View Full Version : Kill Team Narrative Challenge II Round 8 posted, the FINAL
ssj4nappa
6th Jun 07, 3:30 AM
Seeing as the first challenge is working towards its climax and I know several people have shown interest in the challenge I thought that I'd open up the second one. As soon as all the spots are filled I'll get started. Without furhter ado, the Kill Team Narrative Challenge II:
The planet Moltlorus is one that has been recently conquered by the Tau during their third sphere expansion. They had just begun to colonise when the Imperium launched a counter invasion. Imperial commanders had decided that so far the Tau had been given free reign for their latest expansion. This attack was an attempt to stop, or at least slow, the Tau’s steady encroachment on Imperial territory. The attack consists of eight Imperial Guard regiments along with Panthers Chapter of the Adeptus Astartes and Adeptus Mechanicus support. For an Imperial victory they need to capture the Tau’s capital, Olotl. The Tau world is well garrisoned and this promises to be a bloody war. A Tau victory would be achieved by capturing the Imperial landing zones.
At around the same time as the invasion a small Ork hulk dropped out of warp inside the planet’s gravity well. It crash landed on the surface, and while many Orks died in the crash, many more swarmed from the hulk ready for war. To be victorious the Orks must control 75% of the planet. The Eldar Farseer Karadryel has foreseen that should this war be concluded quickly it will spell catastrophe for the craft world of Iybraesil, regardless of which side wins. Thus, the Eldar must maintain a stalemate, ensuring that no side gains the upper hand. For an Eldar victory, no side must be allowed to make significant gains.
4 Imperial Guard (Cannon Fodder, nareik123, Ghost Maker, Dark Angels N00b)
2 Space Marine (PenitentMan, Tanint3d)
4 Tau (BrianGeneral, W0lf)
2 Kroot (gorgan01, MooFreaky)
4 Ork
4 Eldar (Dooks Dizzo, AHH! MOTHERLAND, Gorb, Sword Monkey)
Gentleman, you have been selected to lead strike teams into enemy territory. Your objective is to disrupt the enemy, allowing our forces to push forward. When possible we will give you details of key sites that need to be destroyed. Other times, it will be at your discretion to cause as much disruption as possible. Please, select your team and be ready to move at 0300. You will be inserted behind enemy lines by grav chutes. Good luck.
You are a junior officer. You have 200pts with which to select a team (the price of the junior officer is not included in this, but any equipment and war gear given to him is). You may not select vehicles, other officers, commissars, priests, sanctioned psykers or enginseers. You are allowed a maximum of 2 special and 2 heavy weapons. You may use doctrines, limited to 5 as normal. To apply squad upgrades to individuals divide the cost by 10.
Sergeants, as the two foremost experts in behind enemy lines operations you have been selected to take strike teams into enemy territory and cause as much damage as possible. Imperial Guard strike teams are also being sent in, so you may join forces to attack larger targets. Gather your team and prepare to deploy via drop pod in 1 hour.
You are a veteran sergeant (of any squad save terminators). You have 200pt with which to select a team (the price of the veteran sergeant is not included in this, but any equipment and war gear given to him is). You may not select vehicles, independent characters, other veteran sergeants, or terminators. You may select bikes, scout bikes and attack bikes, in which case you will be deployed by Thunderhawk instead of drop pod. You are allowed a maximum of 2 heavy and 2 special weapons. The Panthers Chapter has the traits No Mercy, No Respite and Trust Your Battle Brothers which you may choose to apply.
Shas’vers, you have proven yourselves capable leaders in the past. This will be your final test. Succeed here and you will become shas’els, in command of your own cadres. Your mission is simple. Infiltrate behind enemy lines and disrupt them to allow our forces to advance and drive these attackers back. Prepare your teams, Orca drop ships will deploy you when you are ready.
You are a shas’ver in a stealthsuit. You have 200pts with which to select a team (the price of the shas’ver is not included in this, but any equipment and war gear given to him is). You may not select any vehicles, independent characters, other shas’ver or broadside battlesuits. You may elect to swap your stealthsuit for a crisis suit, but the weapons and systems bought for the suit will be deducted from your point allowance.
Enemy have come to this world. While our brethren prepare to fight along side the Tau you shapers have been chosen for a different purpose. You are to be placed behind enemy lines by the Tau and from there you are free to strike at the enemy, then fade into the night. Kill the enemy, and drive them from this world. Go and gather your kindred, for your hunt begins soon.
You are a shaper of any unit in the Kroot Mercenary Codex. You have 200pts with which to select a team (the price of the shaper is not included in this, but any equipment and war gear given to him is). You may not select any other shapers or a master shaper. You may select a maximum of 1 Krootox and 6 Kroot hounds.
Listen up you louzey grotz! Seenin’ as you’z iz da sneakiest gitz, you’z lot got a speshul job. You’z gonna go all sneaky like into da enemyz land and bash up all of der stuff while da rest of da boyz bash dem. You’z got dat? Gather yar boyz and get goin’!
