Professional Documents
Culture Documents
Krakens Jaws
Krakens Jaws
Krakens Jaws
Mat Ward takes the Blood Angels on campaign to the Hive World of Hollonan. The Sons of Sanguinius are bold and mighty beyond compare, but are they up to the dread challenges posed by the forces of Hive Fleet Kraken?
In response to a request for assistance, Chief Librarian Mephiston leads a strike force to the world of Hollonan. What at first appears to be a mere, if substantial, rebellion, is swiftly revealed to be a deeprooted Genestealer infestation. Mephistons strike force purges the alien parasites from the hives of Hollonan, but it is too late even as the last brood is purged, ships from a Hive Fleet Kraken splinter fleet arrive in the system. Recognising that his force cannot repel such an onslaught, Mephiston seizes control of Hollonans military and sends a request for aid to the Blood Angels, the Angels Encarmine and the Angels Vermillion. The ensuing battles in the depths of Hollonan Tertius strain even the battle-lust of the Blood Angels. The first Tyranid strike neutralises the planetary defence batteries and automated sentry guns. The second annihilates the chain of antiquated, but vital, fusion accumulators that provide Hollonan with much of its power. What results is a terrifying battle for survival in the guts of Hollonans underhive, with Mephistons Blood Angels stretched to the limit as they rally the planets defence force against the endless hordes of Termagants, Raveners and Carnifexes. Only where Mephiston fights do the forces of humanity hold. In those two dreadful weeks, the Chief Librarian proves his might time and time again, never once sleeping or taking rest, always carrying the fight to the alien invaders, though even his Battle-Brothers are weary to the bone. His deeds are legend. At the Chapel of the Emperors
Repose, Mephiston tears a Carnifex to shreds with his bare hands. He holds the entrance to the filtration plant alone for six hours. And in the final stages of that invasion, in the refugee-thronged underhive of Hollonan Tertius, he cleaves his way through the brood spearheading the assault, laying low the Hive Tyrant and its guardians before a Trygon strikes him down. Mephistons fall, which could have so easily robbed the heart from the defenders, instead drives them to redoubled effort. Such is the battle-spirit roused in those weary Blood Angels and warriors of Hollonan that they survive long enough for the desperately awaited reinforcements to arrive. Like the avenging angels they are, fresh companies of Blood Angels, Angels Encarmine and the Angels Vermillion scream from the skies but they are not alone. The Eldar of Ulthw, led by the ancient Farseer Eldrad Ulthran, make planetfall alongside the Space Marines for their own enigmatic reasons. The Tyranids are crushed between the descending armies, this splinter of Hive Fleet Kraken scoured from existence. Eldrad Ulthran remains long enough to see Mephiston recovered from the rubble, wounded but alive a second resurrection that only increases Mephistons legend.
76 WHITE DWARF
BLOOD ANGELS
IN THE
OBJECTIVES
The Blood Angels are seeking to destroy critical synapse creatures, to buy time by throwing the Tyranids into disarray. The Tyranids are attempting to push past the Blood Angels to consume the civilians they protect (see Victory Conditions below).
VICTORY CONDITIONS
The Tyranids score 1 kill point for every Blood Angels unit they completely destroy, regardless of type. Additionally, they score a further 2 kill points for each Tyranid unit that exits the battlefield via the Blood Angels table edge, to represent the havoc wrought behind the lines. The Blood Angels score 3 kill points for each unit of Tyranid Synapse Creatures they completely destroy, and 1 kill point for every other type of Tyranid unit they completely destroy. The side that scores the most kill points wins the battle.
BATTLEFIELD
The underhive is a tangle of industrial buildings and fortifications, now much ruined by the battles that have torn through Hollonan Tertius. The battlefield should therefore be as densely packed with city ruins and buildings as you can manage.
SPECIAL RULES
DEPLOYMENT
Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The Blood Angels deploy first, anywhere in their table half, at least 9" away from the centre line. The Tyranids deploy second in their half of the table, at least 18" away from the centre line.
