ARMOURY RAID - THE SCENARIO
For our Armoury Raid we created the following scenario.
Set up
This is played on a 4'x4' playing area. Set up an armoury door in the centre of one of the table edges. Set up a manhole (or other access point) approximately 16" away from the armoury. You should also set up several barrels, at least six of which should be within 12" of the armoury. The rest of the board is set up with any buildings, structures and walkways you like to represent the area outside the PDF barracks.
FORCES
The Chaos cult consists of one leader and eight gangers armed with a variety of knives, clubs and flails and autopistols, plus one heavy with a flamer.
The Imperial sentries consist of one PDF watch leader (stats of a leader) armed with bolt pistol and chainsword, and four PDF sentries (gangers) armed with lasguns.
In reserve are a further five PDF troopers with lasguns, four Arbites (gangers with carapace armour) with shotguns and one Arbite with grenade launcher (with frag grenades). These will arrive randomly as described below once the alarm has been raised.
The Imperial sentries consist of one PDF watch leader (stats of a leader) armed with bolt pistol and chainsword, and four PDF sentries (gangers) armed with lasguns.
In reserve are a further five PDF troopers with lasguns, four Arbites (gangers with carapace armour) with shotguns and one Arbite with grenade launcher (with frag grenades). These will arrive randomly as described below once the alarm has been raised.
DEPLOYMENT
The Imperial sentries are set up anywhere on the board. Before the game begins. The Chaos forces do not deploy but will enter play in the first turn.
OBJECTIVES
The Chaos cult wins if they gain access to the armoury. The Imperial forces win if they prevent this from happening.
There are two ways to gain access to the armoury; with the access pass or by 'improvised force'.
The watch leader has the access pass. If he is taken out of action then leave his model in place on its side - any model may take the access pass by moving into base contact with the watch leader model. If a cultist with the access pass moves into base contact with the armoury doors he gains access and the cult immediately win.
The second way is to melt the door lock controls which will unlock to door. To do this requires immense heat. To achieve this you must use the flamer (so obviously if this cultist is down or out of action, or runs out of ammo, the access pass is your only chance!). Any hit on the doors with the flamer could melt the lock, but will need additional heat to be generated. This involves the use of the flammable barrels! A model may drag a barrel as it moves so long as it isn't charging, but cannot then shoot in the shooting phase. To melt the lock, when the doors are hit with a flamer roll a D6. A score of 7+ is required! But for each barrel that the template touches as it is fired you may add +1 to the roll. Once the lock is melted, any cultist moving into base contact with the armoury doors gains access and the cult will then immediately win.
There are two ways to gain access to the armoury; with the access pass or by 'improvised force'.
The watch leader has the access pass. If he is taken out of action then leave his model in place on its side - any model may take the access pass by moving into base contact with the watch leader model. If a cultist with the access pass moves into base contact with the armoury doors he gains access and the cult immediately win.
The second way is to melt the door lock controls which will unlock to door. To do this requires immense heat. To achieve this you must use the flamer (so obviously if this cultist is down or out of action, or runs out of ammo, the access pass is your only chance!). Any hit on the doors with the flamer could melt the lock, but will need additional heat to be generated. This involves the use of the flammable barrels! A model may drag a barrel as it moves so long as it isn't charging, but cannot then shoot in the shooting phase. To melt the lock, when the doors are hit with a flamer roll a D6. A score of 7+ is required! But for each barrel that the template touches as it is fired you may add +1 to the roll. Once the lock is melted, any cultist moving into base contact with the armoury doors gains access and the cult will then immediately win.
START OF THE GAME
The Chaos cult goes first. Its models move on from any edge except the edge with the armoury. Up to three models may be kept in reserve and sent through the sewers. These models may move on from the manhole at the start of any Chaos cult turn after the first.
The game then proceeds using the sentries rules as presented in the Necromunda rulebook, until the alarm is raised.
If the watch leader is taken out of action but the alarm is not raised, then roll a dice each turn thereafter. The alarm will be raised regardless on the roll of a 6 as the watch leader fails to report in.
The game then proceeds using the sentries rules as presented in the Necromunda rulebook, until the alarm is raised.
If the watch leader is taken out of action but the alarm is not raised, then roll a dice each turn thereafter. The alarm will be raised regardless on the roll of a 6 as the watch leader fails to report in.
REINFORCEMENTS
On each turn after the first, after the alarm has been raised, more Imperial troops will arrive in the area and join the fight. At the start of each Imperial turn D3 randomly selected reinforcements arrive, and each model arrives from a randomly determined table edge, except the one with the armoury.
End of the game
The game ends when the cult gains access to the armoury, when all the cultists are down or out of action, or if the Chaos player concedes. There are no Bottle tests in this game.
EXPERIENCE
The cultists gain experience as follows:
Survives: Each surviving cultist gains +D6 exp
Wounding hit: Each cultist gains +5 exp for each wounding hit they inflict
Winning leader: Cult leader gains +10 exp if the cult gain access to the armoury
Access: The cultist that first gained access to the armoury gains +5 exp
Survives: Each surviving cultist gains +D6 exp
Wounding hit: Each cultist gains +5 exp for each wounding hit they inflict
Winning leader: Cult leader gains +10 exp if the cult gain access to the armoury
Access: The cultist that first gained access to the armoury gains +5 exp