You are an Ork Nob. You have 200pts with which to select a team (the price of the Nob is not included in this, but any equipment and war gear given to him is). You may not select any vehicles (including big gunz), a warboss, any meks or mad docs or other Nobs. You may select a maximum of 4 weapon upgrades (big shootas, rokkit launchers and burnas).
The Farseer predicts that an early end to this war may spell out doom. To that end I am dispatching you, the 4 mightiest exarches, to keep this war going. You must ensure that if any side is gaining a lead that you slow them down by harassing them and destroying supply dumps. The planet has an extensive concealed Webway network, allowing you to strike almost anywhere. Gather your warriors and prepare for battle.
You are any exarch in the Eldar codex. You have 200pts with which to select a team (the price of the exarch is not included in this, but any equipment and war gear given to him is). You may not select any vehicles, independent characters, warlocks, wraithguard, wraith lords, support weapon batteries or other exarches.
My challenge so that means I’m god down here.
Any team member who is killed in a battle will take a toughness test (roll equal to or under their toughness, a 6 always fails) once the battle is over to determine whether or not they recover from their injuries.
Your write ups must be done within a week of me posting unless there is absolutely no way of doing so, in which case you must PM me and let me know.
If you fail to write up or contact me (and I’m not going to chase you with PMs) your team will be eliminated and you will no longer participate in the challenge. There will be no replacements, so those on your side are encouraged to make sure that your allies get their write ups in on time.
The quality of your write ups will determine your team’s rewards.
Rewards are given in one of two ways. Either found in the field, or points will be earned that can be spent once you return to base (which you will do every few missions). Also, while at base you can refund your troops and equipment for a new team, allowing you to bring more specialised equipment.
Your actually game performance will determine the effects on the map. While this looks like your writing skills won’t impact the map, the better writers will receive better rewards, and so end up with better teams.
At the end of each round I will update the map showing territory control and kill team locations.
Each player will be assigned a number. This number will be used to show your team’s location on the map.
http://aycu38.webshots.com/image/19517/2003413153553306574_rs.jpg (http://allyoucanupload.webshots.com/v/2003413153553306574)
As Dooks is the creator of the origional challenge he has reserved an Eldar spot.
Round 1 Results
Round 2 Results
Round 3 Results
Round 4 Results
Round 5 Results
Round 6 Results
Round 7 Results
Round 8 Results
gorgan01
6th Jun 07, 3:32 AM
I dibs a kroot spot. I should have a list up fairly soon, just need to find a kroot codex...
AHH! MOTHERLAND
6th Jun 07, 3:37 AM
I'll grab an Eldar spot once again! GO ELDAR!
No Chaos, no Necron. What has happened to all the love! :p
Dibs on an Eldar place. My next favourite race.
Cannon_Fodder
6th Jun 07, 3:45 AM
I'll take a shot at Imperial Guard, see if my writing's gotten better or worse... :D
Sword_Monkey
6th Jun 07, 3:48 AM
Eldar spot please.
Can we have Harlequins?
ssj4nappa
6th Jun 07, 3:52 AM
I'm going to say no to Harlequins, but you might meet some during the challenge.
gorgan01
6th Jun 07, 3:53 AM
damn these spots are going quick... anyway here's my list!
Signature Evolutionary Adaptation: Chameleon
Tracker Shaper Omutu
Bolt pistol, power weapon, melta bombs
8 kroot vultures (named Mataba, Bevan, Calhoun, Brett, Vercingetorix, Caratacus, Brennus and Khibala)
All with frag grenades
Headhunter Carak
Frag grenades
Hunter Briana
6 Hounds (Lassie, Scooby, Scrappy, Droopy, Pluto and Toto)
199pts
BrianGeneral
6th Jun 07, 4:09 AM
Finally I can take a Tau slot......Um, can I choose not to fight in CC? If not I'll use Orks instead as I'll seriously being screwed in CC.
Question, how to count Battlesuits in a Tau force?
Dooks Dizzo
6th Jun 07, 4:53 AM
Team Leader:
Shining Spear Exarch Jakrau (47 points, free)
Shuriken Cannon upgrade
Total points cost: 15
Weapons:
Shuriken Cannon
Laser Lance (prefer to only use this against vehicles AV13 or higher)
Counts as being armed with an S6 power weapon when he charges into combat.
Jakrau rides and Eldar Jetbike. His ranged attacks always hit on 2+.
******
Warp Spiders x 4 (Infixio, Ispeal Scynda, Aryne)
Death Spinner
88 points
******
Pathfinder x 1
Ranger Long Rifle
Always hits on 2+, roll of 5 or 6 to hit is Ap1
24 points
******
Fire Dragons x 2 (Apakoh, Orob)
Fusion Gun
Melta Bombs 8+2d6 armor penetration in with successful grenade attack
32 points
******
Howling Banshee's x 2 (Konahy, Hox)
Banshee mask, pistol, power weapon
32 points
Total: 191
Designed as a hard hitting fast moving unit, the exarch will lead the initial spearhead with the Warp Spiders while the Pathfinder provides sniper cover. After the initial assault fleeting Banshee's and Dragons come to deliver the fatal blow to any survivors.
