Pitch Black

OVERVIEW

This is a special scenario with Tyranids attacking. The defender may choose any army, but should include at least one vehicle (more are preferable).

The object of the mission is for the defender to survive a Tyranid swarm in "Pitch Black" conditions. The defender's forces are split, with one half entrenched in a secure position, and the other half crossing dangerous bug-infested no-man's land to rejoin them.

SCENARIO SPECIAL RULES

This scenario uses Deep Strike, Bunkers, Fortifications, Infiltrators, Random Game Length, and special "Pitch Black" night-fighting rules. See below for special clarifications.

SET-UP

1 The defender begins by dividing his army into two forces, A (the patrol force) and B (the holding force). Each force must contain at least one "choice" from the Force Organization chart. Units wishing to remain in Reserve in order to Deep Strike may only be assigned to force B. Infiltrators may be assigned to either force.

2 The defender may deploy his holding force (B) on one end of the table. This is the "secure compound" and the target objective for the returning patrol force (A). This area may contain bunkers, obstacles, and fortifications as the defender desires.

3 The defender then deploys his patrol force (A) down the center of the table. He may deploy up to 9" on either side of the center line of the table, up to halfway down the length of the table.

4 The attacker may deploy up to 6" onto the table, on either or both of the long edges. The end of these deployment zones should stop at the edge of the defender's deployment zone B.

5 Infiltrators should deploy last. Infiltrators may be placed anywhere on the table that is not within 18" of the enemy. Infiltrators may be placed in the player's own deployment zone(s) without restriction. If both players have Infiltrators, roll a die to see who must deploy first.

6 The defender takes the first turn. Run for it!

MISSION OBJECTIVE

The defender must reunite his patrol force with his holding force by moving them into Deployment Zone B. Each unit with at least 50% of its starting strength, and each mobile vehicle, is worth 1 VP if it is in deployment zone B at the end of the game. Note: ONLY units from the patrol force A are worth any victory points! The holding force B is there to assist the patrol force, but is otherwise not worth anything to the defender or the attacker.

The attacker is attempting to stop the patrol force. Each unit from the patrol force reduced to less than 50% of its starting strength, and each immobilized vehicle, is worth 1 VP to the Tyranids.

RESERVES

None

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).

LINE OF RETREAT

Tyranid units which are somehow forced to fall back will do so towards the nearest attacker's deployment zone using the shortest possible route.

Such is their desire to reach safety, defending units which are forced to fall back will always do so TOWARDS the secure compound by the shortest possible route-- even if this would cause them to flee through hostile forces! Units already in the secure compound are considered to be making their "last stand" and are automatically assumed to pass all Morale tests (though they must still test for Pinning as normal).

The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook.

SPECIAL RULES: PITCH BLACK

This battle takes place in pitch black darkness. Unfortunately for the defender, the Tyranids have evolved to see quite well at night, and are not hindered at all!

The defender MUST use the Night Fight rules with the additional restriction that ONLY vehicles with Searchlights may roll for spotting distance. No other models are even permitted to roll for spotting distance, and are instead limited to a spotting distance equal to their Initiative (in inches). In other words, if the Tyranids are not illuminated by a searchlight, most likely you will not see them... until they are right on top of you!

Because the searchlights are critical to this mission, each vehicle the defender fields is given a free "Searchlight" upgrade. Even armies that do not normally have access to Searchlights may use them for this mission. If wish to field an army with fewer vehicles, you could also apply the special "spotting" rules to characters with a targeter, commlink, auspex, etc. and simply apply the searchlight rules to them. The important thing is to make sure that the defender's patrol force has a number of spotting devices-- either searchlights on each vehicle or some other apparatus on each squad leader.

The darkness also works to the Tyranids' disadvantage. Because they are accustomed to the dark, any Tyranid unit spotted by a searchlight will be blinded and may not SHOOT in its next turn. This is extremely important as it will help keep the Tyranid's heavy weapons from destroying the vehicles as the patrol force makes a run for it.

Copyright © 2000 by Benjamin R. Durbin
All rights reserved