Fighting has commenced in the Scarus Subsector. Battle report, fluffed up properly, follows:
Chapter Two, The Summoning.
Scarus Sector, 411.M41
Inquisitors: You have received a summons from your Lord Inquisitor, asking you to go with all haste to the Antimar Subsectors capital world, Sarum.
Your instructions are to investigate rumours of cult activities, and find the source of an illness that has swept through some worlds in the system.
The illness seems very random in nature, and attempts at finding the cause have failed so far. Xeno involvement is suspected!
Astartes: Your Chapter has been informed by allies within the inquisition that they hunt for Xenophile cults in the scarus Sector. Believing that only the might of the Astartes can combat such a menace, the chapter has sent scouting teams to various locations in the sector, in order to monitor the situation.
Your orders are to hunt out and destroy any small scale cults you might find, and to warn the chapter in case you detect an infestation that is too large to handle!
Rogue Traders: Having recently moved your operations to the Antimar Subsector, you are currently hunting for opportunities to increase your wealth. While stopping over at a spacedock, you were informed that there could be a market in selling a cure to the rich, who are currently fearful of an as yet unidentified disease in the sector.
But in order to do this, you must first locate and capture the disease. You gather your closest allies around you, and prepare to find the disease, and the cure, before anyone else!
Your group has received a summoning, telling you to go to the Antimar Subsector, in the Scarus Sector, Segmentum Obscurus.
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All four of the factions we´ve identified, have made it to the capital world of Subsector Antimar, Sarum.
They have decided to start their investigations here, trusting in the immense data storage facilities of the subsector capital, and the numerous contacts some of them have made previously in the sector.
But in order to work efficiently and unopposed, it is preferable to travel in secret. For our rogue trader this is indeed paramount, since he stands at risk of being deemed xenophile and damnatus.
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Chapter Three, Planetfall.
Planet Sarum, mid 411.M41
Scenario Description: You have decided to attempt a covert insertion onto the planet, and will attempt to get past security at a backwater orbital landing facility. After sneaking aboard a cargo lander, you wait until the giant craft has landed and attempt to sneak out through the lower gantries in the facility.
In order to get away cleanly, you´ll need to move silently, and in small groups.
Mission: You must get a part of your gang, representing one of the subdivisions, through one of two exits from the board. These exits are vent shafts leading out of the landing compound, and onto the planet surface.
The special rules for sneaking are used, and you will have 4 members of your gang, randomly chosen, available.
You must attempt to get by without being seen, but if you are discovered, you can choose to fight your way out, or play your wildcard, going official. This will mean that you end the mission immediately, but also that your location will be known to the others in the campaign, so they can raid you if they want.
There will be two gangs in each game, and an arbitrator will play the PDF forces guarding the landing facility.
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The layout of the facility is as follows:
In the southwestern and northeastern corners, our gangs will enter. They have jumped from the cargoholds, and are trying to reach ventilation downshafts located towards the middle of the board.
In the eastern end there is a large cooling tower. In the northwest there is a high tower, and two smaller ones are in the center, along with a loading platform.
The PDF crew numbers nine, and most are armed with lasguns, but two have bolt pistols. They move randomly, rolling a
D6 –3, resulting in a nuber between –2 and 3 if the number is negative, the nearest player moves the sentries. If it is positive, the arbitrator moves them.
The PDF have a spotting distance of
2D6 inches, this is generated randomly at the beginning of the arbitrators turn.
(The rest of the rules for the sentries can be found in the necromunda core rulebook)
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For our first game, the randomly chosen players were Inquisitor Apollyons Seekers of Truth and Grimaldus´ Scout Team.
Grimaldus came in from the SE corner, while Apollyon and his servitors entered from the NE.
The PDF were ready to receive them.
Turn One
Seizing the initiative, Grimaldus and his retinue moved to the north, heading for cover, and the exit.
A moment later the Inquisitor was able to get his servitors moving, and swiftly swept southeast, towards his chosen exit.