The call of battle echoes through the Scions of Sanguinius, awakening bloodlust in even the most controlled heart. At the start of the game, before rolling for the Red Thirst, nominate D3 Blood Angels units of your choice these units are automatically subject to the Red Thirst, there is no need to roll. The Voice of Mephiston: Such is his inspiring presence, that whilst Mephiston is still alive, all friendly units (not just Blood Angels units) can use his Leadership value for both Morale and Pinning tests.
RESERVES
The Blood Angels cannot keep any units in reserve all available troops are already in place as the battle begins. Additionally, due to the tightly guarded perimeter the Blood Angels have set up, Tyranids units with the Scout and Infiltrate special rules cannot outflank.
FIRST TURN
The Blood Angels player rolls a D6. On a roll of 2 or more, the Blood Angels go first. On a roll of 1 the Tyranids seize the initiative and go first.
GAME LENGTH
The Blood Angels player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or
www.games-workshop.com 77
TO STAND
PLANNED ARRIVAL
Though the defenders know it not, the tides of battle are about to turn allies are nearby and have planned their advance meticulously. At the start of the game, choose a table edge and up to half the units you have held in reserve. When the nominated units pass their reserve roll, they will arrive from the chosen table edge, rather than determining their arrival point randomly.
DETERMINE STRATEGEMS
Both sides have 3 stratagem points to spend in this scenario. One of the Blood Angels stratagems must be Planned Arrival.
78 WHITE DWARF
BLOOD ANGELS
exceptions. Half of the Blood Angels units (rounding up) must be kept in reserve. If the Blood Angels army includes any Eldar units, representing the Ulthw allies, then these must be amongst those units that are kept in reserve.
rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7.
PLANETSTRIKE MISSION
Planned Arrival is a mission that uses the rules from Planetstrike, which allows you to fight intense planetary invasions. The Tyranids are particularly nasty in Planetstrike, literally appearing right on top of the foe. The Blood Angels are up to the task, however, able to launch daring counter-attacks.
GAME LENGTH
The Blood Angels player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the Blood Angels player
www.games-workshop.com 79
Angels of Baal
Squad Garbibaldi
Squad Chalael
Squad Alcoro
For our brothers, the lure of blood has become too strong. Honour them, for while they cannot no longer live as men, they will surely die as heroes. - Chaplain Onazio
Chaplain Onazio
Black Harbingers
Squad Ventro
Vostroyan Firstborn
Banner of the Blood Angels 2nd Company, recovered from the ruin of the underhive of Hollonan Tertius and restored by the Chapters artificers.
Kaledon Hunters
80 WHITE DWARF
BLOOD ANGELS
ASSAULT FORCE:
ENCARMINE
Conducted the shock assault on Brakas hab-block and the Synapse Brood entrenched within. There are no survivors. Heralds Encarmine (Sanguinary Guard) Sanguinius Honorum, Sanguinius Nobilus (Angels Encarmine Death Company)
Strike Force: Deliverance
Squad Balar
Squad Fierenzo
Heralds Encarmine
Sanguinius Honorum
Sanguinius Nobilus
Squad Naelas
Squad Vargo
Squad Zincael
Squad Zastor
Squad Balael
Squad Alaesto
Squad Haelar
Squad Triam
OF
OF
Autarch Malan Ulanis masterminds a series of daring hit-and-run attacks to draw Tyranid forces away from the underhive. Surviving forces then converge to assist Strike Force Deliverance. Commander: Autarch Malan Ulanis Guardian Host Ishas Hope Fire Dragons of the Khaines Heart Shrine
After initial insertion through Hollonan Tertius fusion exhaust tunnels, the war host bypasses much of the perimeter fighting and arrives at the underhive in time to seal victory. Commander: Farseer Eldrad Ulthran Striking Scorpions of the Shadows Passage Shrine
www.games-workshop.com 81