Tank Park - THE SCENARIO
For our night-time cultist raid on the garrison's tank park we created the following scenario. It mixes rules from Necromunda and Warhammer 40,000. When to use the Warhammer 40,000 rules is described below.
Set up
This is played on a 6'x4' playing area. The outer fence/wall of the garrison stretches from the centre of one short table edge to the far corner of the board. This fence should be crossable by cultists (by jumping or climbing over). Along the fence there should be a couple of sections that are impassable to vehicles. We used two Aegis defence lines for our fence and sections of tank trap to represent blocked gateways. About half way along the wall is a watch-tower. In the approximate centre of the board is the Hellhammer tank. On either side of it slightly spaced out in an appropriate fashion are other tanks. We used 2 Chimeras, a Leman Russ and a Hellhound. On the far side of the tanks from the fence are two barracks buildings. These can be wherever seems appropriate but should be at least 12" or so from the Hellhammer. The rest of the board is pretty empty, though you could add scattered crates, barrels or other appropriate terrain if you like.
FORCES
We assumed that the other cult members have had sufficient time to learn how to use basic weapons, so the cult receives some extra members for this mission. it is also bolstered by the friends, family and other contacts of the prisoners that were freed in the last game.
The Chaos cult force consists of:
The cultists that survived the last game.
A second leader armed with a shotgun and combat weapon, 8 cultists armed with autoguns, and 1 cultist with a heavy stubber.
They are also joined by D6 reinforcements for each prisoner freed last game. These have the stats of gangers and are armed with a mix of pistols and combat weapons. These are referred to as 'prisoners' in the rules below.
The Imperial forces represent those tank crews and troops from the barracks. There are two sentries in the watchtower, and 9 PDF troopers in each barracks building, sleeping. All of these PDF troopers are armed with lasguns and krak grenades. All PDF, including those described below wear sturdy flak armour and reinforced chest plating, giving them a 5+ save.
In reserve are other forces from the base that may get involved if they become aware something is going on! These models are specialists and higher ranking PDF members who can be assumed to be sleeping in different buildings or out patrolling the far borders of the garrison. They are described later.
The Chaos cult force consists of:
The cultists that survived the last game.
A second leader armed with a shotgun and combat weapon, 8 cultists armed with autoguns, and 1 cultist with a heavy stubber.
They are also joined by D6 reinforcements for each prisoner freed last game. These have the stats of gangers and are armed with a mix of pistols and combat weapons. These are referred to as 'prisoners' in the rules below.
The Imperial forces represent those tank crews and troops from the barracks. There are two sentries in the watchtower, and 9 PDF troopers in each barracks building, sleeping. All of these PDF troopers are armed with lasguns and krak grenades. All PDF, including those described below wear sturdy flak armour and reinforced chest plating, giving them a 5+ save.
In reserve are other forces from the base that may get involved if they become aware something is going on! These models are specialists and higher ranking PDF members who can be assumed to be sleeping in different buildings or out patrolling the far borders of the garrison. They are described later.
DEPLOYMENT
The 2 sentries are set up in the watchtower. No-one else starts on the board. The Chaos forces do not deploy but will enter play in the first turn.
OBJECTIVES
The Chaos cult is attempting to steal as many tanks as possible, but the main objective is to steal the Hellhammer! If the cult escapes with any tanks they are considered to win, with the margin of victory dictated by how many tanks they manage to steal. It is a major victory in any case if they successfully steal the Hellhammer.
To steal a tank it must be driven off the board by a cultist. It can leave the board by any table edge except the long board edge nearest the barracks buildings.
The Imperial forces win if they prevent the cult from stealing any tanks.
To steal a tank it must be driven off the board by a cultist. It can leave the board by any table edge except the long board edge nearest the barracks buildings.
The Imperial forces win if they prevent the cult from stealing any tanks.
START OF THE GAME
The Chaos cult goes first. Its models move on from any where along the long table outside the fence.They do not all have to move on if the cultist player does not wish. The Chaos player can choose to keep any number of models in reserve.
The game then proceeds as normal until the alarm is raised.
The PDF sentries will not leave the watchtower until the alarm is raised (after which they can act normally), but roll a scatter dice for each of them each turn to see which direction they are facing. They have a spotting range of 2D6", but will only spot enemies on a 4+ if in the open or a 6 if in cover due to the darkness.
The game then proceeds as normal until the alarm is raised.
