Tervetuloa Thracia Rexin piiritykseen!
Tässä selonteossa kuvataan tarkemmin tulevan piiritystaistelun logistiikkaa ja osapuolien pyrkimyksiä torjua sotatoimiensa akuuttia resurssivajetta. Vaikka Legioonien ja näiden liittolaisten voimavarat on koko sektorilta keskitetty tärkeimpiin murtokohtiin, kohdataan rintamalla edelleen pulaa ammuksista, polttoaineesta, lääkintätarvikkeista sekä rakennusmateriaaleista.
Linjassa operoivien kenraalien tärkein tehtävä on löytää ja turvata kriittisinä pidettyjä resursseja taistelukentiltä. Vallattujen objektiivien voimavarat toimitetaan ilmarahdilla välittömästi vahvistamaan piiritystaistelua käyviä liittolaisjoukkoja, jolloin näiden on mahdollista hyödyntää resursseja armeijoidensa huoltoon ja taistelukentän muokkaamiseen. Pienetkin onnistumiset ovat tärkeitä - jokainen Thracia Rexiin toimitettu patruuna ja promethium-litra lasketaan.
Briiffin viimeinen osuus koskee Kotirintama-taisteluroolin erikoistehtävää, jota varasijoille jääneet tai muut kiinnostuneet voivat pelata ottaakseen osaa kampanjafinaalin kulkuun.
Selonteon sääntöosuus on kirjattu englanniksi, jotta osa-alueiden pelimekaaniset vaikutukset välittyisivät selkeämmin. Piiritystaistelun osuus on mittava ja Jussin ja Ronin apuna onkin paikalla tiivistelmät sekä erillinen pelinjohtaja.
1.0: Siege Reserves and Reinforcements
The Iron Warrior and Iron Hand armies fighting the siege don't start on the battlefield in full strength and they are relying on close reserves and reinforcements to arrive later on. Players are advised to have their army lists at hand with unit costs clearly marked, as many deployment decisions are made according to the points values.
After the regular Deployment, any undeployed Troop units enter Reserves as normal, while any other undeployed units remain in Marching Reserves. Marching Reserves can only be brought to play by expending Fuel Resource Tokens (See 2.2 - Fuel Resource Tokens)
At the beginning of a Player's turn, make a single Reserve roll, modified by wargear and special rules as normal. On a successful roll, the Player may either transfer one Troop unit from Reserves into Ongoing Reserves, or return a destroyed Pioneer unit (see 1.3: Pioneer Corps) to Ongoing Reserves as a minimum sized unit without characters, wargear or upgrades.
(This is effectively a free to use Medical Supply token, and can be combined normally with other such tokens. (see 2.3 - Medical Supply Tokens) )
(This is effectively a free to use Medical Supply token, and can be combined normally with other such tokens. (see 2.3 - Medical Supply Tokens) )
Any unit arriving from Reserves may instead be deployed to the underground tunnel network
(See. 3.3: Thracian Catacombs).
(See. 3.3: Thracian Catacombs).
1.1: Deployment Zones
The Crucible of Iron scenario uses special Deployment Zones, that can change during play.
The Loyalist deployment zone is linked to their Trench Network (See 3.4: Siege Entrenchments). As long as no Traitor model is within the Trench Network, any Loyalist model arriving from reserves can be placed anywhere within their Deployment Zone, as if arriving from a table edge. However, if a Traitor model is within the Trench Network, reserves must instead enter play from any table edge within the Trench Network.
As long as the Wall remains standing, the Traitor Deployment Zone is from their short table edge up to the base of the Wall. Any unit arriving from reserves can be deployed anywhere within their Deployment Zone. In addition, Infantry units may instead be deployed moving in from a Hatch-marker, several of which are part of the Wall itself.
In addition, as long as any Void Shields remain active, any Traitor reserves can be brought in 12" from the Wall along the long table edges.
1.2: Special Deployment Options
Neither player may declare Deep Strike Assaults or Flanking Assaults as per normal.
Loyalists cannot use Flanking Assault or Infiltrate special rules.
Loyalist Units in Marching Reserve with the' Deep Strike' rule can perform a Deep Strike Assault, but only after the anti-air turret and teleport distruptors have been destroyed (see 3.2: The 18th Keep). Declare that a unit or units are making a Deep Strike Assault when expending Fuel Resource Tokens to bring them into ongoing reserves. Every unit that enters ongoing reserves during the same turn using the 'Deep Strike' rules must be committed to a single Deep Strike Assault, but any units still remaining in Marching Reserves can be committed to another Deep Strike Assault during further turns.