Cannon_Fodder
6th Jun 07, 4:54 AM
O.k. my entry's up!
Imperial Guard Kill Team
Doctrines:
- Camleoline
- Drop Troops
- Hardened Fighters
- Iron Discipline
- Light Infantry
HQ Section (Able)
Junior Officer (Captain Roger Jenkins)
- Bolter
- Bolt Pistol
- Honorifica Imperialis
- Iron Discipline
Hardened Veteran (Sergeant Harry Collins)
- Lasgun
Hardened Veteran (Lance Corporal Roger Hendry)
- Lasgun
- Vox Caster
Hardened Veteran (Private Kevin Turner)
- Lasgun
Gun Section (Baker)
Hardened Veteran (Corporal Andrew Harris)
- Heavy Bolter
Hardened Veteran (Lance Corporal Frederick Mallory)
- Lasgun
Hardened Veteran (Private Larry Smith)
- Plasmagun
Hardened Veteran (Private James Russel)
- Lasgun
Scout Section (Charlie)
Hardened Veteran (Corporal John Glesby)
- Lasgun
Hardened Veteran (Lance Corporal Robert Czakowski)
- Sniper Rifle
Hardened Veteran (Private Thomas Wright)
- Plasmagun
Hardened Veteran (Private Peter Ash)
- Lasgun
200pts exactly (not including the JO's base points). Commando hit-and-run style unit, stay in cover and keep your God-Emperor damned head down!
BrianGeneral
6th Jun 07, 5:05 AM
Um, Dooks? You should know that you can't post unit stats here......
I'll post my list once Nappa answers my question.
Dooks Dizzo
6th Jun 07, 5:38 AM
Yeah I thought of that after I posted. Edited.
PenitentMan
6th Jun 07, 6:18 AM
Room for a newbie? If so dibs on a SM slot-roster in the works.
@Gorb: maybe ssj4nappa would allow the IG to be corrupted-revealed at a later date in a blinding act of betrayal? (shock/horror)
ssj4nappa
6th Jun 07, 6:33 AM
Your Tau can try and avoid combat, and seeing as most of the time your team will pick the battle field you'll mainly shoot. As for battle suits, you can take them, but they cannot become team leaders or Shas'ver. A Fire Warrior may be upgraded to a Shas'ui, but only the 1. Any other questions feel free to ask.
Cannon Fodder, I assume all you men have all the doctrines?
PenitentMan your more than welcome. The challenge is not exclusive :).
As for Imperial Guard corruption, while it's possible some may join the Tau, it is highly unlikely that any will turn to Chaos, as their is no Chaos around to turn to.
BrianGeneral
6th Jun 07, 6:38 AM
A hidden plot for this challenge?;)
I think allowing 0-1 Battlesuit Team Leader or Shas'vre seems to be fair enough, as they tend to be a more potent leader than a FW Team Leader.
ssj4nappa
6th Jun 07, 6:54 AM
Remember that you can elect to be in either a stealthsuitor a battlesuit, so that's the only way to get a battlesuit Shas'ver, but it means you cant have a stealthsuit Shas'ver or team leader.
BrianGeneral
6th Jun 07, 7:30 AM
Who need more than one Shas'vre in one team anyway? You still can only have 1 Sergeant-like figure in one team.
So your thoughts? If it's OK I'll post my team soon.
Taint3d
6th Jun 07, 7:37 AM
Can I still grab an SM spot?
If so count me in
and one question, do you pm lists to the creator?
BrianGeneral
6th Jun 07, 7:42 AM
Look at the posts before you.
You can just post them here unless specified.
ssj4nappa
6th Jun 07, 7:55 AM
Yep, post them up here for all to see. And you can grab the last Space Marine slot. We now have 4 Eldar, 2 Space Marine, 1 Imperial Guard, 1 Tau and 1 Kroot. We still need 4 Ork, 3 Imperial Guard, 3 Tau and 1 Kroot.
Brian, just put up your list. If there's a problem I'll let you know, but I think you've got the right end of the stick.
PenitentMan
6th Jun 07, 8:29 AM
just wish there was more fluff on the Panthers SM Chapter. Can't find squat. (or anything else. Dwarves be damned)
edit:thx i was stuck with this
http://wh40k.lexicanum.com/wiki/Panthers
ssj4nappa
6th Jun 07, 8:39 AM
That would be because I made them up. They lean more towards commando style elite infantry strikes than armoured pushes. They'll spearhead assaulta, but prefer to free roam looking for targets of oppertunity. Their fulff is fairly open to give you more creative room, but they're still a fairly codex chapter. There is a strike cruiser, the Shadow Claw, in orbit and they have 60 tactical marines, 20 assault marine, 20 devestators, 20 scouts, 5 terminators, Captain Tenoch, Chaplain Coyotl, Apothocary Cuixtila, 6 Rhinos, 2 Razorbacks, 2 Dreadnoughts (Xipil and Ohtli), 2 Predator destructors, a predator annihilator, 2 whirlwinds, 3 landspeeders, 10 bikes, 3 attack bike. If you want more detail just ask.