In their turn, the PDF forces patrolled the area around the two exit points, one or two moving into better cover from the howling winds.
Turn Two
The Adeptus Scout force moved forward, and noticed a weak point in the line of sentries.
Charging forward through the driving rain, Deathwatch Sergeant Grimaldus raised his mighty sword in a fist, the size of a normal man´s head.
The close combat saw the hapless PDF trooper brought down in a spray of blood.
Some tense moments passed, but the alarm was not raised.
Inquisitor Appolyon moved with his combat servitors into cover around the cooling tower, and scurried to the first floor.
Here they waited, hoping that the PDF guard on the other side would walk away from them the following turn.
He did not, and instead came dangerously close to discovering their position. The other PDF troopers also seemed to sense something amiss, and moved to investigate.
Turn Three
During turn three, the Astartes force consolidated it´s positions around the tall tower, and caught their breaths after the sprint across nearly open land.
Appolyon, deciding that the first floor was not viable, moved his team down to the ground floor, and closer to his objective.
The PDF troopers meanwhile, decided for the most part, that this weather was not worth going into, and moved closer to cover.
Turn Four
The Astartes team went for cover inside and around the tall tower, and got ready to make their move towards the objective.
Meanwhile, the Inquisitor and his retinue were forced to lay low due to the sentries close by.
The PDF patrolled on, still entirely unaware of the two groups converging on their position.
Turn Five
During turn five, the marines managed to get almost entirely onto their exit. A neophyte, and their local tracker actually managed to get to the ladder right below it, and Grimaldus was not far behind. Bringing up the rear, the heavy weapons neophyte was moving more slowly.
On the other side of the platform, things suddenly got violent. Deciding that speed was needed, Inquisitor Appolyon sent two of his servitors to the first floor, to deal with the nearest sentry. He knew that this meant discovery, but he could wait no longer.
The Inquisitor himself, proceeded to move into the open, to get a shot at another nearby guard.
The servitors swiftly cut down the guardsman on the first floor, and Appolyons accurate shooting saw off his target as well.
The PDF forces, now roused by the alarm, moved with all speed to intercept these intruders. However, this took them right past the Astartes scout team, and the scouts were spotted. The guards now had two groups to focus on, and two of them charged the Astartes Neophyte and tracker. This combat came out in favor of the marines, they were able to take out one of the sentries, while the other barely managed to defend himself.
Meanwhile, other PDF troopers moved towards the Inquisitor and his party, and took shots at them. One managed to down a servitor on the bridge.
Turn Six
At the beginning of turn six, the rest of the scout team charged in to bloody melee with the surviving trooper, and cut him down. After this, they waited for the right moment to escape the scene.
Appolyons downed servitor meanwhile, crawled towards the exit while the two that were still operational cut down yet another guard. Appolyon himself also moved closer, and took a shot at the PDF trooper next to his objective, on the ground floor. He was able to take him out.
The remaining two PDF units attempted to move to better positions, but were unable to make any of their shots count.
Turn Seven.
This turn saw the marines leave the scene, safely onto the planet.
The Inquisitor and his retinue moved towards the objective, Appolyon ordering his two functioning droids to move ahead through the vents. The wounded servitor crawled right up to the exit, but was unable to make it.
Turn Eight
The malfunctioning combat servitor crawled to safety. The Inquisitor made it to the gantry right next to the xit, but was charged by the remaining guards before he could leave.
Turn Nine
Inquisitor Appolyon proved once more, that he was as skilled in close combat, as he was in ranged combat. Disposing of both his adversaries, he proceeded to move into the tunnels, leaving behind a scene of carnage that would shock the response teams sent to investigate.
Following the fight, it was revealed that kills would only count for three XP, and the leader whose team had killed the fewest PDF troopers would get extra XP. This was the Astartes scout team, choosing their targets carefully.
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After the dust had settled, we ran the scenario again. This time with the two remaining gangs, Inquisitor Sigismund´s Hunting party and Rogue Trader Leonard´s rag tag group of humans, tau and even a kroot mercenary.
