BACKGROUND: A Chaos cult seeks to download information from an ancient database that will allow it to find the three pieces of a physic key that will to release an imprisoned Greater Daemon. An Inquisitorial agent, supported by the Adeptus Arbites, seeks to stop the plot.
TERRAIN: A 3’ by 3’(or 4″ by 4″) section of the Underhive beneath the hive city of Alicante on the world of Dozaria. Terrain should include lots of industrial equipment, as this is a long-neglected cogitator complex. If possible, place an elevated platform in the center of table to add a little extract tactical challenge for players.
OBJECTIVES: This scenario requires three terrain pieces (computer monitors are logical) where models can seek to download information. The first objective is placed in the center of the table (preferably on an elevated platform), with two more objective markers placed a minimum of 9″ from the central objective. Each player will place one of these two objectives. A d6 will determine which player places the first of these two.
DEPLOYMENT: Each player rolls a d6″. Player with the highest roll picks a table edge to enter the table on Turn 1. The opposing player will enter on the opposite table edge.
RULES: We used the now-discontinued Shadow War: Armageddon rules. Kill Team or Necromundia—or really any skirmish rules set—will work fine.
FORCES: This campaign is based on an Inquisitorial versus Chaos force. Design the scenario to meet your own needs.
Our choice was to pit an Inquisitorial agent, backed up by Arbites Enforcers, against Chaos cultists. We chose larger-than-normal forces for our game: Chaos forces included a cult leader, a psyker (stolen from Necromunda stats), 19 cultists, and a Chaos Spawn. The Inquisitorial agent, Gallus, was backed by about a dozen Enforcers and a Bullgryn.
If your forces are large enough, you could play this with two-player teams.
VICTORY CONDITIONS: There are two ways to win. One is to force the opposing player to fail a Bottle Test (flee the table) before he collects the data. His retreat will leave your forces free to obtain the data without opposition.
The other way to win is for a player to collect data from two of the three data banks on the table—and then get that data off the table.
Any one model may attempt to access a particular data bank if it starts its turn in contact with the data bank (an objective), and there is no enemy unit in contact with your friendly model or the data bank.
RETRIEVING DATA: A single model must spent all its actions in contact with a data bank to access the information it needs.
Roll a d6 and add the Intelligence value of the model. (If you use rules without an Intelligence Value, assume normal models have an Intelligence of 3, while a leader (or a Tech Priest support) has a 4. (Bullgryns and Spawn are too stupid to access the data.)
If the model rolls a 9 or higher, the data is accessed. If the model fails, it may attempt to try again in the next turn.
The same model does not need to acquire all the necessary data. Model A could retrieve data from one data bank, while Model B accesses a second data bank. Of course, a single model can access both data banks.
When a model successfully acquires data , a counter is placed adjacent to the model. This”data” counter must be carried by a model off the table from the player’s side. The counter may be transferred to another friendly model if models are in contact at the beginning of the movement phase.
Both counters must leave the table from the player’s side to achieve victory.
If a model is wounded or killed by enemy fire or melee, a friendly or opposing model can take possession of the data counter if it starts its movement phase in contact with the downed model (and is not in melee).
FAILING MORALE YET WINNING: It is still possible for a player to win if its Kill Tam fails its morale—but only if the player’s models already possess two data counters.
Normally, the battle ends a soon as one player’s Kill Team fails its Leadership roll. But, if a Kill Team possesses two data counters, game play continues until the model (or models) with the data counters leave the table—or are stopped by the opposing player.
When the Leadership Test is failed, that Kill Team—when it begins their its movement phase—must immediately “run” with all models toward its table edge. (This side has broken, after all.)
These models must move directly and at full run toward the table edge. They may not maneuver to take advantage of terrain. They move directly toward the table edge and only gain terrain bonuses if their final position blocks line of sight.
If the models are still on the table at the end of their turn, the opposing player has an opportunity to stop the models with the data counters by using ranged fire or melee combat. Target priority rules for ranged fire still apply. (With Shadow War rules, you usually must fire at the closest enemy model.)
If a fleeing model with a counter is Down or Out of Action, the closest friendly model may attempt to recover the data counter (use rules as listed earlier for downed models). Other models must continue to flee.
It is possible that a fleeing model will recover a data counter. That model still must make it off the table (without being stopped by enemy fire or melee), and only if two counters leave the table can the Broken team declare victory.
TOXIC FUMES: An optional rule. A piece of terrain within 6″ of the center of the table is leaking toxic fumes. Beginning with Turn 2, roll a d6 before any models move. On a roll of 4+, a 3” template of toxic fumes is placed adjacent to the terrain piece.
Every turn, this template moves before players. Roll a Scatter Die and a d6 to determine where it moves.
Any model that finds itself within the toxic cloud at any point (including when the template moves) must take a S2 AP- to-wound roll. A model only makes one roll per turn.
These toxic clouds to not dissipate, and it is possible that toxic gases will accumulate until the battlefield is unbearable. It is possible that casualties from toxic fumes will force a side to make a Leadership test to leave the table, thus ensuring victory to the other side.
If a Kill Team breaks and flees the table, the other side automatically wins.
PROMETHIUM BARRELS: An optional rule.If anyone fires at a model in cover behind a barrel—and hits but fails to wound—roll a d6. On a 6, the promethium in the barrel is ignited, and a 3” template is placed over the barrel. Anyone partially under the template takes a S4, AP- to-wound roll.
Yes, you may target barrels as well. Fire normally. If the to-wound roll against the barrel is successful (Toughness 2), roll a d6. On a 6+, the barrel explodes. (Until a barrel explodes, it can be repeatedly targeted. Just because it’s leaking doesn’t mean there’s not enough promethium left to cause an explosion.)