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PLAYER OVERVIEW
Advance scouts report this quadrant as an extremely hostile environment with violent dust storms and frequent seismic activity. Scientific exploration has revealed huge mineral reserves buried there which will be critical to the success of the war effort. Sub-orbital reconnaisance sensors have reported the presence of enemy forces in this quadrant. Your commanders have ordered you to investigate this area and crush any enemy resistance so that you may secure the area for a larger exploration unit following behind you. To aid in this cause, an elite mercenary squad will accompany your force to help eliminate enemy opposition.
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SCENARIO SPECIAL RULES
Suicide! uses Suicide Squad, Ash Wastes, Deep Strike, Infiltrators, Victory Points and Random Game Length
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SET-UP
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MISSION OBJECTIVE
As this is a Victory Points scenario, your mission is to destroy as much of the enemy force as possible. Units killed by the Suicide Squad in Hand to Hand are worth double VP's. If your Suicide Squad is wiped out in Hand to Hand then you receive +100 Victory Points. If even one member of your Suicide Squad survives, then your opponent receives +100 Victory Points. |
RESERVES
None
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GAME LENGTH
The game lasts for a random number of turns (see the Scenario Special Rules on pages 132-137 in the Warhammer 40,000 rulebook).
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LINE OF RETREAT
Any unit forced to fall back will head for the nearest table edge using the shortest possible route. The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook.
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SPECIAL RULES
Suicide Squad: Choose one unit of Elites, Troops or Fast Attack to act as your Suicide Squad. This squad is Fearless, they auto pass ALL morale and leadership tests, cannot be pinned and will never fall back. They hate the enemy and always hit in Hand to Hand on 3+. Units that are led by a Independent Character must have this character attached at the beginning of the game and he must remain attached for the entire game to receive the bonuses for the "Suicide Squad". Ash Wastes: 1. This area of the planet has endured terrible volcanic and seismic activity, thus the area is extremely dusty and dangerous. Any vehicle that moves is considered "hull down" and is unable to fire due to the amount of dust impairing vision and targetting (Walkers, Dreadnoughts, and Indirect or Guess weapons are not affected in this manner). 2. Due to the very unstable nature of this terrain, for each Turn (not a player's turn, but the entire Turn) roll a d6. On a roll of 1, the entire area becomes seismically unstable. For the duration of the Turn, treat all "normal" terrain as Difficult Terrain and "difficult" terrain becomes Unpassable. On a roll of 6, the seismic activity creates tremendous ash storms. Use the rules for Night Fight for the duration of the Turn. |
Copyright © 2000 by Mike Hopkins
All rights reserved