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BATTLE FOR THE OASIS

In document Sanctus Reach the Red Waaagh (Page 147-153)

PRIMARY OBJECTIVES

MISSION 9: BATTLE FOR THE OASIS

Baddfrag’s Kom m andos hav e infiltrated the Cadians’ oasis base by hanging onto the undersides of returning tanks. Waiting for nightfall, the sneaky gits hav e placed bom bs all ov er the base and Ork reserv es are waiting for the first explosions to join the attack. T he Orks expect nothing less than a quick and brutal v ictory , but so long as ev en a single Guardsm an draws breath, the greenskin onslaught will be defied.

DESIGNER’S NOTE – PLANETSTRIKE

Battle for the Oasis is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this book.

THE ARMIES

Choose armies as described in Warhammer 40,000: The Rules. The Ork play er is the Attacker in this mission. Their army may only include units with the Orks Faction, and they must choose a Primary Detachment that includes a unit of Kommandos (Baddfrag’s Kommandos).

The Imperial play er is the Defender in this mission. Their army may only include units with the Astra Militarum Faction and fortifications.

THE BATTLEFIELD

The Imperial play er places between one and six fortifications any where on the table apart from in the Sneaky Gits deploy ment zone (see map below). The Imperial play er does not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial play er.

Once all fortifications hav e been placed, the Imperial play er sets up any remaining terrain in any manner he chooses, but cannot place any impassible terrain in the Sneaky Gits deploy ment zone.

DEPLOYMENT

The play ers must first determine their Warlord Traits and stratagems. Each play er has 2 Stratagem Points. The Ork play er selects any one table edge to be his. The Imperial play er’s table edge is the one opposite.

The Ork play er then deploy s the Sneaky Gits using the deploy ment map opposite. All of the Ork play er’s other units start the game in Reserv e (see the Mission Reserv es rule, below).

The Imperial play er then deploy s his entire force any where that is more than 3" from the Sneaky Gits deploy ment zone.

FIRST TURN

The Ork play er has the first turn.

GAME LENGTH

This mission uses Variable Game Length as described in Warhammer 40,000: The Rules.

VICTORY CONDITIONS

At the end of the game, the play er who has scored the most Victory Points is the winner. If both play ers hav e the same number of Victory Points, the game is a draw.

PRIMARY OBJECTIVES

At the end of each gam e turn, the Im perial play er scores D3 Victory Points (roll at the end of each gam e turn). At the end of the gam e, the Ork play er scores 1 Victory Point for each enem y unit that has been com pletely destroy ed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as

destroy ed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are indiv idual units and award Victory Points if they are destroy ed.

SECONDARY OBJECTIVES

Slay the Warlord, First Blood.

MISSION SPECIAL RULES

Firestorm *, Night Fighting, Planetary Assault, Scram ble!, Shock T actics.

* The Ork player makes 3 Firestorm Attacks.

Mission Reserv es: This mission uses the Reserv es rules from Warhammer 40,000: The Rules, modified as follows:

• With the exception of his Sneaky Gits unit, all of the Ork play er’s units must start the game in Reserv e.

Night Attack: If the Ork play er takes the Dawn Assault stratagem, the Night Fighting rules are used in ev ery turn of the game. Placed Explosiv es: The Ork play er’s Firestorm Attacks do not scatter and hav e the Ignores Cov er special rule.

This deployment map shows the fortifications of the Great Oasis Base.

MISSION 10: THE KLAW OF MORK

T he Orks hav e deploy ed a new super-weapon – the Klaw of Mork – to pull a passing com et out of orbit and bring it sm ashing down on Sacred Mountain. T he Im perium is m ounting a full assault against the super-weapon, but unless T em pestor Prim e Whitlock’s T em pestus Scions can disable the power field protecting it, the attack will be doom ed to fail, and the fate of Alaric Prim e will be sealed.

DESIGNER’S NOTE – PLANETSTRIKE

The Klaw of Mork is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this book.

THE ARMIES

Choose armies as described in Warhammer 40,000: The Rules. The Imperial play er is the Attacker in this mission. Their army may only include units with the Astra Militarum and Militarum Tempestus Factions. They must choose a Primary Detachment that includes a Militarum Tempestus Platoon (Whitlock’s Brigade) and a Valky rie (Whitlock’s Brigade).

The Ork play er is the Defender in this mission. Their army may only include units with the Orks Faction and fortifications.

THE BATTLEFIELD

The Imperial play er selects any one table edge to be his. The Ork play er’s table edge is the one opposite. The Ork play er must place one fortification in the Imperial play er’s table half – this is the Sentry Fortification. The Ork play er then places between one and three fortifications any where in his table half and selects one to be the Generator Control. They do not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Ork play er. Once all fortifications hav e been placed, the Ork play er sets up any remaining terrain as he chooses.

OBJECTIVE MARKERS

The Ork play er must place one Objectiv e Marker within 1" of the Sentry Fortification and one within 1" of the Generator Control (they may be placed on battlements).

DEPLOYMENT

The play ers must first determine their Warlord Traits and stratagems. Each play er has 2 Stratagem Points. The Ork play er then deploy s his force any where on the battlefield. All of the Imperial play er’s units start the game in Reserv e (see the Mission Reserv es rule, below).

FIRST TURN

The Imperial play er has the first turn.

GAME LENGTH

This mission uses Variable Game Length as described in Warhammer 40,000: The Rules.

VICTORY CONDITIONS

At the end of the game, the play er who has scored the most Victory Points is the winner. If both play ers hav e the same number of Victory Points, the game is a draw.

PRIMARY OBJECTIVES

At the end of each gam e turn, the Ork play er scores 1 Victory Point if he controls the Generator Control Objectiv e Marker.

At the end of the gam e, the Im perial play er scores 3 Victory Points if he controls the Generator Control Objectiv e Marker.

Slay the Warlord, First Blood.

MISSION SPECIAL RULES

Firestorm *, My sterious Objectiv es, Night Fighting, Planetary Assault, Scram ble!, Shock T actics.

* The Imperial player makes 4 Firestorm Attacks.

Disable the Sentry Guns: If, at the end of any game turn, one of the Imperial play er’s scoring units control the Sentry

Fortification Objectiv e Marker, then for the rest of the battle, all buildings and gun emplacements on the table can only fire Snap Shots.

Generator Secured: A scoring Imperial unit will control the Generator Control Objectiv e Marker ev en if an enemy scoring

unit is also within range of the same marker.

Mission Reserv es: This mission uses the Reserv es rules from Warhammer 40,000: The Rules, with the exception of the

following modifications:

• All of the Imperial play er’s units start the game in Reserv e.

• The Ork play er can place any number of his units in Reserv e, but must, whenev er possible, deploy at least one unit for each building or gun emplacement. Multiple-part buildings count as sev eral separate buildings.

This deployment map shows the fortifications protecting the Klaw of Mork’s power field generators.

MISSION 11: THE IMPERIUM SALLIES FORTH

In document Sanctus Reach the Red Waaagh (Page 147-153)