Loyalists cannot use Flanking Assault or Infiltrate special rules.
Loyalist Units in Marching Reserve with the' Deep Strike' rule can perform a Deep Strike Assault, but only after the anti-air turret and teleport distruptors have been destroyed (see 3.2: The 18th Keep). Declare that a unit or units are making a Deep Strike Assault when expending Fuel Resource Tokens to bring them into ongoing reserves. Every unit that enters ongoing reserves during the same turn using the 'Deep Strike' rules must be committed to a single Deep Strike Assault, but any units still remaining in Marching Reserves can be committed to another Deep Strike Assault during further turns.
Traitors can Infiltrate as normal.
Traitors can use Deep Strike Assault as per rules stated above, except that Traitors can perform a Deep Strike Assault freely at any point 'Deep Strike' -capable Reserves are brought into ongoing reserves. However, no Traitor model arriving as part of a Deep Strike Assault may be deployed beyond the Wall.
Traitor Units may not perform a Flanking Assault, however any Traitor Infantry Units in Marching Reserve can perform a Special 'Tunnel Assault'. Declare that a unit or units are making a Tunnel Assault when expending Fuel Resource Tokens to bring them into ongoing reserves. Choose a point on either long table edge that is within Tunnel Deployment Range (See 3.3: Thracian Catacombs).
Units performing a Tunnel Assault count as arriving as if they had made an ordered Flanking Assault.
1.3: Legion Pioneer Corps
The following units in Iron Warrior and Iron Hand armies fighting in the siege of Thracia Rex gain the 'Pioneer' Special Rule:
Legion Tactical Squad
Legion Despoiler Squad
Legion Breacher Squad
Legion Inductii
Pioneer:
Units with the Pioneer special rule can interact with the battlefield in various manners.
Every Pioneer unit counts as always being equipped with one Meltabomb, in addition to other wargear.
At the end of the Movement Phase, a Pioneer unit that has not run can declare that they are attempting a Pioneer Action. While attempting a Pioneer Action, the unit cannot move for any reason, and can only Snap Fire.
At the end of the player's next Movement Phase, if the Pioneer unit has not been destroyed, engaged, broken or pinned, the Pioneer Action is successful.
Multiple Pioneer units can attempt the same Pioneer Action simultaneously. If any unit is eligible to complete the action at the end of the next Movement phase, the action is completed successfully. In addition, in such case any Resource Tokens are only expended once, even if multiple Units would succeed in their actions. (e.g. if three Loyalist Pioneer units attempt to Extend the Trench Network, all three units must be destroyed, pinned or driven back to stop the action, and only one Resource Token is spent even if all three should succeed).
Pioneer Actions consist of the following:
- Clear a section of the minefield (Loyalist, free)
The Pioneer unit must remain within 1" of the minefield section (See 3.4: Siege Entrenchments). In addition, the unit must pass an Initiative test to complete this Action. A section of the minefield is then removed. - Extend the Trench Network (Loyalist, 1 Materiel)
The Pioneer unit must have at least 1 model exactly 12" from the Trench Network, and expend one Materiel Resource Token to complete this action. The Trench Network is then moved forward 12" (see. 3.4 - Siege Entrenchments). - Construct Siege Engine (Loyalist, 1-3 Materiel)
The Pioneer unit must be within the Trench Network, and spend between 1-3 Materiel Resource Tokens to complete this action. Then place 'Ombro, Thracian Siege Engine' within the Trench Network and within "1 of the Pioneer unit (see 3.5 - Lost Thracian Technology). - Deploy Thracian Antimatter Mines (Traitor, 1 Ammunition)
The Pioneer unit must expend one Ammunition Resource Token to complete this action. Place 1 Thracian Antimatter Mine within 1" from the Pioneer unit (see 3.5 - Lost Thracian Technology). - Repair Forward Bunker (Traitor, 1 Materiel)
The Pioneer unit must be within 1" of a destroyed Forward Bunker (see 3.5 - Siege Entrenchments) and expend one Materiel Resource Token. The Forward Bunker is then repaired. - Construct Artillery Emplacements (Traitor, 1 Materiel)
The Pioneer unit must expend one Materiel Resource Token to complete this action. Place 1 Thracian Artillery Emplacement (see 3.4 - Siege Entrenchments) within 1" of the unit.
2.0: Resource Tokens
The battle for Thracia's rapidly diminishing supplies rages on.