The PDF sentries will not leave the watchtower until the alarm is raised (after which they can act normally), but roll a scatter dice for each of them each turn to see which direction they are facing. They have a spotting range of 2D6", but will only spot enemies on a 4+ if in the open or a 6 if in cover due to the darkness.
Scenario Special Rules
There are a great many special rules for this game due to its unique nature!
Spotlight: At the start of the game place a small blast marker (3") on the watchtower. This represents the area illuminated by one of the garrison's spotlights mounted on a tall building at the centre of the base, that are used to watch over the camp at night. In each Imperial turn until the alarm is raised the spotlight moves 2D6" in a random direction. leave the template in place at the end of its move and roll again next turn, and so on. Any enemy model it passes over, or that moves through the light, will be immediately spotted on a 2+. If this happens the alarm is raised. Once the alarm is raised, remove the template - it is no longer required!
Night-fight: The raid takes place before dawn. Once the alarm is raised, models can act normally, but have a maximum vision of 24". If shooting over 12" they suffer an additional -1 to hit, or a -2 modifier if shooting over 18". As the game progresses there can be a lot to keep track of so after D6 turns we decided the sun had risen enough to remove all modifiers.
Tanks: To keep things relatively simple, all tanks and their weapons use the stats/movement rules/weapon profiles/damage rules of Warhammer 40,000, but with the ammo test requirements and ammo test values of their Necromunda equivalent (multi-lasers have a 4+ ammo roll, the other larger weapons have different ammo rules detailed below). The weapons carried by PDF and cultists use their Necromunda profiles. Note that passengers can open and shoot out of the top hatch of a Chimera, but if they do so they can be shot at in the following turn counting as being in hard cover.
Boarding tanks: Upon moving (not running) into base contact with a tank, any model may immediately board it as long as there is room inside, and there is not an enemy on board. Once a model is inside a tank it is assumed the hatches are sealed, so friendly models may embark/disembark, but no enemy models can.
Tank occupancy diagrams: For each tank there is a diagram showing how many models can occupy it, and their locations in the tank. An example is shown in the picture (see below for an example) but ours were much rougher - just drawn in pen on a notepad! It is most convenient to have the tank diagrams on a separate table off to one side. When models move into tanks place the model onto the diagram in the location you want him to take. If models become pinned or down while inside a tank lie them down on the diagram to show this. A model in the drivers seat can start and drive the tank. If there is no-one in the driver's seat the tank will remain stationary, even if it is running. A model in a weapon seat can fire the appropriate weapon in the shooting phase. If a sponson has more than one gun the occupying model can choose which to fire. Some tanks have room for two people in the turret - one can man the gun(s) while another can take position in the tank commander's cupola. If there is a model in the tank commander's cupola then all tests for driving the tank have a +1 modifier.
Models can freely move position within the tank in their movement phase, including in/out of the passenger compartment of a Chimera, unless they are pinned or down. If a model moves into/out of the drivers seat then the tank may not move in the same turn. A model can disembark from a tank before it moves by placing the model in base contact and can then move normally (but may not run or charge). If a model disembarks after a tank has moved he must pass an Initiative test or be pinned.
Spotlight: At the start of the game place a small blast marker (3") on the watchtower. This represents the area illuminated by one of the garrison's spotlights mounted on a tall building at the centre of the base, that are used to watch over the camp at night. In each Imperial turn until the alarm is raised the spotlight moves 2D6" in a random direction. leave the template in place at the end of its move and roll again next turn, and so on. Any enemy model it passes over, or that moves through the light, will be immediately spotted on a 2+. If this happens the alarm is raised. Once the alarm is raised, remove the template - it is no longer required!
Night-fight: The raid takes place before dawn. Once the alarm is raised, models can act normally, but have a maximum vision of 24". If shooting over 12" they suffer an additional -1 to hit, or a -2 modifier if shooting over 18". As the game progresses there can be a lot to keep track of so after D6 turns we decided the sun had risen enough to remove all modifiers.
Tanks: To keep things relatively simple, all tanks and their weapons use the stats/movement rules/weapon profiles/damage rules of Warhammer 40,000, but with the ammo test requirements and ammo test values of their Necromunda equivalent (multi-lasers have a 4+ ammo roll, the other larger weapons have different ammo rules detailed below). The weapons carried by PDF and cultists use their Necromunda profiles. Note that passengers can open and shoot out of the top hatch of a Chimera, but if they do so they can be shot at in the following turn counting as being in hard cover.
