Following on from this thread (
http://www.dakkadakka.com/dakkaforum/posts/list/482063.page) I present you with the first
40k single player challenge!
It still needs bug tested, but I wanted to get it up ASAP. If you notice any typos or rules I have forgot to clarify please highlight them. Thanks,
Marsden
Background
Feudal World Daakenburch, home to twelve million Imperial civilians. A relatively small planet known only for it's low-quality copper and vast green grass plains. For two years the local PDF have been battling with an ultra-nationalist group of terrorists known as "Kalar Daakenburch." In order to crush this rebellion the local PDF requested the help of a local Imperial Guard regiment to bolster the force and mount a campaign.
Two months into the campaign the Imperial Guard regiment had completed a series of devastating strikes against key targets. These missions did not come without losses though. Kalar Daakenburch used devastating guerrilla warfare, improvised explosives and ambush tactics to whittle down their superior foe's numbers. The Imperial Guard soon imposed a draft upon the civilian population of Daakenburch in order to fuel their campaign.
Patrol 42B followed the standard organisation of small patrols on Daakenburch. A single Leman Russ tank would provide shock and awe warfare, this would be followed by a single Chimera transporting a small combat squad to clear out any buildings in the small villages.
The convoy set out in the early hours of the morning. The Leman Russ 'Daakenburch's Pride' led the way, closely followed by Glory Squad in their Chimera. As Patrol 42B approached their target the Leman Russ leading their convoy exploded. The turret was flung off as a torrent of flaming petrol spewed across the landscape.
"IED!" screamed Sergeant Donovan, leaping to his feet in the Chimera and commandeering one of the firing posts, "Get us out of here driver!"
"Aye, sir!"
The Chimera began to back up from the flaming tank. Suddenly there was a series of thunderous clangs as bullets ricocheted from the Chimera's side armour. Sergeant Donovan and his squad poured their fire into the tall grass either side of the road. They were firing at flashes of light. Eventually the enemy's shots stopped.
"Why aren't we moving, driver?!" shouted Sergeant Donovan.
This is where your story begins...
Map Layout
The map is as follows:
You play the game on a 36" by 36" board.
A road runs through the middle of the board.
Put the immobilised Chimera 16" along the road from the right. (It is equipped with a multi laser and a heavy flamer)
Put the wrecked Leman Russ 20" along the road from the right so that the wrecked Leman Russ is in front of the Chimera.
There is a squad of 5 Guardsmen in the Chimera. (One is armed with a vox caster (he is the mechanic), one has a flamer, two have lasguns and one is a sergeant with a las pistol and powersword.)
18" above the Chimera put a squad of six Kalar Insurgents(Use chaos cultists or guardsmen models)
18" below the Leman Russ put a squad of six Kalar Insurgents. (Use chaos cultists or guardsmen models)
Put a radio mast within 6" of the top right corner of the map. This can be a small 1" by 1" block of any kind.
Rules:
For this scenario each guardsman model is treated as a separate unit.
Enemy insurgents are units of six models.
Roll a D6 to determine your scenario.
1-2 Mission 1 Track is busted! - The mechanic will need to be within 1" of the track and roll a 5+ to repair it on a single
D6. You can then embark your guardsmen and drive off any board edge to win.
3-4 Mission 2 Petrol tank's hit! - The petrol tank needs welded. The mechanic will need to be inside the Chimera and roll a 5+ to weld it. Furthermore you will need to grab a jerrycan of fuel from the back of the Leman Russ by moving any guardsman within base contact of the back of the Leman Russ and then embarking him on the Chimera. Note that the Guardsman that is carrying the jerrycan cannot shoot or run. If he is killed then the jerrycan is set down where he died and a
d6 is rolled. If you roll a 1 the jerrycan has been shot and it explodes. Place the small blast marker over the jerrycan and everything under it takes a S4 AP5 hit that ignores cover. Once this has been completed you can embark your guardsmen and drive off any board edge to win.
5-6 Mission 3 Driver is hit! - The driver has been killed! Everything is going to hell! Get within 1" of the radio tower and request an evacuation by rolling a 2+. After d3+1 turns a Valkyrie will arrive. (After you board the Valkyrie feel free to give the remaining rebels hell! You deserve it if you managed to compete this mission!)
(UPDATE: In the event that the mechanic is no longer able to complete repair mission your job is to evacuate as per the rules of Mission 3. If you are playing missions 1 or 2 and the mechanic is killed or turns out to be an insurgent then the driver can choose to abandon the Chimera. He immediately is treated as an extra guardsman armed with a laspistol and close combat weapon and the Chimera is treated as wrecked e.g. it can no longer fire its multi-laser or heavy flamer.)
Wounds table:
All guardsmen have 2 wounds. After taking their first wound roll on this table:
1-2: Just a flesh wound. No further effect.
3-4: My leg! This model gains the "Slow and Purposeful" universal special rule.
5-6: Concussed! This model loses 1
WS,
BS, I and
LD.
Special Rules for Mission
Rebel Ambush
At the start of each Kalar Rebel turn roll a
D6. On a 5+ another 6 Kalar Insurgents are put in the grassland 12" south of the Chimera and a scatter dice is rolled. This represents more rebels ambushing from the tall grass. Note that rebels appearing this way cannot mishap on the deep strike table. Instead put them the minimum distance needed to make such a deep strike legal.
A Traitor In Our Midst...
Kalar Daakenburch have been able to infiltrate the military following the draft. On your third turn roll a dice and apply the following effects:
1-2: Nothing happens.
3: The mechanic is a secret Kalar Rebel! He immediately turns upon his fellow guardsmen and will assault them if he can. Each guardsman must take a leadership test before they attempt to shoot their comrade. If they fail their test they forgo their shooting phase.
4: The guardsman with the flamer is a secret Kalar Rebel. He immediately turns upon his fellow guardsmen and will use his flamer to hit as many of them as he can. Each guardsman must take a leadership test before they attempt to shoot their comrade. If they fail their test they forgo their shooting phase.
5. One of the guardsmen with a lasgun is a traitor. Randomly decide which one. He immediately turns upon his fellow guardsmen and will use his lasgun to shoot his allies. Each guardsman must take a leadership test before they attempt to shoot their comrade. If they fail their test they forgo their shooting phase.
6. Both guardsmen with lasguns are traitors! They immediately turn upon their fellow guardsmen and will use their lasguns to shoot their allies. No leadership test is required to shoot their former comrades when this happens given the severity of the attack.
Unit Stats:
Kalar Insurgent
WS 2
BS 2
S 3
T 3
W 1
I 3
A 1
LD 7
SV 6+
Wargear:
Autogun
Assault Grenades
Close Combat Weapon
Sub-Flak armour
Guardsman
WS 3
BS 3
S 3
T 3
W 2
I 3
A 2
LD 7 (Sergeant has leadership 8)
SV 5+
Wargear:
Flak Armour
Lasgun
Assault Grenades
Close Combat Weapon
Flamer (One model)
Laspistol and Power Sword (Sergeant)
Vox Caster (Mechanic - The vox caster just represents a tool box)