

SETTING UP TERRAIN
When playing games in a cave system you can either decide the cave layout beforehand or each player takes it in turn to place a tile until you run out or both players decide to stop adding. When building the board make sure to choose a number of entrance points, ideally four to six.

CAVE-IN!
Certain weapons are powerful enough to cause cave-ins. When firing a weapon of S7 or higher roll a D6 and consult the chart below and apply the result. However if the firer misses with their to Hit roll then any effect is measured from them rather than the target. If the blast marker for a S7 or higher weapon touches a cave wall then you must roll on the Cave-In! chart below.
12 34 Dust falls from the ceiling and the walls shake slightly but nothing happens. The cave walls shake and rocks fall from the ceiling. Any unit or model within a distance equal to the weapons strength, from the target, dives for cover and must take a pinning test. The cave walls shake violently and rocks fall from the ceiling. Any unit or model within a distance equal to the weapons strength, from the target, dives for cover and must take a pinning test. In addition they take D3 S10 hits at AP1.

5-6

MISSIONS
The Skirmish missions have been slightly altered to reflect the change in playing style but are selected as normal. An additional mission has been included in order to connect up the Cave Fighting missions with the standard Skirmish scenarios. You can either play the suggested Sabotage mission or randomly generate one.

EVENTS
Replace the Event Cards Barrage and Crack Shot with Cave In! & Something in the Dark!

CAVE FIGHTING MISSIONS


PATROL CLASH
Both sides have unexpectedly collided with an enemy force whilst patrolling a disputed cave system. Set-Up: Both players roll a dice; the winner gets to choose an entrance point. The player that scored the highest now deploys one unit on the entrance point tile. The players take it in turns deploying a unit at a time until both their entire forces are on the table. Roll for who gets the first turn. Highest score may choose whether to go first or second. Scenario Special Rules: Infiltrate, Victory Points Objective: Both players must attempt to eliminate the enemy without losing too much of their own strength. If neither force fails a Nerve test then the patrol with the most Victory Points wins.

SEEK & DESTROY


Your army has been given strict orders to seek out & destroy a powerful enemy target. Set-Up: In this mission players deploy on opposite corners. Both players roll a dice; the winner is the attacker and gets to choose his deployment zone. Units may be deployed up to 18" onto the board from the players corner. The player that scored the highest now deploys one unit in their deployment zone. The players take it in turns deploying a unit at a time until both their entire forces are on the table. Roll for who gets the first turn. Highest score may choose whether to go first or second. Scenario Special Rules: Infiltrate, deep strike Objective: The attacker must eliminate a single enemy target, while the defender must attempt to move the Target off the table via the attackers deployment corner. The target can be either a single HQ, Elites or Heavy Support choice and must be chosen by the defending player before the game starts. The attacker wins if they succeed in destroying the target however, if the target moves or flees off the table the defender wins.

SABOTAGE
Your force has been chosen to destroy or disable a valuable enemy asset. Set-Up: Both players roll a dice; the winner gets to choose to be either the attacker of defender. The objective is placed in the centre of the table and the defending force must be deployed with 12. The attacker does not deploy on the table but moves on in their first turn, from any edge. The objective is immobile, has armour 14 on all sides, and ignores all damage results besides wrecked or explodes. The attacker always gets the first turn and starts in hiding. The attackers infantry, jump infantry, cavalry, bike and jetbike models have demo charges (count as melta bombs). Scenario Special Rules: Infiltrate Objective: The attacker wins if the objective is destroyed; any other result is a win for the defender.

IN TO THE CAVE!
Your army has been given strict orders to seek out & destroy a powerful enemy target. The attacker has 400 points while the defender has 300 points. This is a two-part game, with the second part being a Sabotage mission. In the second game the defender has 200 points. Set-Up: This mission is fought on a standard game table rather than the cave tiles and the players deploy on opposite corners. Both players roll a dice; the winner is the attacker. The defender must have a suitable piece of terrain to represent the cave entrance in their deployment zone. Units may be deployed up to 18" onto the board from the players corner. The defender now deploys one unit in their deployment zone. The players take it in turns deploying a unit at a time until both their entire forces are on the table. Roll for who gets the first turn. Highest score may choose whether to go first or second. Scenario Special Rules: Infiltrate, deep strike Objective: The attacker must get as many models through the cave entrance as possible. To enter the cave models must move into contact with it and are then removed from the table. In the following game the attacker may only use the models that entered the cave.

EVENT CARD

EVENT CARD

CAVE IN
The cave walls shake violently and rocks fall from the ceiling. You may play this card at any time during the game. Choose a single tile, any unit or model on the tile dives for cover and must take a pinning test. In addition they take D3 S10 hits at AP1.

SOMETHING IN THE DARK


You may play this card during your movement phase. You may place a suitable model anywhere on the board and control them as normal for the remainder of this turn. The model has the same stats as a Tyranid Warrior with Furious Charge and its attacks are rending. At the start of each game turn the players roll a D6 and the one with the highest score controls the beast for that turn. If the beast is in combat then it will continue to fight as normal.

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