Boarding tanks: Upon moving (not running) into base contact with a tank, any model may immediately board it as long as there is room inside, and there is not an enemy on board. Once a model is inside a tank it is assumed the hatches are sealed, so friendly models may embark/disembark, but no enemy models can.
Tank occupancy diagrams: For each tank there is a diagram showing how many models can occupy it, and their locations in the tank. An example is shown in the picture (see below for an example) but ours were much rougher - just drawn in pen on a notepad! It is most convenient to have the tank diagrams on a separate table off to one side. When models move into tanks place the model onto the diagram in the location you want him to take. If models become pinned or down while inside a tank lie them down on the diagram to show this. A model in the drivers seat can start and drive the tank. If there is no-one in the driver's seat the tank will remain stationary, even if it is running. A model in a weapon seat can fire the appropriate weapon in the shooting phase. If a sponson has more than one gun the occupying model can choose which to fire. Some tanks have room for two people in the turret - one can man the gun(s) while another can take position in the tank commander's cupola. If there is a model in the tank commander's cupola then all tests for driving the tank have a +1 modifier.
Models can freely move position within the tank in their movement phase, including in/out of the passenger compartment of a Chimera, unless they are pinned or down. If a model moves into/out of the drivers seat then the tank may not move in the same turn. A model can disembark from a tank before it moves by placing the model in base contact and can then move normally (but may not run or charge). If a model disembarks after a tank has moved he must pass an Initiative test or be pinned.
Starting and driving tanks: PDF troopers can start and drive the tanks automatically without needing to test - they are the tanks' crews after all! If a cultist or prisoner wants to start up or drive a tank he is on board, he must work out how to drive it! To start/drive a tank you must have a model in the driver's seat! To attempt to start a tank, at the start of the movement phase, take a Ld test. If the test is passed, the tank is started up and can make a normal move. Note this means that a model cannot embark on a tank and attempt to start it in the same turn. You do not have to start a tank just because you are in it - you can wait inside until later if you wish. Models inside tanks cannot be spotted at all either by the sentries in the watchtower or the spotlight. Any attempt to start any of the tanks, whether successful or not, will immediately raise the alarm. Once started tanks remain running for the rest of the game, so do not need to be restarted later. However, tests must still be taken each time you wish to move the tank.
For a cultist tanks are difficult to work out! The first test to start and/or drive a tank has a -3 modifier (-4 for the Hellhammer). This modifier reduces by 1 each attempt, so the second attempt is -2, the third -1, and the fourth and subsequent tests are taken at full Ld. (Or -3, -2, -1, then full Ld in the case of the Hellhammer). If the test is passed the tank can be moved normally as the controlling player wishes. If the test is failed the tank fails to start, or if it is already started, it instead moves out of control.
Out of control tanks: If a tank moves out of control roll a D6 to see which direction it moves:
1: The tank does not move at all, but remains stationary.
2-3:The tank turns 45 degrees to the left and moves X".
4-5: The tank turns 45 degrees to the right and moves X".
6: The tank moves X" straight ahead.
'X' is an amount of inches worked out as follows: Take the tank's top speed (not including moving flat out) and divide this number by 6. Roll that many D6 and add them up to find out how fast the tank moves. For example, a Chimera has a top speed of 12" so it moves 2D6" when it moves out of control.
If a tank moves over difficult terrain or crashes into anything take a dangerous terrain test.
Running people over: If a tank moves over anyone, either by going out of control or on purpose, each model must take an Initiative test. If they pass it move them out of the way of the tank, if they fail it they are immediately taken out of action!
Jumping onto tanks: When charging into combat (to attach grenades or similar) with a tank you can choose to jump on! This is automatic if the tank is stationary, or if it moved in its last turn you must take an Initiative test. If successful you have jumped on top of the tank!. If failed you fall off, are immediately pinned next to the tank, and cannot attack or otherwise act for the rest of the turn. So long as you are on top of a tank you can attack it in every assault phase (yours and your opponents). At the start of your movement phase you must pass an Initiative test to stay on (or to successfully jump off) if the tank moved in its last turn. If this test is failed the model falls off and is pinned next to the tank.
Using the tanks' weapons: To use a tanks' weaponry there must be a model manning the appropriate gun. PDF can use all the tanks weapons with no difficulty. Cultists and prisoners are not used to such weapons and may not find it so simple! Any weapon on a vehicle can be used by the cultists but when making rolls to hit if they roll a '1' they take a S3 hit themselves as something goes wrong! Note this will pin them as normal. If the weapon does not roll to hit, then roll a dice before shooting it to see if the gunner is hurt. Even if the gunner is hurt the gun is still fired.
