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This is my first time writing 40k fluff and rules so please comment on improvements to rules and background text.
I am still in the process of playtesting these and making some terrain to go with them.
Thanks for reading!
Warhammer 40k Kill-team scenario
Tau Vs Space Marines
The army lists –
Tau – 200 points to spend on stealth suits, drone squadrons, piranhas and/or extra pathfinders. Use the force organisation chart in the Warhammer 40k Kill-teams supplement. You also start the game with 4 pathfinders. You can spend up to 100 points on this squad but may not add extra models, only upgrades and equipment are allowed. These pathfinders do not use up the fast attack slot on the force organisation chart.
Space Marines – 200 points to spend on units following the force organisation chart in the Warhammer 40k kill-teams supplement. You also have a scout squad in reserve. This consists of 5 scouts and a land speeder storm. You have 50 points to spend on upgrades for these. No extra models may be added to this squad using these extra points. These scouts do not use up a troop slot on the force organisation chart.
*START FLAVOUR TEXT*
On the recently claimed world of TU-15, the tau empire prepare to colonise the world as part of the fourth sphere expansion. This jungle planet is located south east of Bork’an, one of the earth caste’s primary mining planets. However TU-15 is pushing into the boundaries of Ultramar, an imperial owned sector of space. The tau are unaware of this, and are on the verge of making contact with the angels of death once again…
As the air caste scout out the surface of this barren world, they do not detect any signs of life. This planet has been subject to Exterminatus in the past and has since then has not sustained and sentient life. No species for the greater good, and no threat to the imperium of man arise on this world.
An ultramarine company has been sent here due to messages received by rouge trader ships, sighting tau vessels heading for this planet. The tau however, are prepared for resistance from native species inhabiting the area, so they are not expecting the angels of death to send them back.
The Optimised stealth cadre has sent pathfinder teams into the dense jungle, to scout the area and call in reinforcements where necessary.
++ Squad report incoming++
++Pathfinder squad Sos’akutai’m’yen++
Shas’ui M’yen’sos calling cadre command.
Message: Contact made with Gue’vesa settlement.
Coordinates 456.789.005 of sector 56.56
Current squad health: 100%
Squad situation: In cover, unseen, awaiting orders
Request: Reinforcements
Priority: URGENT
++End Message++
++Instruction and orders message incoming++
++Gal’leath class cruiser to Sos’akutai’m’yen++
Message: Mark targets, activate homing beacons, orca dropstrike imminent
++End Message++
Shas’ui M’yen’sos ordered his 3 men to take cover, power-up rail rifles, activate homing beacons and start-up markerlight diode. The hardened veteran knew the procedure. The orca’s engines, the buzz of burst cannons, roar of jetpacks and steady hum of stealth field generators are all too familiar to him…the stealth suits are on their way…
*END FLAVOUR TEXT*
Use Warhammer: 40000 Kill-team rules for this battle, along with the special rules in this scenario.
The battlefield consists of a 3x3 foot square board with forest area terrain and an open area in the centre. This will have barricades, bunkers and similar objects to represent a temporary outpost for the space marines.
The space marine player deploys his force anywhere in the centre square of the board. He can put models in cover and in buildings. Once he has deployed he cannot do anything to his models until later. (Will be explained soon!)
The tau player deploys second. He can place the pathfinders anywhere on the board, but have to be in area terrain or out of line of sight. They do not have to be in unit coherency, as explained in the kill-team rules.
The objectives of the game:
Tau: - Eliminate all space marine resistance (3 victory points)
- Destroy main bunker (AV 12 12 12) (1 victory point)
- Kill enemy team leader (2 points)
- Kill an enemy specialist (1 point each)
Space Marines: - Eliminate all tau models (3 victory points)
- Detect 2 pathfinders before orca arrives(1)
- Kill enemy team leader (2 points)
- Kill an enemy specialist (1 point each)
If one team has not models on the table at ANY point, they lose the game.
There are no secondary objectives in this game.
Once the tau have deployed, the space marine player cannot do anything until a tau pathfinder is detected. When the pathfinders are activated, they need to do a detection test. This represents them sneaking about, and the unaware space marines looking for threats. Use the table below to make a detection test every time a pathfinder performs an action.
Action Roll required to detect (SM player rolls)
Shoot rail-rifle 2+
Move 6 inches 5+
Run 4+
Fire markerlight 5+
Stand still 6+
Go to ground 6+
Move through open
ground in line of sight
to space marine (6inches) 4+
Turn on homing beacon 5+
If the space marine player manages to spot a pathfinder, he may now move, shoot etc… ANY of his space marines at the DETECTED model. Other tau models still are undetected and still roll use the table above until they are detected as well.
The tau player can activate their homing beacons on each pathfinder instead of shooting. This will trigger the orca drop ship to arrive next turn. At the start of the next turn, place ALL stealth-suits in the army list within 6 inches of any activated homing beacon. They are treated as having deep-striked and all undetected pathfinders are treated as being detected. The battle has begun!
If the space marines manage to survive 2 turns, they can call for reinforcements. This represents a scouting party that was previously dispatched returning back to base to find a battle taking place. The reinforcements consist of a land speeder storm with 5 scouts embarked inside it. They come on at a random board edge and count as coming in from reserve.
Continue the battle as normal (as described in the Warhammer 40k rulebook and Warhammer 40k kill-teams supplement) after these special rules are resolved. The game ends when all enemy forces have been killed. Use the victory points system described earlier to determine the overall winner.
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