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Catachan Rescue Party:

Catachan army vs Dark Angels


Special Rules: Night fighting is in effect for the first two turns. After that roll a d6. On
a 5+ the sun rises.
Alert: The catachan are sneaking into the camp. Therefore, the DA dont know they
are there. Each squad rolls a scatter dice and a d6, thats how far they move.
However, they can elect to leave one model guarding a camp. Every turn the DA roll
2d6 per squad. If the result is 10 or higher then they spot the catachans and can act
normally. They do not roll if they cant see the rescue party. Modifiers: -2 if night
fighting, +4 if shot at, +2 if within 12, +3 if within 6, +1 for every squad that has
seen them, -2 for stealth/shrouded. If the Warlord sees them then every squad is
alerted.
Execution: Every turn, roll a D3. This is the squad that will have members executed.
After that, role another D3. That is how many are being executed. They are moved
to the execution ring, and on the following turn are executed. Straken will always be
executed last in his squad.
Length: The game lasts for 8 turns, or when Straken is killed.
Objectives: The Catachan player wins if he can rescue Straken and make it off of his
board edge, or wipe out the enemy. The DA player wins if Straken is executed, or he
kills the entire rescue party.
No vehicles may be taken by either side, except for one walker.
Prisoners:
Group 1: 9 Veterans and Sergeant Gardek
Group 2: 9 Veterans and Sergeant Flantarc, and Ministorum Priest Cerben
Group 3: Company Command Squad and Colonel Iron-Hand Straken. Equipped with
Close Combat Weapons

Rescue Group:
9 Veterans and Sergeant Harker. Equipped with heavy flamer, two flamers and
forward sentries
9 Veterans and Sergeant Templet. Equipped with two sniper rifles and forward
sentries

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