BrianGeneral
6th Jun 07, 8:46 AM
Weird leader rules......
Tau Moltlorus Defence Cadre, Patrol Team "Fal'shi"
Crisis Battlesuit Shas'vre "Un'no" with Targeting Array, Fireknife-47pts (deducted Leader's base cost)
Stealthsuit "Kii'ri" with T-Array, Fusion Blaster-42pts
Fire Warrior Shas'la "Tar'rak", "Fal'en", "Apo'sae", "Cad'bea" with Pulse Rifles-40pts
Pathfinder Shas'la "War'co" with Rail Rifle-22pts
Pathfinder Shas'la "Carn'l", "Stor'el" with Pulse Carbines-24pts
Heavy Gun Drone "Vesa1", "Vesa2" with TL Burst Cannons-25pts
Total: 200pts
And Nappan, if you permits I'll like to take Heavy Gun Drones from IA3.
nareik123
6th Jun 07, 8:59 AM
I'm stealing another Guard spot.
MooFreaky
6th Jun 07, 9:15 AM
Kroot Mercenaries
The Kroot identifiy and communicate by a series of buzzing noises, chirps and even through pheromone release. Names are not used in Kroot society unless said Kroot does something of particular note. Even then it is a term used when communicating with outsiders who do not speak the Kroot language.
As a result a Kindred such as this would likely only have a single 'named' Kroot. But I have given a name to each Kindred, representing someone who will act as a Sergeant of sorts and to make writing easier.
Signature Evolution = Fast Reflexes
Shaper "Masi Sn"(Free)
- Eviscerator
- Slugga
- Hyperactive Nymune Organ
Kroothound x 5
Vulture Kindred x 4 - Led by "Septah Puch"
He uses his wings to fly above his enemy and strike them down with his Kroot Rifle as he passes overhead.
When a Kroothawk attacks its prey it strikes with speed and ferocity from the air. A far, single swipe that takes the enemy. This is refered to as the "Septah Puch".
Carnivore Kindred x 5 - Led by "Krangorr"
He is noted for his peaceful and gracious manner, however his ferocity and strength when in battle. In the past he has been wounded grievously on numerous occassions, but continued to fight, carried by his rage and resolve.
When Krootox is roused it turns from a peaceful animal into a vicious beast. An enraged Krootox fights with immense strength and almost endless resolve. This is called "Krangorr" and thus he was given this name.
Headhunter Kindred x 4 - Led by "Vorri Tus"
His bite is believed to be amongst the worst that any Kroot has possessed. During a battle with the Orks, he killed a great Ork Warboss with but a single bite.
Kroothounds have many bacteria in their mouths, resulting in a terrible bite that is easily infected and of immense pain. This is called the "Vorri Tus", and thus he was named for it.
= 200 points
I am concerned about the Kroot's lack of good AP weapons and ability to take weapon options... but never-the-less this is it.
Ghost_Maker
6th Jun 07, 9:59 AM
Sign me up for Imperial Guard. My last exam is tomorrow morning, so my list will go up some time tomorrow evening if thats ok. And I'm a newbie too, so go easy on me if my list is awful ;).
bignorm
6th Jun 07, 10:38 AM
Im going to take the last Guard spot, I have never done these things before, but they seem fun
One question before I confirm, what are the logistics of this? How does the process work of determining outcomes?
PenitentMan
6th Jun 07, 11:11 AM
Veteran Squad Sargeant Bester (18)
-PW, BG, Melta Bombs, True Grit/CounterAttack, Infiltrate
Brother Ignas (28)
Veteran Marine
-Multimelta, Infiltrate
Ignas is the first choice I'd ever take for an insertion. On Lorna III he was so well concealed that he destroyed 3 rebel Chimera transports after they ran directly over his position.
Brother Smee (21)
Veteran Marine
-BG, CCW, True Grit/CounterAttack, Infiltrate
Fresh from a tour with the Deathwatch Smee's bolter accuracy puts many snipers to shame. He's not going to be happy about leaving his M40 variant in his dorm. Never seen a marine polish his weapon so much.
Brother Makay (18)
Assault Marine (w/out jump pack)
-BP, CCW, Frag, Furious Charge
Makay. Reliable to a tee. The Emperor needs more Panthers like this one. I do especially.
Brother Tracey
Tactical Marine (25)
-MeltaGun,
Tracey ripped his way through four armoured hatchways to get to Jones after the last pithy remark. The experience will help against any enemy armour.
Brother Jones (25)
Tactical Marine
-PlasmaGun
'Jones is acting strangely' <laughter> He really wants this drop. What kind of astartes wouldn't.
Initiate Haakan (18)
Scout
-sniper rifle
Initiate Neese (18)
Scout
-sniper rifle
These two could do with the field experience. Maybe they will stop competing ith Smee when they should be training.
