You are on page 1of 7
Y WARHAMMER 40,006" ‘Gon a0 F oo. TT ae Storm of Vengeance Space Marines Battle Briefing PRODUCED BY GAMES WORKSHOP CChadel & the Citadel castle. Dark Angels, Deathwing, Games Workshop & the Games Workshop logo, Space ‘Marine and Warhammer are all registered trademarks of Games Workshop Lid ‘Angole of Death, Chaplain, Codex, Devastator, Grtchin, Imperial Guard, Librarian, Ork, Raverwing, Razorback, Fino, Space Welvee, Storm of Vengeance, Torminator, Uttamarinos and Woll Lord aro all tradomarks of Gamoo Workshop Ltd, ‘All artwork in all Games Workshop products and the images contained therein have been produced eiter in-house or as work for hire. Tho exclusive copyright in the artwork and the images it dopiots ie the property o! Games Workshop Lid. ‘© Copyright Games Workshop Lid, 1997. ll rights reserved. Product Code: 60 02 01 99 002 Part Numbor : 80:31 01 09 004 Scenario 1: “IF YA WANT SUMFIN’ DONE...” The Space Marine force consists of 1,500 points, chosen from an army list in one of the following Codices: Ultran Angels of Death, Space Wolves and the Space Marine army list included with the Warhammer 40,000 game. The actu: defenders were Dark Angels, of course! The limitations listed below apply to the things you may choose from the Space Marine army list. + No Masters (or Captains, Wolf Lords, etc.) may be taken ~ see Army Commander rules below. + No more than 254% of the army’s points may be spent on characters (rather than up to 50% as is normally the case). * Only one Librarian may be taken, and he may only be mastery level 1 + Characters may not be given any card worth more than 25 points, ore than 25% of the army’s points may be spent on support (rather than up to 50% as is normally the case) + No allies are allowed. + Terminator squads may not be teleported into battle. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards, Instead the Space Marine player has the following card that he may use in this battle: Malfunction. The Power Plant: The power plant is vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself. In addition weapons with blast markers that can scatter — in fact any weapon that might seater — may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead. Finally, vehicles are not allowed to ram the building; any yehicle forced to do so will flip and crash 2" short of the building (assume the driver or another crewman caused the crash as he attempted to swerve away, or whatever!). Army Commander: At the time of the Orks’ attack, Master Belial was still on board the Dark Angels battle barge Unrelenting Fury. Although you may not take an ordinary army commander, the Space Marine character with the highest Leadership acts in this role, with all the usual rules applying. If more than one character has the same Leadership, you must nominate which of them is acting as overall commander. Rag-Tag Force: The Space Marines defending the power plant were a rag-tag collection of troops that just happened to be in the area at the time, To represent this, the Space Marine player must randomly split his army into three ‘groups and then pick one of these groups to defend the power plant. To do this the Space Marine player rolls a D6 for each character, squad, vehicle and support weapon. On a roll of 1-2 the unit goes to group A, on a 3-4 it goes to group B and on a 5-6 it goes to group C. Once all the army has been randomly divided up, the Space Marine player may pick which group he wishes to use. Note that this may mean the army ends up with a higher percentage of certain troops than would normally be permitted, This is allowed for this scenario. TACTICAL HINTS + It’s hard to plan for random forces 80 pick a good mix of tactical troops and close range fighters. * More, lower quality Space Marines will serve better than a few elite fighters in this battle, * A character equipped for hand-to- hand combat can fight his way onto the power plant if necessary. * Rapid fire, rapid fire, rapid fire! * Concentrate on surviving, more than killing Orks. Don’t be afraid to withdraw if you have to and : counter-attack later. It only takes ‘one Space Marine to win the game! Scenario 2: DARK CATHEDRAL ‘The Space Marine force consists of 300 points, chosen from the army list in one of the following Codices: Ultramarines, Angels of Death, Space Wolves and the Space Marine army list in the Warhammer 40,000 game. The limitations listed below apply to the things you may choose from the army list. You must pick your army before you know whether you are attacking or defending (one battle’s attackers are the next battle’s defenders). Note that the normal 50% allowance for characters applies. * No special characters may be used. + No Masters may be taken. * Librarians are limited to a maximum mastery level of 1. * You can take Space Marine squads with less than 10 models if you wish (see the special rules below). + You may not take Space Marines that are or land speeders or using ‘Support section of the army list * Characters may not be given any wargear card worth more than 25 points. * Characters may not be given any additional equipment from the Tr: section of the wargear list. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Space Marine player has the following card to use in this battle: if the attacker — Saved!, if the defender — Booby Traps (which cannot be played until all the attacking models are on the table). To The Death! Your men will fight to the death. They are immune to psychology and never have to take a Break test. Squad Coherency: The Squad Coherency rules do not apply in this scenario. All models move individually. Reduced Size Squads: If you wish you may reduce the size of the squads you take by one or more men. Each Space Marine you decide not to take reduces the points value of the squad by 30 points if he is wearing power armour, or 70 points if he is wearing Terminator armour. Squads of Scouts may also be chosen, and each Scout not taken reduces the unit cost by 18 points. A squad must include at leas ‘one model. TACTICAL HINTS * This is a very close range and bloody firefight. A hard character and some assault troops work very well. * Don’t forget that Space Marines: can rapid fire with bolt pistols — at this range, with this much cover, it is probably better than using your bolters : * If you're defending, play the Booby Traps in the first tum while the Orks are bunched up. If you're attacking, tty to disperse as soon as possible, Scenario 3: ‘The Space Marine force consists of 350 points, chosen from the army the following Codices: Ultramarines, Angels of Death, Space Wolves and the ‘Space Marine army list in the Warhammer 40,000 game. ‘The limitations listed below apply. + No special characters may be used (Sergeant Naaman became the heroic individual depicted in his special character description after surviving Cut and Run!). * No Masters may be taken — see Army Commander rules below. + Only one Librarian may be taken, up to level 1. «The army may not include more than one character. © The only type of squads that may be taken are Scout, Tactical, Bike or Ravenwing squads. * Nothing may be chosen from the Support section of the army list. * Characters may not be given any wargear card worth more than 20 points, SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Space Marine player has the following card to use in this battle: Barrage. Overwhelming Odds: The Space Marines will not withdraw until they are sure they are facing overwhelming odds. Space Marines that have entered the Scouting zone may not leave it until one of two things happens: the Orks roll for a reinforcement contingent and it is already in play, or Orks mounted on boars or bikes, or driving vehicles arrive. CUT & RUN Once the Space Marines have realised they're facing overwhelming odds they may retreat off the western table edge. If a Scout squad (not Tactical Marines or Bikes or Ravenwing) is reduced to 50% casualties (one or two models!) it may attempt to retreat off the north or south table edges. Roll a dice for each model that moves off the north or south edge, on aroll of 1-5 they are run down by the advancing Orks, on a roll of a 6 they make it back to Koth Ridge and the Space Marines have won. Army Commander: At the time of the Orks’ attack, Master Belial was still on board the Dark Angels battle barge Unrelenting Fury. Although you may not take an ry army commander, the Space Marine character that you do take acts in this role, with all the usual rules applying. TACTICAL HINTS. + Have one unit near the eastern edge to limit the space in which the Ork reinforcements may enter, while ‘keeping another squad towards the rear, ready to withdraw. + When the time comes to cut and sun, it’s probably worth sacrificing a unit to get in the Orks’ way and buy some time, * Save your barrage until it’s time to run for it and then use it to target the closest pursuers. * Don’t be tempted to break off the side edges unless it really does look impossible to win otherwise. A one in six chance is not much chance at all... Scenario 4: HOLD THE LINE! ‘The Space Marine force consists of at least 1,500 points (see the Recon Report in the rulebook for notes on game size). These points must be split equally in half, and then two armies chosen from the army list in one of the following Codic Ultramarines, Angels of Death, Space Wolves and the Space Marine army list in the Warhammer 40,000 game. The limitations listed below apply to the things you may choose from the army list for each army. + No special characters may be used. + No Masters may be used — see Army Commander rule below, * Only one Librarian may be taken, up to level 1 + Characters may not be given any wargear card worth more than 20 points. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Space Marine player has the following cards to use in this battle: Flank March (which can be used on the reinforcements) and Barrage. Two Armies: As noted above, the Space Marine player has to pick two armies. One of the Space Marine armies represents the reserves from Kadillus Harbour, the other the defenders of Koth Ridge. The Space Marine player may decide which is which at the start of the battle. Characters may join units from either army once both armies are in play. Army Commander: At the time of the rks’ attack, Master Belial was still aboard the Dark Angels battle barge. Although you may not take an ordinary army commander, the Space Marine character with the highest Leadership in each army acts in this role, with all the usual rules applying. If more than one character has the same Leadership, you must nominate which of them is acting as. ‘commander. Koth Ridge Defenders: The defenders of Koth Ridge are deployed on the table at the start of the battle, and may set up dug in as described in the Recon Report in the rulebook. The Reserves: The reserves from Kadillus Harbour enter play from the western table edge. The tum they enter play is determined by their movement rate, as shown below. One unit (plus one attached character, if desired) may enter play using the Flank March strategy card. Units can enter play later than the stated tum if the Space Marine player wishes to delay them Movement Rate* Enter Play On 20° ‘Turn two, 12% ‘Turn three 8 ‘Turn four * A model’s ‘M’ characteristic when running, or a vehicle’s combat speed. Troops transported in a vehicle arrive at the same time as the vehicle carrying ther, TACTICAL HINTS. «Rapid fire. rapid fire, rapid fire! + Make the Orks pay for every inch of ground and don’t be afraid to leap forward and attack if it will slow them down. : + Take Rhinos and Razorbacks to transport your reinforcements, * When you counter-attack with your reinforcements, try to concentrate on one part of the Ork army and smash it completely. You should then have the speed to rumble up the Ork line and break the impetus of the Orks’ attack Scenario 5: SHADOW WARRIORS ‘The Space Marine force consists of the following troops: * Veteran Sergeant Naaman (refer to appendix). If you are not using Dark Angels you may cl character worth up to 130 points, Librarians may not have a mastery level greater than 1 and the character may not wear Terminator armour or ride a vehicle. + 1 Scout squad worth up to 150 points, ‘The squad may be led by a Veteran Sergeant whose Wargear card cannot be worth more than 20 points (his points value is added to the points cost of the squad). In addition, the Scouts are equipped with Silencers and Silentiums as detailed below, and have the Maximise Cover special skill, SPECIAL RULES Strategy Cards: The Space Marines have no strategy cards in this scenario. Maximise Cover: The Scouts for this yn were the most skilled survivors of the initial forays. They have an intuitive affinity with their surroundings and can blend into their environment to become almost invisible. When a sentry rolls to spot a Scout, the Scout counts as if he was in one ‘grade’ more cover than normal. If the Scout is in the open he counts as in partial cover and if he is in partial cover ‘he counts as in total cover. This has no effect if the Scout is in total cover to start with, and only counts for spotting, not for shooting! Specialist Equipment: Knowing the importance of this mission, Belial went to great lengths to provide everything the Scouts would need, including Silencers for any non- special or heavy weapons (you can’t silence a heavy bolter, no matter how hard you try!). He also provided them with special Silentiums, devices that generate a zone of ‘null’ sound over a wide area, allowing a Scout to pass virtually undetected. Weapons with silencers have no chance of raising the alarm by shooting. In addition, any model with a Silentium deducts =1 from alll rolls to raise the alarm, Having more than one Silentium confers no additional modifier, the roll is never modified by more ‘than -1. TACTICAL HINTS + Be patient and prepared to move back towards your table edge to come at the Orks from a different direction if necessary. * Give your Scouts chainswords in case the Orks are alerted, but use the Scouts’ knives until the alarm is raised, + Take out the Gretchin sentries in ‘one-on-one combat. Only really bad luck will cause you to fail. * Don’t forget to hide if the sentries get too close ~ you've got all the time you need so don’t risk things by rushing it. Scenario 6: REVELATIONS ‘The Space Marine scouting for of the following troops: + Veteran Sergeant Naaman (refer to appendix). If you are not using Dark Angels you may choose a character worth up to 125 points. Psykers may not have a psychic level greater than 1 and the character may not wear Terminator armour or ride a vehicle. + 1 Scout squad worth up to 150 points. ‘The squad may be led by a Veteran Sergeant whose wargear card cannot be worth more than 20 points (his points value is added to the points cost of the squad). ‘The Space Marine reinforcements consist of the following troops: + Dark Angels Master Belial (refer to appendix). If you are not using Dark Angels you may include a character worth up to 185 points. Psykers may not have a psychic level greater than 1 and the character cannot be riding a vehicle. + One Squad of Terminator armoured ‘Space Marines worth up to 400 points, chosen from the Squads section of one of the following army lists: Ultramarines, Angels of Death, Space Wolves and the Space Marine army list in the Warhammer 40,000 game. Note that although the Terminators will teleport to the table their cost is not increased in this scenario. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Space Marine player has the following card to use in this battle: Insane Courage. Teleporting Terminators: Starting with the third Space Marine tum, roll a D6 at the start of each turn, On a roll of 1, 2 or 3 the battle barge is kept at bay by the Orks? defence laser, on a4, 5 or 6 the ‘Terminators and Belial can deploy using the Teleporter rules given in the Warhammer 40,000 Wargear book. Remember that Naaman has a teleport homer that will help them to teleport more rately if they aim for within 6" of his position The Power Plant: The power plant is vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself. In addition, ‘weapons with blast markers that can scatter fact any weapon that might scatter ~ may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead. Capturing/Damaging the Ork Relay: ‘The Ork relay is part of the power plant. It may be attacked by the Space Marines if they wish. It has an armour rating of 10, and is damaged by any hit that penetrates its armour, Alternatively the relay can be captured by any Space Marine that is in base contact with it at the start of his turn, Simply move the captured relay around with the Space Marine that took it, leaving, it lying on the ground if he’s killed. A dropped relay can be picked up by a model from either side that is in base contact with it at the start of their turn. Teleporting Back to the Battle Barge: Belial and the Term teleport back to the battle ba of any Space Marine tum if you can first roll a4 or more on a D6. Ona score of 3 or less the battle barge is staying out of range and the Space Marines must fight on for another turn. They must all teleport at the same time, and cannot return. If or when they do teleport, simply remove the models from the table. TACTICAL HINTS + Get Naaman into the ruins as soon as possible, with Scouts providing support (and preferably a closer target to take the incoming fire). + Naaman is very dangerous in close combat, so charge any Orks that get too close. Naaman is probably more} vulnerable to shooting than hand-to- hand combat. * Don’t feel that you haye to use ‘Naaman’s teleport homer. If he is doing okay by himself, teleport the Deathwing straight onto the power plant and hope you don’t scatter too far... + Heavy flamers don’t scatter and can be used against the heat- shiclded power plant. It'll probably be more effective than an assault cannon in the end (no jams!). * Get Belial into close combat as soon as possible. Once he’s in there, use your follow-up moves to work. him towards the relay. Scenario 7: BATTLE AT BARRAK GORGE The Imperial force consists of 750 points, chosen from the army list in one of the following Codices: Imperial Guard (see the historical note in the rulebook), Ultramarines, Angels of Death, Space Wolves and the Space Marine army list in the Warhammer 40,000 game, The limitations listed below apply to the things you may choose from the army list for your army. + No special characters may be used. + No Masters may be taken. +The army does not have to contain a commander (or Command HQ for Imperial Guard) but may do if you wish. + Psykers may not be used. + Nothing may be chosen from the support seotion of the army list. + Characters may not be given any wargear card worth more than 10 points. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Imperial player has the following card to use in this battle: Booby Traps. IMPORTANT: Booby traps may not be set on the power plant or within 8" of it. The Power Plant: The power plant vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself. In addition weapons with Blast markers that can scatter — in fact any weapon that might scatter — may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the b y, vehicles are not allowed 1g; any vehicle forced to do so will flip and crash 2" short of the building (assume the driver or another crewman caused the crash as he attempted to swerve away, or whatever!). Army Commander: At the time of the Ork’s attack, Master Belial had recently teleported back to the Dark Angels battle barge in orbit. Although you do not have to take an ordinary army commander, the Imperial character with the highest Leadership acts in this role, with all the usual rules applying. If more than one character has the same Leadership, you must nominate which of them is acting as overall commander. TACTICAL HINTS * Assault Squads work well as defenders, but don’t charge them too early. Try to get a round of rapid firing bolt pistols before entering, hand-to-hand combat. + Concentrate on wiping out units, with whatever means necessary. ‘+ Many of the Orks’ more deadly ‘weapons can't be fired near the power Station, so don’t stray too far away with any vehicles or assault troops you have. Scenario 8: COUNTER-ATTACK The Space Marine force consists of 1,500 * points chosen from the army list in one of the following Codices: Ultramarines, Angels of Death, Space Wolves and the Space Marine army list in the Warhammer 40,000 game, The limitations listed below apply to the things you may choose from the army list for each army. + No special characters apart from Belial may be used in the army. + No more than one Librarian may be used, and he may only hav stery level of 1 + The army may not include more than one Squad of Terminators * With the exception of Bel not be given any wargear card worth more than 20 points. + No allies may be used, SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Space Marine the following cards to use in this battle: Craven Cowardice (may only be used during the first turn) and Divine Inspiration. The Power Plant: The power plant is vital to both sides, and for this reason neither player is allowed to deliberately attack the building itself, In addition ‘weapons with blast markers that can scatter in fact any weapon that might scatter — may not be targeted on a model within 12" of the power plant in case the attack deviates and hits the building instead. Finally, vehicles are not allowed to ram the building; any vehicle forced to do so will flip and crash 2" short of the building (assume the driver or another crewman caused the crash as he attempted to swerve away, or whatever!). Marching Column: The Space Marine army enters play as reinforcements, representing the squads deploying from a marching column into the attack. The turn cach unit enters play is determined by their movement rate, as shown below. Units can enter play later than the stated turn if the Space Marine player wishes to delay them, Movement Rate* Enter Play On 20" + Tum One 12+ Tum Two Be Tum Three * A models *M’ characteristic when running, or a yehicle’s combat speed. Troops transported in a vehicle arrive at the same time as the vehicle carrying them, TACTICAL HINTS * Smash into the Orks with a vengeance and don’t let up for a second. + Use your speed to thrust deep into the Orks’ half of the table and grab ne of the objectives. * The portal is easier to capture but harder to hold, while the power plant may be difficult to grab initially but will provide you with protection from the Orks’ blast weapons. + Don’t forget that victory points may be important, so concentrate on, wiping out the most expensive units. Scenario 9: DEATH BY MOONLIGHT! The Imperial force consists of 1,500 points, chosen from the army list in one of the following Codices: Imperial Guard (see the historical note in the rulebook), Ultramarines, Angels of Death, Space Wolves and the Space Marine arm the Warhammer 40,000 game. The limitations listed below apply to the things you may choose from the army using. + No special characters may be used. + No Masters may be used — but see the. Army Commander rules below. + Only one psyker may be used, up to level | * You may make no more than two choices from the support section of the army list, * Characters may not be given any wargear card worth more than 10 points. SPECIAL RULES Strategy Cards: Ignore the normal rules for dealing out strategy cards. Instead the Imperial player may use the following cards in this battle: Booby Traps (must be played in the first turn) and Orbital Barrage, Koth Ridge Defenders: The defenders of Koth Ridge are deployed at the start of the battle on the table, and may set up dug in as described in the Recon Report in the rulebook. Night Battle: This battle was fought at night (albeit 2 moonlit one), and so the maximum range of any weapon is limited to 16", no matter what is stated in the rulebook (hit modifiers for short and long range apply as normal), Weapons that atter may hit targets that the attacker ‘annot see, but must initially be fired at a ble target No Headlights: As vehicles are driving without headlights to avoid being spotted, roll a D6 each time a vehicle moves at fast speed. Make the dice roll just before the vehicle moves. On a roll of 2-6 the vehicle may move normally, but on a roll of 1 it moves out of control for that turn. Army Commander: At the time of the ‘Orks' attack, Master Belial was camped at the Ork landing site, Interrogator-Chaplain Sarpedon acted as commander of the Space Marines on Koth Ridge. Although you may not take an ordinary army commander, the Imperial character with the highest Leadership acts in this role, with all the usual rules applying. If more than one character has the same Leadership, you must nominate which of them is acting as overall commander. TACTICAL HINTS + Keep a Bike squad or Assault squad in reserve until you know where the Ork vehicles are coming from. + Try to contain the Orks in one area and stop them surrounding your ‘comparatively small army. * Don’t be afraid to run forward, especially with Devastator squads ~ you may have lost their extra range but their heavy weapons can still cripple the Orks. + Like the start of the campaign, try 10 survive ~ maximise cover, concentrate your fire and don’t be scared to duck out of sight. One Space Marine can win the entire battle for Piscina IV! I ENGI r ISH I ‘SPACE MARINE BATTLE BRIEFING 60 31 01 99 004

You might also like