Wasteland Skrap

OVERVIEW

Two mobile armies meet in the wasteland, where fuel and parts are scarce. A vicious fight breaks out, with both forces trying to protect their vehicles at all costs.

SCENARIO SPECIAL RULES

This scenario is based on the Cleanse scenario with Skrap Hunters and Random Game Length in effect. See below for special clarifications.

SET-UP

1 Both players' armies should ideally contain 2-3 good sized vehicles. This could be anything from as large as a Titan to as small as a Rhino. It is not necessary for both sides to have the same number of vehicles.

2 Players should set up according to the normal rules for Cleanse-- in opposite table quarters, with both sides alternating deployment until all forces are deployed.

3 Roll to decide who gets the first turn.

MISSION OBJECTIVE:
Skrap Hunters

Both players are attempting to keep control of their vehicles. Each vehicle you control is worth one Victory Point at the end of the game.

You should decide before the game begins whether the vehicles will be the only objectives, or whether you will also include table quarters as objectives. If you decide to include table quarters as well, the normal rules for controlling quarters will apply.

A vehicle that is still mobile is considered under control of her crew, and is worth a Victory Point to the controlling player.

A vehicle that is immobilized or destroyed (short of an Ordnance "6" roll) should be left on the table and now becomes a skrap "objective" that must be defended. In order to claim control of an immobilized vehicle, you must have the nearest controlling squad or vehicle. (As usual, a controlling squad must have at least 50% of its starting strength; a controlling vehicle must still be mobile).

A squad cannot control both an immobilized vehicle AND a table quarter. The only exception to this is a mobile vehicle, still under control of her crew, which MAY control a table quarter as normal.

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

Units which are forced to fall back will do so towards the nearest table edge in their own deployment zone.

If you wish to portray a particularly desperate battle, where the vehicles must be controlled at all costs, you may wish to allow units to fall back towards the nearest vehicle-- friend or foe. Units within 6" of a vehicle at the END of their fallback move will automatically rally.

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

Copyright © 2000 by Benjamin R. Durbin
All rights reserved