Initiate Pardas (28)
Scout
-Heavy Bolter
Pardas will come in use here. His first live hunt was against the Tau and only the Techpriests know more about their equipment.
nareik123
6th Jun 07, 11:30 AM
List time:
The room wasn't well lit. The walls decorated many victorious battles and you could trace the rooms occupants career path with whats on the walls. A shelf was nailed on and on the shelf was the occupant's lucky charm, a gauntlet a Senior officer from another regiment gave to him. This was said to have been kissed by Saint Celestine, although the new bearer somehow doubted that was true, otherwise he wouldn't have it. The floor was old stone, with a leather carpet. Above, on the roof, was a long length of parchment, detailing the occupants life. From his birth, to his enrollment, to his promotion. His entire history was detailed on this bit of parchment. To the left of the entrance was a simple bed. No fancy quilts, no nice pillows, no extra smooth bedsheets, just a plain bed, with a plain bedsheet. Finally, the light made out a desk, which contained another lamp. The light made out a figure sitting on the chair.
Junior Officer Lesley Hicks was sorting out team Rosters his regiment have submitted for the drop into enemy territory. He is sifting through the numourous rosters of Guard squads, Rough Rider squads and even a Conscript platoon. He knew old "Shakey legs" and his platoon would most likely muck up the operation, being a bunch of inexperienced fools. He then was about to give up when he noticed a Roster he knocked on the floor. Lesley bent down to pick it up, his heart racing. Could this be it? Could he finally be sent on a mission with a squad of hardened Veterans?
Roster.
Unit type: Storm troopers. Kasrkin variant.
Sergeant: Matthew Kane
Squad Nickname: An Explosive Solution.
Recommendation: Highly recommended. (Rated by Lieutenant H. Gormaz)
Lesley sighed. This was no Hardened Veteran Squad, but it'll do. It was a storm trooper squad and Lesley had heard of them before. Their nickname was well suited, they really did prefer an explosive solution above all. He knew "Burner", the squads tank hunter, very well.
"Sergeant Kane, report to Lesley Hicks office on the double" Hicks ordered down the ship wide comm. He sighed and stood up, before pulling up a stool. He stood on the ancient stool, pulling up a quill. He stood directly under the earliest blank bit of parchment.
"Embarking on suicide mission. Doubt i'll come back, The Emperor protects" Hicks scratched onto the gnarled parchment. A hiss indicated his door opened.
"Sergeant Kane, reporting as ordered" Kane reported, standing at attention.
"At ease sergeant" Hicks ordered and the sergeant took on a relaxed posture.
"Sergeant, i am sifting through the Rosters that i was sent and i think your squad is the squad we need for this mission" Hicks started, "So, orders are for your squad to suit up and to be fallen in in Landing Bay 1 in one hour. I will join you then. We will be the deciding factor of this campaign" Hicks added gloriously.
"Aye sir" Kane confirmed he understood.
"Dismissed" Hicks dismissed, watching the Sergeant turn away.
Junior Officer Lesley Hicks
Storm Bolter, Carapace Armour, Honorifica Imperialis, Power weapon, Iron Discipline.
45pts
Squad Comm Frequency: 00
Kasrkin Sergeant Matthew "Boss" Kane
Storm Bolter, Carapace Armour. 21pts
Squad Number: 01
Kasrkin Specialist Weaponnear Hark "Plasmahead" Davidson.
Plasma Gun, Carapace Armour. 20pts
Squad Number: 02
Kasrkin Tank-Hunter Rast "Melter" Morrison.
Melta Gun, Carapace Armour. 20pts
Squad Number: 03
Kasrkin Engineer Borger "Fixit" Hellstrom.
Hellgun, Carapace Armour. 10pts
Squad Number: 04
Kasrkin Forward Kaz "Found you" Lart.
Hellgun, Carapce Armour. 10pts
Squad Number: 05
Kasrkin Tactical Advisor Jart "Coolhead" Kaka.
Hellgun, Carapace Armour. 10pts
Squad Number: 06
Kasrkin Medic Darek "Pick em up" Newgim.
Hellgun, Carapace Armour. 10pts
Squad Number: 07
Kasrkin Trainer Bur "Plasteelman" Larst.
Hellgun, Carapce Armour. 10pts
Squad Number: 08
Kasrkin Rearguard Nurmer "Arseguard" Husk.
Hellgun, Carapace Armour. 10pts
Squad Number: 09
Kasrkin Technician Strauss "Whiner" Nurburg.
Hellgun, Carapace Armour. 10pts
Squad Number: 10
Points Cost: 186
I have inserted a few additions of my own. Firstly, the unit roles. These are purely for fluff purposes and have no alterations than the standerd storm trooper
AHH! MOTHERLAND
6th Jun 07, 11:48 AM
How will flamer templates work? Any particular way?
ssj4nappa
6th Jun 07, 11:53 AM
nareik, you've still got 14 points, you could take 2 guardsmen as assitants for the officer if you want, but if you want to leave it as is then that's fine.