The Siege of Thracia scenario uses four separate vital resources - Ammunition, Fuel, Medicine and Materiel. These are tracked with Resource Tokens. Resource Tokens are acquired by success in the event's Battleline scenarios, and their actions directly influence the fate of Thracia Rex.
Any Resource Tokens delivered to you by a Battleline player remains with you until you choose to spend them. Tokens can be spent in various ways, either during the battle or in between scenario parts. These uses, as well as other special rules that directly relate to the various resources are outlined below, as well as under Pioneer actions (see 1.3 - Pioneer Corps)
2.1: Ammunition Resource Tokens
Ammunition Resources are used to restock heavy weapons, provide tactical artillery support and utilize esoteric Thracian technology.
Limited Ammunition (Heavy Weapons)
Whenever any unit participating in the siege completes a shooting attack containing one or more Heavy Weapons, roll one die. On a roll of 1, the unit has run out of ammo and may not choose to shoot with their Heavy Weapons until replenished.
At any point, a player may spend 1 Ammunition Resource Token to restock a unit that has run out of ammo. The unit can then shoot their heavy weapons again, but must continue to make ammunition checks as normal.
- 1 Ammunition Resource Token can also be spent to fire off-table Shroud Bomb Barrage rounds. During your Shooting Phase, select a friendly unit to target - until the beginning of their next turn, the unit counts as being equipped with Shroud Bombs, except the unit is considered to be 12" further than the actual range instead of 6" as usual.
- 1 Ammunition Resource Token can also be used by Traitors to plant a Thracian Antimatter Mine. (see 1.3: Legion Pioneer Corps.)
2.2: Fuel Resource Tokens
Fuel Resources are used to bring reserves to the battle and to slow enemy advance with area denial.
- 1 Fuel Resource Token can be used to bring any one unit from Marching Reserves into ongoing reserves. Any attached models, such as Independent Characters or Apotecharies are included in this, as are Dedicated Transports with a Front Armor Value of 13 or less.
(This means that e.g., an independent character with a retinue in an AV14 Dedicated Transport costs 2 Fuel Resource Tokens to bring into ongoing reserves instead of 1.) - 1 Fuel Resource Token can be also used to fire off-table Incendiary Barrage rounds. This is done in the shooting phase exactly as choosing a friendly unit to fire. The shooting attack uses the following profile:
Range: Unlimited Strength: 6 AP: 4 - Barrage, Large Blast, Inferno: Any units that suffered one or more casualties from the Incendiary Rounds but did not fall back, must immediately move as they had failed a morale check at the end of the Shooting Phase. The unit regroups automatically after the retreat, as they escape the area of raging flames. Fearless units cannot be forced to fall back.
2.3: Medical Supply Resource Tokens
Medical Supply Resources are used to replenish the crucial Pioneer Corps on both sides of the battle.
- 1 Medical Supply Resource Token can be used to restore a destroyed Pioneer Unit (see 1.3: Pioneer Corps), and return it to ongoing reserves. This new unit comes as a minimum sized unit but without a Sergeant, or any upgrades or Wargear it might have previously possessed.
- 1 Medical Supply Resource Token can be used to reinforce a returning Pioneer unit to its original strength, returning it in full strength, with a Sergeant as well as any upgrades and Wargear it had. Any attached units, such as Independent Characters or Apotecharies are NOT returned like this.
- 1 Medical Supply Resource Token can be used to heal all wounded infantry models between the Siege Battle Stages.
2.4: Materiel Resource Tokens
Materiel Resources are used to physically affect the battlefield terrain.
- Traitors can use Materiel Resource Tokens to repair the damaged Wall or their Frontline Bunkers. (see 3.1: The Wall of Barbadus and 3.4: Siege Entrenchments). The Wall repairs are made between the battle stages by expending a Material Resource Token - D3 Hull points are immediately restored.
- Traitors can use Materiel Resource Tokens to assemble Artillery Emplacements. (see 3.4: Siege Entrenchments)
- Loyalists can use Materiel Resource Tokens to advance their Trench Network. (see 1.1: Deployment Zones).
- Loyalists can use Materiel Resource Tokens to assemble the legendary Thracian Siege Engine "Ombro". (see 3.5 - Lost Thracian Technology).
3.1: The Wall of Barbadus
"Breach the Wall? Ha! I'd like to see them try."
