Scenario Six: Navigate the Storm
13TH BLACK CRUSADE: SCENARIO SIX
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NAVIGATE THE STORM Warp Storms have ravaged several sectors, making travel through them difficult at best, and in many cases impossible. Many warp rifts have opened up along transport channels as a result of these storms. These vital channels have been rendered doubly dangerous by the disturbing fact that the arriving Chaos fleets have found a way to use the Warp Rifts to their advantage. The transports must continue to deliver their important cargo on time and so convoy escort fleets have doubled in size to repel any would-be attackers.
FORCES
SPECIAL RULES
Chaos Fleet: The Chaos player has 750 pts to spend on a fleet.
Transformation: If a Chaos ship attempts to navigate a Warp Rift and fails, it is not lost forever. Instead it is transformed into a Daemonship! During the current Chaos End Phase the new Daemonship immediately deploys via Warp Translation as per the rules for Daemonships. This transformation is permanent! Further failed Warp Rift rolls as a Daemonship will yield the same result as above – i.e. during the current Chaos End Phase the ship is redeployed via translation and so on.
Imperial Fleet: The Imperial player has 1000 pts to spend on a fleet. In addition to this fleet you have 10 Transport ships.
BATTLEZONE Set up a 180 cm × 120 cm table. Each player has eight Warp Rifts (pg. 111) and takes it in turns to place these on the table. Each Warp Rift must be 10 cm at least away from any others deployed so far.
Exit Point: The light grey area of the map is where Imperial transports need to exit the table.
SET-UP
GAME LENGTH
- Both players should set up their fleets secretly. Erect a screen to shield each board half, or have each player sketch their ship locations onto a map. Place the fleets in the designated deployment zones as per the map to the right.
- Each player reveals their ship locations and places their fleets onto the table.
The game lasts until victory conditions are met or no transports remain in play.
FIRST TURN The Chaos player chooses whether to go first or second.
VICTORY CONDITIONS The Chaos player needs to destroy eight transports and cripple or destroy 50% (points wise) of the Imperial fleet. Imperial ships lost in Warp Rifts count towards this total. Both of these stipulations must be achieved to win. The Imperial player needs to move five transports off the table via the exit point (see the map) as well as move 25% of his fleet (points wise) off the same table edge. This 25% may not include crippled vessels. Both of these stipulations must be achieved to win. If neither player achieves both of their stipulations, then whichever player has the higher amount of destroyed (Chaos) or escaped (Imperial) transports can claim a minor victory.
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