The Rogue Trader won the roll for corners, and chose the SE corner, the same one that had given the Astartes such a smooth way through to his exit. This meant the Inquisitor would be facing the cooling tower in the north, which would shield him for the first bit, but leave him open later on.
Turn One
The Inquisitor was first on the move, speeding into the city. He was determined that this would be a make or break attempt to go as fast as possible towards the closest exit. He led his team into the shades of the cooling tower, where they would be hidden well.
Leonard and his followers moved north, getting to the closest ruin and ducking down for cover.
The PDF forces, blissfully unaware that once again they were being raided, patrolled the area but found nothing wrong.
Turn Two
Sigismund led his agents up to the first floor, much as Inquisitor Appolyon had done earlier. They found cover behind the rear bulkhead of the tower.
The forces of the Rogue trader meanwhile, were making their way north, taking a route that would bring them right under the high tower.
The PDF guards were moving closer to the inquisitor, but did not spot him. The sentries near the southern end had apparently had a bad day, and most were just standing around, or moving north to talk to their mates there.
Turn Three
Moving slowly forwards, the Inquisitor beckoned his people forwards behind him, letting the sniper, Maynaard, bring up his rear.
Meanwhile, Leonard had reached the foot of the cooling tower with his group, and was still unseen. There was however one eagle eyed sentry, very close to them.
During theit turn the PDF forces almost detected the Rogue Trader, but apparently the fieldcraft of his Kroot ally was defeating their sensors. Inquisitor Sigismund only narrowly avoided discovery, and the nearest PDF guard was now within a few metres.
Turn Four
Sigismund now decided, that he would try one last gamble. With the amount of sentries on their way towards him, it would be a matter of time before they were discovered. But the vents were within reach, if only they could get the nearest trooper out of the way. Throwing caution to the wind, he charged out of cover, and took down the trooper. Meanwhile, he ordered the other members of his gang, to ready themselves for a run across the open, to the ventilation shaft.
The forces of the Rogue Trader used the distraction, and darted even closer to the nearby exit.
In their turn, the PDF troopers moved upon Sigismunds position in force. Several shots were fired at the inquisitor, but failed to hit him.
Turn Five
At the signal of their master,
th Inquisitors pilot and mechanic ran from cover, and jumped through the vent shaft to safety. The sniper took up position immediately behind cover, and took a shot at a nearby guard. Sigismund moved slightly closer to the ventilation shaft, hoping to reach safety along with his sniper next turn.
The Rogue trader led his party to their exit, now completely unguarded, and quit the field entirely unseen and unheard.
The PDF forces, clearly sensing that this was their last chance, charged Sigismund, and took all the shots they could at his sniper agent. Although he ducked for cover, the fusillade of fire was too much, and he was taken down. Hearing the scream of his friend, Inquisitor Sigismund reached into the folds of his cloak, and pulled out his Rosette. Clearly and forcefully, he spoke out. “Imperial Inquisition! Stand down immediately!” The PDF forces lowered their guns in shock.
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After having run this scenario, the situation is the following:
Rogue Trader Leonard met his goals, and got onto the planet without ever being noticed. This will make it a lot easier for him to move about, and gather information about this supposed Xeno illness.
Astartes Sergeant Grimaldus led his men well, fighting when needed and decisively moving on his objective. He will be well placed to launch raids on suspected hotspots of trouble, and will be the eyes and ears of his chapter.
Inquisitor Appolyon fought his way to the exit, on his way he had to despatch a fearsome amount of PDF units, but such sacrifices are necessary in the search of greater knowledge.
Inquisitor Sigismund, having failed to get onto the planet secretively, had no choice but to go official.This will slow him down considerably, and will also mean that his adversaries are aware of his presence, making him a potential target for raids.
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Additionally, we have been advised that two further warbands may be bound for the subsector.
Edit 1: Picture corrections
Edit 2: Apparently used a word that the auto editor sees as bad. Weak point in an armor anyone?