- Renegade Governor Mortymer Hitchingham I, a few months prior
The Wall of Barbadus is an Armour Value 14 Super Heavy Fortification with 25 Hull Points. Any glancing or penetrating hits caused against the wall reduce a single Hull Point. No roll on a damage table is made, but the remaining hull points affect the Wall as follows (All effects are cumulative) :
21+ Hull Points: Battlements grant a 3+ Cover Save, all access points count as Hatches (see 1.1: Deployment Zones).
20 Hull Points: -1 to all cover saves.
15 Hull Points: Battlements become Difficult Terrain.
10 Hull Points: Another -1 to all cover saves. Access points no longer count as Hatches.
5 Hull Points: Battlements also become Dangerous Terrain.
0 Hull Points: The Wall collapses. All units within 6+D6" of the wall but not on the battlements suffer as many automatic Strength 8 AP 4 hits as they have models and take an immediate Pinning Check. All units on the battlements can make a 7" move. If they are unable to exit the battlements they suffer the effects of Crash and Burn. If they are able to exit the battlements they suffer 2D6 Strength 8 AP 4 hits and take an immediate Pinning Check.
In addition, Blast weapons must target either the battlements or the Wall itself. When targeting the battlements, resolve the attack as per normal, but the attack cannot damage the Wall.
When targeting the Wall, as long as the Wall is within range, no scatter roll is made and no template is placed. Instead, the Wall is automatically hit with the Blast weapon.
When targeting the Wall, as long as the Wall is within range, no scatter roll is made and no template is placed. Instead, the Wall is automatically hit with the Blast weapon.
Whenever a weapon with the Brutal (X) special rule successfully damages the Wall as a part of a shooting attack, it inflicts a damage in Hull Points equal to the value of X.
Void Shield Generator
The Wall has six Armour Value 13 Void Shields. Any glancing or penetrating hits knock down a single Void Shield. At the start of the defender's turn roll a D6 for each downed Void Shield - on a 4+ the downed shield reignites.
- Any unit either on the battlements or fully within 12" of the Wall is protected against shooting attacks by the Void Shields, and cannot be targeted until the shields are downed.
- A model within 12" of the Wall has breached the Shield, and can make shooting attacks normally, either against the Wall or any other unit.
- Any units firing from the protection of the Void Shield against a unit not protected by the Shield as well suffer a -1 to hit penalty on all of their shooting attacks.
Sabotage OPS
Special Forces units have been dispatched to either protect or sabotage Void Shield's power generators. For each destroyed generator the roll to reactivate a downed Void Shield becomes increasingly harder, with a possibility of taking the shields out altogether.
3.2: The 18th Keep
The 18th Keep is a fortress section in the Wall of Barbadus. Its highest battlements house a powerful anti-air tower, able to destroy incoming dropships and aircraft and even disrupt teleportation attacks. Loyalist Deep Striking is impossible as long as the 18th Keep's tower is unbreached, making the Keep one of the priority targets of the oncoming siege.
Infantry units within the Keep gain a 4+ Cover Save.
At the end of any turn, if an unengaged Loyalist infantry unit is in contact with the Keep's Access point, the Keep's air defences and teleport distruptors immediately cease to function, as vulnerable cogitators and irreplaceable servitors are destroyed.
3.3: Thracian Catacombs
Another battle erupts in the gloom of the vast network of hidden tunnels and dusty catacombs that spreads beneath the walls of Thracia.
Traitor forces use their knowledge of these tunnels to launch daring trench raids in order to slow down the incoming attackers, while Loyalist sappers fight to reach a key location in order to detonate a massive demolition charge, critically weakening the Wall above.
The Thracian Catacombs consist of five Catacomb Tiles. Loyalists begin the game in control of one tile, while Traitors control the rest. During Deployment, both players note down in secret the units they wish to deploy in the tunnels. Any Infantry unit can be chosen, but the total combined value of all units chosen cannot exceed 300 points. After normal deployment, both players then reveal and deploy their respective forces in the Catacombs.
Whenever any Infantry Unit arrives from reserves, it can instead be deployed in the Catacombs. Reserves must walk into the table from their "short table edge", i.e. their side of the tunnels. Units arriving from reserves like this additionally can perform a Charge as if they were disembarking from an Assault Vehicle.
The Catacombs are effectively a special Zone Mortalis environment and use its core Reactions and Blast rules.
Controlling Catacomb Tiles
Catacomb tile control is determined by models on the tile. A tile with models from only one player is controlled by that player. A tile with models from both players is contested and therefore controlled by no one, however tiles with 'Pioneer' models (see 1.3: Pioneer Corps) can only be contested by other 'Pioneer' models.
Once controlled, a tile remains in control until contested or claimed by the other player.
