Scenario Three: Alien Intervention

13TH BLACK CRUSADE: SCENARIO THREE

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ALIEN INTERVENTION A Chaos fleet thought to have abandoned the sector of Chinchare is instead found raiding a space hulk orbiting Van Sele’s World. Once this news reached Imperial command, a force was quickly gathered in an attempt to surprise the traitors and crush them. However this was not to be. Imperial scouts were spotted by the Chaos fleet. The Forces of Order now sped into a trap they know nothing about and all seems to be in favour of the evil forces aligned against them. That is until their sensors began picking up traces of nearby Eldar ships...

FORCES

FIRST TURN

Agree a points limit for the battle.

The attacker rolls 2D6 and the defender rolls a D6. High roll chooses who goes first.

Forces of Disorder: This player is the attacker. They may spend up to the agreed points limit in total on their fleet. Forces of Order: This player is the defender. They may spend up to 75% of the agreed points limit on their fleet. The remaining 25% of this force is chosen from the Eldar list as reinforcements. This is a great opportunity to get a friend to join you and play the separate Eldar fleet along with you.

BATTLEZONE

SPECIAL RULES Eldar Reinforcements: The Eldar, fickle as they are, arrive as reinforcements randomly. Roll a D6 at the start of the Forces of Order player’s 2nd turn and consult the chart below: TURN NUMBER

ELDAR FLEET ARRIVES ON

2

4+

3

3+

4

2+

5

2+

6

Auto

Set up a 180 cm × 120 cm table with whatever celestial terrain you wish, except that you must include one planet and a drifting hulk anywhere within 30 cm of the table centre.

When the Eldar arrive, the entire fleet enters play from one of the long table edges.

SET-UP

GAME LENGTH

  1. The defender deploys his whole fleet first. The defending fleet must be set up within 30 cm of the table centre line.
  2. Each defending ship or squadron must be set up at least 10 cm apart and facing in the same direction.
  3. The attacker sets up all his ships within 20 cm of either short table edge.

The game continues for eight turns, or until one fleet is left on the table.

VICTORY CONDITIONS Both fleets score victory points as normal and the side with the highest victory points total at the end of the battle wins.

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