The weapons on a tank take ammo tests like all other weapons, with the exception of the larger weaponry. As soon as the tank is boarded you must roll 2D6 to see how much ammunition each ordnance weapon has (we also included the fuel for the Hellhound's Inferno Cannon in this)! Once this many shots have been fired the weapon has run out of shots. Be careful, as the number of shots remaining will roll over to the next game too!
If the cultists/prisoners attempt to fire any ordnance weapon (or Inferno Cannon) they must take a Ld test with a -3 modifier (reducing by 1 for each subsequent attempt). If they pass they can shoot the weapon as normal (using the Warhammer 40,000 shooting rules). If they fail the test, the weapon fires in a random direction (but still in its allowed fire arcs, so all round for turret weapons, within a 45 degree arc for fixed weapons - roll the scatter dice until you get an allowed direction) and lands X" away, where X is an amount worked out by dividing the weapon's maximum range by 6 and rolling that many D6, and then adding them up. In the case of Blast weapons place the centre of the template on the spot, in the case of the Hellhound place the narrow end of the template on the spot and lay the template pointing away from the tank.
Running through the fence: The tank traps are impassable terrain to tanks. If a tank moves through any other part of the fence it must take a dangerous terrain test or be immobilised. In this case the tank does not also suffer the loss of a hull point. If a tank is immobilised by running through the fence, there is a chance it can be repaired. The driver can take a repair test in the movement phase instead of moving or any other action. Roll a D6: on a 6 the damage is repaired and the tank can move as normal in its next movement phase. Any part of the fence driven over by a tank is flattened - remove the section.
For a cultist tanks are difficult to work out! The first test to start and/or drive a tank has a -3 modifier (-4 for the Hellhammer). This modifier reduces by 1 each attempt, so the second attempt is -2, the third -1, and the fourth and subsequent tests are taken at full Ld. (Or -3, -2, -1, then full Ld in the case of the Hellhammer). If the test is passed the tank can be moved normally as the controlling player wishes. If the test is failed the tank fails to start, or if it is already started, it instead moves out of control.
Out of control tanks: If a tank moves out of control roll a D6 to see which direction it moves:
1: The tank does not move at all, but remains stationary.
2-3:The tank turns 45 degrees to the left and moves X".
4-5: The tank turns 45 degrees to the right and moves X".
6: The tank moves X" straight ahead.
'X' is an amount of inches worked out as follows: Take the tank's top speed (not including moving flat out) and divide this number by 6. Roll that many D6 and add them up to find out how fast the tank moves. For example, a Chimera has a top speed of 12" so it moves 2D6" when it moves out of control.
If a tank moves over difficult terrain or crashes into anything take a dangerous terrain test.
Running people over: If a tank moves over anyone, either by going out of control or on purpose, each model must take an Initiative test. If they pass it move them out of the way of the tank, if they fail it they are immediately taken out of action!
Jumping onto tanks: When charging into combat (to attach grenades or similar) with a tank you can choose to jump on! This is automatic if the tank is stationary, or if it moved in its last turn you must take an Initiative test. If successful you have jumped on top of the tank!. If failed you fall off, are immediately pinned next to the tank, and cannot attack or otherwise act for the rest of the turn. So long as you are on top of a tank you can attack it in every assault phase (yours and your opponents). At the start of your movement phase you must pass an Initiative test to stay on (or to successfully jump off) if the tank moved in its last turn. If this test is failed the model falls off and is pinned next to the tank.
Using the tanks' weapons: To use a tanks' weaponry there must be a model manning the appropriate gun. PDF can use all the tanks weapons with no difficulty. Cultists and prisoners are not used to such weapons and may not find it so simple! Any weapon on a vehicle can be used by the cultists but when making rolls to hit if they roll a '1' they take a S3 hit themselves as something goes wrong! Note this will pin them as normal. If the weapon does not roll to hit, then roll a dice before shooting it to see if the gunner is hurt. Even if the gunner is hurt the gun is still fired.
The weapons on a tank take ammo tests like all other weapons, with the exception of the larger weaponry. As soon as the tank is boarded you must roll 2D6 to see how much ammunition each ordnance weapon has (we also included the fuel for the Hellhound's Inferno Cannon in this)! Once this many shots have been fired the weapon has run out of shots. Be careful, as the number of shots remaining will roll over to the next game too!