For each tile beyond the first the Traitor player controls, their Tunnel Deployment range is extended 24" from the Wall (see 1.2: Special Deployment Options).
Subterranean Sabotage: Demolition Token
The Loyalists sappers are carrying a massive explosive device, designed to shatter the very foundations of The Wall of Barbadus. Loyalists start with a pre-placed Demolition token that can be pushed forward by any unengaged Loyalist unit. The unit must be in contact with the Demolition token, and while pushing it cannot Run, or gain additional Movement from any special rules or wargear, or perform Reactions that allow the unit to make an extra movement. In addition, the unit cannot Charge, but may otherwise act as normal. If the unit pushing the Demolition token is engaged or destroyed, the token is immediately dropped. Traitor units cannot interact with the token in any way.
As soon as the Demolition token is brought to the detonation zone, it is primed for detonation and both sides immediately evacuate the tunnels. All units deployed in the Catacombs immediately return to their respective players' ongoing reserves as they are.
Then, at the start of the next player's turn, the bomb detonates and deals 10 Hull Points of damage to the Wall of Barbadus.
Then, at the start of the next player's turn, the bomb detonates and deals 10 Hull Points of damage to the Wall of Barbadus.
3.4: Siege Entrenchments
The Loyalist Trench Network acts as an "abstract" protective terrain feature as well as an expanding deployment zone. (see 1.1: Deployment Zones). All Infantry units within the Trench Network benefit from a 4+ Cover Save. All other unit types (except Super Heavy Vehicles) benefit from a 5+ Cover Save.
The Traitor Forward Bunkers offer a 5+ Cover Save. When repaired (see 1.3: Pioneer Corps), they offer 4+ Cover Save and gain the Fear (1) Special Rule.
Thracian Artillery Emplacements are captured Feudal Militia guns, rearmed with caches of rare, experimental ammunition by the Legion Artillerists to serve in the siege battle (see 1.3: Pioneer Corps). These become an additional unit in the player's disposal. A profile for these units is provided at the event.
Thracia Rex is protected by a massive minefield, His Excellence's Mine Garden . The minefield consists of several sections. Until cleared by specialised Pioneer units (see 1.3: Pioneer Corps), each section acts as a zone of Dangerous Terrain, except the Dangerous Terrain test is failed on a result of 1, 2 or 3 and the inflicted wounds have the Instant Death rule.
Thracia Rex is protected by a massive minefield, His Excellence's Mine Garden . The minefield consists of several sections. Until cleared by specialised Pioneer units (see 1.3: Pioneer Corps), each section acts as a zone of Dangerous Terrain, except the Dangerous Terrain test is failed on a result of 1, 2 or 3 and the inflicted wounds have the Instant Death rule.
3.5: Lost Thracian Technology
During their prolonged deployment in the Thracian system, the fighting forces have come across many local myths and artifacts of legend, leading to forgotten caches and sealed vaults. In these desperate times, some of these findings have been repurposed or weaponized to serve in the bitter conflict for the Feudal World's control.
Ombro, Thracian Siege Engine + Classified +
Thracian Antimatter Mines + Classified +
Homefront Mission: Battlefield Couriers
Spies, forward scouts and reconnaissance operators have all played an important part in deciphering enemy communications and have enacted plans to thwart crucial enemy maneuvers. With all ground communication networks compromised, critical data has been trusted to be delivered by special Courier detachments, tasked in taking the vital intelligence to the front line commanders in person.
Deployment: Hammer and Anvil
Game Length: Five turns
Game Length: Five turns
Primary Mission: Vital Intelligence
Secondary Missions: Shatter the Lance, Edict of Nikaea, Headhunter
Vital Intelligence: before the forces are deployed, both players secretly nominate three Infantry units in their army to be the Battlefield Couriers, seeking to breach the enemy blockade and take their precious pieces of intelligence back to the friendly territory. The Battlefield Couriers may not start the game in reserve or use the Infiltrators special rule.
For each Battlefield Courier unit that ends the game entirely within the enemy table half the player scores 2 Victory Point.
For each Battlefield Courier unit that is both Troops and Line that ends the game entirely within the enemy deployment zone the player scores 4 Victory Points.
As the intelligence is brought home, generals are able to use the gained data to anticipate enemy maneuvers. The winner of each Homefont Mission awards their allegiance a special Intelligence Token, distributed at the start of each campaign round.
Results for Homefront Missions are to be delivered to contact@gowarhead.com with the battle outcome and a compact description of the fighting forces.
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