Penitent man, you have 3 heavy weapons, 2 sniper rifles and a heavy bolter. You'll need to drop one, but other than that you're fine.
Edit: Seeing as sniper rifles are an unlimited choice for soucts I'm ruling that they don't take up a heavy slot.
Brian, if you want heavy gun drones you can take them, but a maximum of 2. I'll let you edit your list to add them if you want.
Flamers have a range of 6" and cause d6 hits, just easier that way.
For determining outcomes your game effects will determin the outcome on the main map, so it I task you with destroying 3 targets and you only manage to destroy 2 your battle will have less impact on the map than if you'd destroyed all 3. For team rewards and reinforcements that depends on your writing abilities. Once I've posted up round 1 I'll open a new thread for the stories to be posted in. Depending on how good your write ups are will determin what rewards you get, and these will be at my discresion. Check out first challenge (which is still running, I haven't forgotten it) for an idea of how this will work.
Edit: There are still 7 places left, 3 Tau and 4 Ork. As soon as they're filled I'll start the ball rolling.
Taint3d
6th Jun 07, 12:26 PM
Stirke Team Validus
Veteran Sergeant Validus-20pts.
Power Fist, Melta Bombs,Combat Shield, Bolt Pistol
-One of the oldest sergeants in the chapter, this grizzled veteran of the Damocles Crusades, is very proficient at fighting the Tau's mercenary ally, the Kroot. Together he and Sergeant Bester would cleanse this world of foul xenos and claim it in the name of the Golden Throne.
Veteran Mandeus - 22pts.
Frags, Furious Charge, True Grit/Counter Attack, Bolter
-Mandeus has been by Validus's side for as long as many can remember, almost a shawdow of the sergeant, Mandeus is extremley ferocious in close combat.
Veteran Temion - 28pts.
MultiMelta , Tank Hunters
-Upon Temions acceptance into the chapter, he was soon put into a devastator squad. There his expierence grew as did his expertise in fighting armour. Able to exploit the smallest weaknesses in enemy armour, this are few tanks on the battlefield that present a challenege to Temion
Veteran Hellas -23
Bolt Pistol, CCW, Bionics,Infiltrate
-Hellas is one of the newly inducted Veterans, and after the majority of his time spent in one of the 3rd Company's assault squads, Hellas is eager to prove his worth to the Chapters Elite, and to his Sergeant.
Assault Marine Mellius - 22pts.
Frags
-Mellius has much expierence fighting the Eldar xenos, and as such was one of the Validus first choices for this mission. Mellius, Belarius, and Barakeil are almost always seen fighting back to back, never apart.
Assault Marine Belarius - 22pts.
Frags
-One of Mellius's closest comrades, Belarius's talents lie fighting the Orks. After they overran his birth-world, Belarius has no mercy for such foul enemies of mankind.
Assault Marine Barakeil - 22pts.
Frags
-Barakeil is a rather new inductee into the assault squads. His birth-world was littered with swaps, and had a level of biodeversity more than almost every world in the Imperium. As such, Barakeil is adept at modifying his tactics to suit whichever foe he encounters, making him a very versatile marine.
Scout Sniper Ezkal - 18pts.
Sniper Rifle, Infiltrate, Move Through Cover
-Exkal and Trokan were a pair of young boys, proficient with scoped auto rifles at a very young age. These two were found by the Chapter on a planet under xenos invasion. Relying on stealth and a small size to survive, these were prime candiates for the Chapters Scout Company. Being two of the very few surviors of their world, the pair owe their lives to the Chapter, and are two of the most loyal scouts to be found. Loyal enough that they would rather follow their Sergeant to death than retreat, if they were not Astartes they would have made good commisars.
Scout Sniper Trokan - 18pts.
Sniper Rifle, Infiltrate, Move Through Cover
200 Points Total
After Sergeant Besters squad made their way to their drop pod, Validus turned to prep his squad. The scouts gave him something to be a bit worried about, as this will be their first combat drop. The Veterans on his team were ready and waiting, idly discussing the tough combat that was surely waiting for them on the godforsaken peice of rock below them. Hellas was helping the scouts prepare, telling them how and where to properly stow their gear, and how to best exit the drop pod if they landed in trouble. The trio of assault marines were sparring in a vacant zone of the disembarkation deck. Mellius was instructing his comrades on techniques to use against the Eldar xenos, who from expiecerence he said, were deadly in close combat. Belarius was doubtfull that any aliens could fight with grace and agility, but Mellius told him he was flat-out wrong. As the horns sounded, he yelled a final word to Sergeant Bester, and rounded up his squad.
"The Emporer protects" he began.
"The Emporer protects" his men replied in unison.
ssj4nappa
6th Jun 07, 12:29 PM
Taint3d, you over priced you assault marines by 1 point, maining that youve free up 3 points, giving you 5 spare overall if you want to buy bionics or something.
Taint3d
6th Jun 07, 12:40 PM
Thanks for that ssj4nappa
Dibs Tau. Ill right it all up and post tomorrow.
