Mission
2 – Perimeter Secured
The air
within the Scriptorum located in Zone 2-4 Sigma still stank of burnt ozone. Zahariel, together with his four brother
knights proceeded to act swiftly in accordance to Azrael’s orders upon boarding
the hulk via the teleportation beacons set up earlier by Squad Dominus and
Ulciscor. Of the Knights deployed, Zahariel
was tasked to stay behind to rendezvous with Sergeant Alessio’s squad as the mission
he was about to embark would not be possible without any support from members
within the First Company.
Alessio
was honored when Master Belial assigned his squad to back up a member of the
Knights, given he had only recently been promoted to Sergeant. He was eager to prove his worth to a senior
member of the Inner Circle and the squad under his leadership could feel the sergeant’s
uneasiness from his usual cool and collected demeanor. During their transit from The Rock to the
hulk aboard the torpedo, not a single word was spoken between the Terminators,
until Brother Titus broke the silence as usual.
“What
troubles you, brother sergeant?”
“I
feel that there’s something more sinister at hand here, Titus. Be mindful that leadership for this
engagement falls on our brother Knights.
Know our places and remember that Knight Zahariel’s command represents
direct order from Grand Master Azrael. Stay
sharp brothers.”
The
boarding torpedo accelerated to maximum velocity as it prepared to breach the
space hulk’s adamantium hull. The squad
aboard braced themselves for the impact and if it wasn’t for their terminator
plates and gene-forged physiology, the impact would have been devastating.
As
the torpedo ramp fully descended, Sergeant Alessio was the first to step foot
onto the hulk.
“Glad
you have made it, Sergeant Alessio. I
could use your help. Master Belial
speaks highly of you”, greeted Zahariel.
Deployment
and forces
Dark
Angels:
The
Dark Angels player has command over the following:
Squad
Alessio:
-
One Deathwing Sergeant armed with a Storm Bolter
and Power Sword
-
One Deathwing Terminator armed with Heavy Flamer
and Power Fist
-
One Deathwing Terminator armed with Storm Bolter
and Chain Fist
-
Two Deathwing Terminators armed with Storm
Bolters and Power Fists
Knight Zahariel:
-
One Deathwing Knight armed with Mace of
Absolution and Storm Shield (Deathwing Knights add +1 to combat results. Storm Shield forces Genestealers to roll one
less attack dice. Mace of Absolution
allows the Knight to add a further +4 to combat results. The mace maybe activated three times per game
but player must declare before resolving combat results)
The Dark Angels are deployed inside the room tile marked
X. They may be placed facing any
directions.
Genestealers:
The Genestealers player starts with no blips but receives
two reinforcement blips per turn, between Turn 1 and finishing on Turn 12.
Victory:
Dark Angels:
The mission ends at the end of Turn 12. The Dark Angels player wins by securing all
Genestealers entry points by the end of the mission. The Genestealers player wins outright if he
manages to eliminate the Dark Angels force or manages to have any blip enter
the board on the Genestealers’ Turn 12.
Any Deathwing Terminators (including Knight Zahariel) may
secure an entry point by standing within six squares of it and spending an
additional 4 action points and/or command points. Once secured, no further blips maybe placed
via the secured entry points and the Deathwing Terminator model is free to
move, shoot or otherwise act as normal.
All blips lurking are automatically lost.
Any other results will be a draw.
Mission
3 – An unsettling discovery
As
Squad Ulciscor and Knight Mevius travelled deeper into the belly of the hulk,
they came across a growing mass of Genestealers corpses strewn across the corridors. The xenos carcasses were riddled with bolter
wounds and some with the unmistakable blows delivered from power weapons. Given Squad Ulciscor have been in close
communication with Dominus, they were fully aware of each other’s positions and
therefore quickly ruled out that the kills were delivered by the other
Deathwing Squad onboard. On closer
examination, it seemed that the sinister aliens have been dead for at least a
number of days.
“Any
chance one of our cousins received the distress call from the nearby astropaths
before us?” asked Brother Sarga.
“Unlikely,
no other Legiones Astartes vessels are even remotely close to this sector. The distress signal received would have
traveled the least distance to reach The Rock.
Whoever killed these wretched Tyranids was here long before our arrival
and likely still here,” Knight Mevius responded.
Just
as the squad was about to move on ahead, Brother Mendrion caught a glimpse of something
caught by the tip of one of the Genestealers’ razor-sharp talons. He blink clicked and zoomed closer to the
object and realized that it was some sort of fabric, similar to the ceremonial
robes worn typically by veterans from the First Legion. Medrion kneeled down, reached out with his
deactivated power fist and picked up the ragged piece of robe.
“Knight Mevius, you should see this”, Mendrion spoke
through the open vox-channel.
Mevius, as well as the rest of the squad members with him
grimaced as they saw what he was holding.
“Contact Lord Belial with haste!” directed Mevius.
“Push forward and follow the trail laid out by these filthy
xenos corpses. We may have found our
path to redemption. Sound the hunt!”
Immediately, the scanners embedded in Squad Ulcisor’s helms
came alive and indicated a massive brood of hostiles closing in on their
current positions.
Deployment
and forces
Dark
Angels:
The
Dark Angels player has command over the following:
Squad Ulciscor:
-
One Deathwing Sergeant armed with a Storm Bolter
and Power Sword
-
One Deathwing Terminator armed with Assault
Cannon and Power Fist
-
Three Deathwing Terminators armed with Storm
Bolters and Power Fists
Knight Mevius:
-
One Deathwing Knight armed with Mace of
Absolution and Storm Shield (please refer to rules for Deathwing Knights as per
Mission 2 – Perimeter Secured)
The Dark Angels are deployed within the area marked X.
Genestealers:
The Genestealers player starts with four blips that may be
placed in any of the entry points and receives two reinforcement blips per
turn.
Victory:
Dark Angels:
The game lasts for 15 Turns. The Dark Angels player wins if he manages to move
at least four models off of the board via the indicated marker. If he manages to move three models off the
board, the game is a draw. Any other
result is a Genestealers victory.
I'd call this story "predictable", but I think that's missing the point. Seeing rules for Deathwing Knights was certainly amusing
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