Scenario Five: Daemon Blockade

13TH BLACK CRUSADE: SCENARIO FIVE

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DAEMON BLOCKADE Reinforcements en route to the Belis Corona and Scelus sectors find themselves having to penetrate various Chaos blockades. This is risky business indeed. Admirals find themselves having to move as fast as possible through treacherous minefields and withering amounts of firepower. Surprise is the only thing on their side. To make matters even more difficult, there are reports that the ruinous powers have infused orbital mines with Daemonic power. This can only be a bad thing.

FORCES

FIRST TURN

Agree on a points value total for the battle.

Players roll a D6. The player who rolls the highest decides who goes first.

The Chaos fleet will act as the blockading fleet. Chaos Fleet: The blockading player may spend up to the agreed points value minus 100 on his fleet. In addition to the chosen fleet this player receives ten daemon mines, which follow the special rules below. Forces of Order: The attacker (attempting to break the blockade) may spend up to half the agreed points total on ships.

BATTLEZONE Set up a 180 cm × 120 cm table. The blockading force is stationed on the edges of the system, so the battle will take place in either the outer reaches or deep space.

SET-UP Divide the table lengthways into thirds, as shown. The blockading player then sets up his fleet. Roll a D6 for each blockading ship, squadron or Daemon mine to determine which third of the table it is deployed in. Blockading ships may start facing in any direction, but may not be placed within 60 cm of the attacker’s table edge. The attacker then sets up his force within 15 cm of his table edge.

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SPECIAL RULES Daemon Mines: These function as the orbital mines except: • They move 10+D6 cm each Ordnance Phase. • A Daemon mine will devour any enemy ordnance it comes in contact with no repercussions, except for fighters. Yes, this means torpedoes too! • When enemy fighters contact a Daemon Mine, roll a D6. On a roll of 4+, the Mine remains in play. Remove the enemy fighter counter from play regardless of the outcome.

GAME LENGTH The game lasts for six turns.

VICTORY CONDITIONS Both players score victory points for destroying and crippling enemy ships as normal. In addition, the attacker scores victory points equal to the points value of any ships that he can move off the table via the blockading player’s table edge. Crippled ships are worth a quarter of their points value if the attacker can get them off the table. Daemon Mines that are destroyed (not detonated) are worth 10 pts each to the attacking player. The side with the most victory points wins.