Scenario: Blood in the Snow


Search for the Ark of Scorn- Part 1: Blood in the Snow
As both forces of the Blackfang Chaos Warband and members of a growing Ork WAAAAAGH begin searching for the long lost Space Hulk 'Ark of Scorn', they make their way to the desolate world of Bleakhome. Among the frozen landscape and unfathomably ancient ruins lay remnants of an astrogation device keyed to the Ark. The two forces rush to acquire this ancient archaeotech before the other, battling both their foe and the elements!
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Mission: 
Each player is attempting to uncover and secure remnants of the astrogation device. These are represented by D6+1 Counters placed randomly across the battlefield, with no more than one in each deployment zone.  Any non-vehicle unit may interact with one of these counters by moving within 3". Upon doing so with no enemy models within 3" of the counter, roll a D6. On a 4+ the counter is part of the astrogation device and becomes an objective, controlled within a 6" range. If no counters have been revealed as objectives then any remaining two automatically become objectives.
Each objective is worth 1 VP at the game's end. If either player controls all objectives at game's end he gains an additional VP.

Special Rules:
Lost in the Snow:
The wild weather and disruptive power of the ancient ruins causes travel to often go awry. Visitors to Bleakhome should stick together or risk getting lost in its frozen embrace!

Units arriving from Reserve that are not Deep Striking automatically arrive using the Outflank rules. If they do not innately have Scout or Outflank, however, no special rules will allow them to arrive more accurately via Outflank. (For example, Acute Senses doesn't work.)
Units arriving by Deep Strike do so as normal but must reroll the lowest die for scatter distance. Equipment that normally reduces or negates Deep Strike scatter does not work normally, but instead halves Deep Strike distance and allows one to reroll the Scatter Dice direction!

Snowstorm:
Bleakhome often is visited by terrific snowstorms that make visibility a challenge.

Each Player Turn the controlling player should roll a D6. On the roll of a 1, a storm sweeps over the battlefield granting a +1 Cover Save to all models. This storm lasts until another 1 is rolled in subsequent Player Turns. These rules are in addition to the normal roll for Night Fighting at the game's start!

Battle Reports:

Story Segments:
The Huntmaster

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