AHH! MOTHERLAND
6th Jun 07, 1:22 PM
AHH! Motherland's Team:
Exarch Requlius:
Striking Scorpion Exarch with Scorpion's Claw and chain sword. Has the exarch powers Stalker and Shadow Strike
40 pt.
Exarch Requlius was selected as one of the four Exarchs sent to lead the Eldar kill teams. He leads members of his own shrine, but has also been given the help of Dire Avengers, Howling Banshees and some Fire Dragons. He is completely consumed with striking from the shadows, where his forte lies.
4 Dire Avengers
Dire Avenger Catapult
48 pt.
Helimas
- The Aspiring Autarch, he has traveled the path of the scorpion once before under the command of Requlius. He was the first Dire Avenger selected due to this relationship that the two share. He is highly skilled, brave, but not foolish enough to put himself in danger.
Sanigeir
- A young Dire Avenger who has seen little combat, however he has been recomended by the Dire Avenger Exarch as he shows a natural skill for marksmanship.
Masheil
- The oldest of the Dire Avengers. He is next in line to become Exarch, but whether he wants to is a different story as he is becoming older and is considering retireing from the shrine.
Stateir
- He once walked the path of the outcast along with Maceir, but has recently returned to follow the disiplined lifestyle of the Eldar. He choose the path of the Dire Avenger for reasons unknown, but he generally keeps to himself.
3 Striking Scorpions
Mandi-blaster, pistol, chain sword, plasma grenades
48pt.
Sheirkeir
- The finest pupil of Requlius. He has the same outlook on warfare that his master has, and if anything were to happen to Requlius, Sheirkeir would most likely take up the mantle of Requlius.
Ermash
- Once a proud artisan, Ermash has given up his artistic ways to train as a scorpion and participate. He has a strong sense of duty and for a mild maner artisan, a vicious attack.
Nastaeil
- A female striking scorpion. She is known to be quite vicious and has gained such a reputation. She is the sister of Shedera, who joined the Howling Banshee shrine before Nastaeil joined any shrine, which may have influenced her decision to become a Striking Scorpion.
2 Fire Dragons
Fussion Blaster and Melta Bombs
32 pt.
Aourdar
- A recent addition to the Fire Dragon Shrine, Aourdar has yet to make a name for himself as he is generally unoticed by his fellow Fire Dragons. However, he was the first to accept the mission that he is about to embark on, perhaps he is hoping to make a name for himself.
Maceir
- Once an outcast, Maceir returns to continue the strict Eldar life. He was once a Fire Dragon before and was known to have a firey temper in battle and even out of battle. He despises the mon-keigh as they killed his only brother when they were rangers, and he tries to get revenge at any possible time. His time as a ranger along with Stateir have made them both excellent trackers.
2 Howling Banshees
Power Weapons, Banshee Mask, Pistols
32 pt.
Shedera
- She is the sister of Nastaeil, and they are highly competitive. Shedera choose the aspect of the Banshee first, which may have influenced Nastaeil's decision to become a striking scorpion. Her skill is rarely matched in battle except by the Exarch or her sister, which makes the competition all the more bitter.
Kesier
- The calm, compasionate Kesier is only seen outside of battle, as when the sound of guns roar, she becomes extrodinarily vicious. She aspires to be the next to become Exarch.
200 pt total.
Autarch Dei’sheir passed through the doors into the courtyard of the shrine ahead, its massive wraithbone structure loomed ahead as he approached it quickly. Many things were on his mind and Dei’sheir did not like entering this particular shrine since it belonged to one of the sinister aspects of Khaine, the Striking Scorpions. Dei’sheir had been a Striking Scorpion once before, but he left it quickly as he did not particularly like his instructor Exarch Requlius. Now was different however.
Recently other Exarchs had been selected to form strike teams due to a vision that one of the Farseers had. Requlius had been selected as one of the four Exarchs. His ability was second to none, and he had been sent on many other missions similar to this one, and Dei’sheir had even been part of one of them. This time was different however as it was not going to be a simple one target one strike attack. It was far different.
He entered the shrine to find that it was completely dark, but he entered it none the less. He looked around trying to see any sign that there may be someone living here, but it was dark and silent, just as how Requlius had kept the shrine when Dei’sheir studied here. The deafening quiet made Dei'sheir extremely nervous.
“Greetings Dei’sheir,” said Requlius, “It has been a long time.” Dei’sheir thought the voice came from behind him and he turned to see that there was nothing there. Dei’sheir looked around for any sight of Requlius, but there was no sign that he had even been here. The place appeared to be completely empty and if he had not heard Requlius' voice, he might have thought that it was completely bare except for one other feeling. He could feel Requlius’ glare as he remembered so long ago, the baleful eyes of the Exarch missed nothing and seemed to even gaze into the soul. It periced his heart and made him feel very nervous as he quickly glanced around the shrine for any sign of Requlius.
“Yes I know it has been a long time" replied Dei'sheir
"I would recall about 40 years," replied Requlius, "So what brings you back to the shrine?"