If the cultists/prisoners attempt to fire any ordnance weapon (or Inferno Cannon) they must take a Ld test with a -3 modifier (reducing by 1 for each subsequent attempt). If they pass they can shoot the weapon as normal (using the Warhammer 40,000 shooting rules). If they fail the test, the weapon fires in a random direction (but still in its allowed fire arcs, so all round for turret weapons, within a 45 degree arc for fixed weapons - roll the scatter dice until you get an allowed direction) and lands X" away, where X is an amount worked out by dividing the weapon's maximum range by 6 and rolling that many D6, and then adding them up. In the case of Blast weapons place the centre of the template on the spot, in the case of the Hellhound place the narrow end of the template on the spot and lay the template pointing away from the tank.
Running through the fence: The tank traps are impassable terrain to tanks. If a tank moves through any other part of the fence it must take a dangerous terrain test or be immobilised. In this case the tank does not also suffer the loss of a hull point. If a tank is immobilised by running through the fence, there is a chance it can be repaired. The driver can take a repair test in the movement phase instead of moving or any other action. Roll a D6: on a 6 the damage is repaired and the tank can move as normal in its next movement phase. Any part of the fence driven over by a tank is flattened - remove the section.
REINFORCEMENTS
Any number of the cultist player's models that are in reserve are free to move on to the board at the start of any Chaos turn along the board edges detailed above. (Likewise cultists can leave the board at any time by any edge except the long edge nearest the barracks buildings, but if they do so they can not return).
On each turn after the first, after the alarm has been raised, more Imperial troops will join the fight. At the start of each Imperial turn D6 PDF troopers arrive from each barracks building (until the building is empty). They move onto the board from the barracks building's door and can act normally but may not charge in the turn they arrive. Also, each turn roll a D6. On the roll of a '6' one of the special reinforcements enters play, moving on from anywhere on the long board edge nearest the barracks buildings. To determine which special reinforcement arrives, roll a D6 and consult the following chart:1: A PDF trooper with flamer and krak grenades.
2: A PDF trooper with grenade launcher and frag and krak grenades.
3: PDF medic with laspistol, krak grenades and medi-pack.
4: A PDF sergeant (stats of a leader) with laspistol, krak grenades and sword.
5: A PDF sergeant with bolt pistol, krak grenades and chainsword.
6: Roll again:
1 - 4: A PDF lieutenant (stats of a leader with Ld9) with plasma pistol, krak grenades and power sword.
5-6: A PDF scout sentinel with multi-laser.
On each turn after the first, after the alarm has been raised, more Imperial troops will join the fight. At the start of each Imperial turn D6 PDF troopers arrive from each barracks building (until the building is empty). They move onto the board from the barracks building's door and can act normally but may not charge in the turn they arrive. Also, each turn roll a D6. On the roll of a '6' one of the special reinforcements enters play, moving on from anywhere on the long board edge nearest the barracks buildings. To determine which special reinforcement arrives, roll a D6 and consult the following chart:1: A PDF trooper with flamer and krak grenades.
2: A PDF trooper with grenade launcher and frag and krak grenades.
3: PDF medic with laspistol, krak grenades and medi-pack.
4: A PDF sergeant (stats of a leader) with laspistol, krak grenades and sword.
5: A PDF sergeant with bolt pistol, krak grenades and chainsword.
6: Roll again:
1 - 4: A PDF lieutenant (stats of a leader with Ld9) with plasma pistol, krak grenades and power sword.
5-6: A PDF scout sentinel with multi-laser.
End of the game
The game ends when the all the cultists and prisoners are down, out of action or have left the board.
Neither side takes bottle tests, but the cult can choose to voluntarily bottle out at any point in time in which case the Imperial player wins unless the cult have already successfully stolen any tanks. If the cult bottles out while any of them are still inside tanks they are considered to abandon the vehicle(s) before they run away!
Remember to record the shots fired, and any weapons lost or other damage taken by the tanks, as this will be important in the next game!
Neither side takes bottle tests, but the cult can choose to voluntarily bottle out at any point in time in which case the Imperial player wins unless the cult have already successfully stolen any tanks. If the cult bottles out while any of them are still inside tanks they are considered to abandon the vehicle(s) before they run away!
Remember to record the shots fired, and any weapons lost or other damage taken by the tanks, as this will be important in the next 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 steal any tanks
Grand theft auto: Any cultist that drives a tank off the board gains +1 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 steal any tanks
Grand theft auto: Any cultist that drives a tank off the board gains +1 exp