"I summon you to help your Craftworld.” said Dei'sheir
“And what help would that be?” asked Requlius. Dei’sheir could feel the Exarch breathing down his neck, but when he turned there was nothing there.
“I need to you lead a strike team,” said Dei’sheir, “Your infiltrating and stealth abilities are second to none, however you will not be able to take all your students with you. I have selected your team already and I request that you come to a meeting with the supreme Autarch and the other 3 Exarchs.” He looked around quickly to see if he could spot Requlius, but it was to no avail. He turned once again to see the Exarch standing a mere meter away, but he could only see the stare of Exarch’s eyes. Oh how he hated that stare as it seemed to glare strait into his soul.
“I will come,” said Requlius. His eyes stared strait ahead into the eyes of the Autarch. Dei’sheir said nothing else and left in quite a hurry. He was glad to get out of the shrine as it made him feel very uneasy, but the gaze of Requlius made him feel the most uneasy of all. As he left the shrine he wondered if Requlius would be able to handle the mission, but if he had learned anything from his time as a striking scorpion, it was that the shadows strike harshly. He had more work to do, as he must assemble with the other Autarchs that were informing the other Exarchs, most notably the Shinning Spear Exarch Jakaru and the Warp Spider Exarch Tyrrilion.
In the shrine, Requlius looked ahead. Was this simply going to be another task which the Autarchs wanted him to carry out, or would this be a defining moment in the history of Iybraesil? No matter, the Farseers had seen and the Autarchs have decided, all that remains is for it to be carried out. He stared ahead into the darkness of his shrine. “Come my students of the shadows,” he said, “The Craftworld needs you, and it is time to shine in the glory of Khaine. Come forth Sheirkeir, Ermash and Nastaeil. My finest students of the shadows, we will ambush our prey and fall upon them like the wrath of Khaine. Before they can react, there will only be bodies and shadows. That is the path of the Striking Scorpion. There is much training to do.” After he stated, 3 pairs of eyes appeared from the shadows, ready to fight for their Craftworld as an aspect of Khaine.
"We are at your command Exarch," said Ermash. His figure was barely visible in the shadows, but the Exarch could still see him.
"You must go forth," said Requlius, "And assemble our team while I prepare for the ritual." The three striking scorpions noded, and left the shrine. Requlius smiled. It had been a while since he last saw active combat. The impulse to wage war, would be satisfied.
Tau Patrol Force, Li'Ma
Crisis Battlesuit Shas'vre Li'Ma Kuil'ias Mont'yr
Upgrades: Targeting Array, Plasma rifle, Missile Pods, Hard-wired multi-tracker
Shas'vre is a tau unlike most. He harbours thoughts of selfishness and puts his own self above that of the greater good. He believes O'Shovah to be one of the greatest tau ever to have lived and hopes to one day aspire to the same. He has a solid amount of experience that has seen him promoted to the rank of 'vre and earned him the tittle Mont'yr. The band he leades are reminents from his original scouting force. He 'fragged' the commander, killing him in his sleep, a piece of knowlege only he, Mytr and Kjut hold.
Stealth suit Shas'ui Li'MA Mytr'os
Fusion Blaster, Targeting array
Mytr is a well experience steath suit operative and loves the 'lone wolf' status it earns him. Since his brother and team member Gyrtr'os was snipped for giving away his location he has not spoken a word to anyone. Only him and his brother Kytr know of Kuil'ias's betrayal to the commander. An affair they care not to be involved in.
Stealth suit Shas'ui Li'Ma Kjut'os
Much like his brother Mytr, Kjut'os enjoys scouting ahead. He once enjoyed being part of a team of 3 with his 2 brothers. Unfortunatly one is dead after a unfortunate 'snipping' incident.
Fire Warrior Shas'la Li'Ma Puro Kais
Pulse Rifle
One of the best shots Li'Ma has ever produced. His pin point accuracy from great distances has earnt him the tittle 'Kais'
Fire Warrior Shas'la Li'Ma Bois'i
Pulse Rifle
Bois'i is a very strict follower of the teachings of the ethereals. He has thrown himself at danger many a time for the 'greater good'.
Fire Warrior Shas'la Li'Ma Pue'ol
Pules Rifle
Pue'ol is a new recruit to the Fire warrior teams. He wanted to be a Pathfinder, unfortunatly hes a bit too clumsy and dosn't travel well.
Fire Warrior Shas'la Li'Ma Geo'puo
Pules Rifle
A recklass warrior, Geo'puo is often found some distance away from his squad mates at the end of a battle. He chooses not to follow his unit, prefering to lead. Unfortunatly no one follows.
Pathfinder Shas'la Li'Ma Phiul'os
Pulse Carbine and marker light designator
The only Pathfinder left in the scouting force after a incident involving a devilfish crash and a group of beserkers. His encounter with the Beserkers has left Phiul'os scared and hes been a nervous wreck ever sinse.
Kroot Merc Sandos + Thandos
Kroot rifles
Identical twins. Sandos and Thandos are never seen more then a metre apart. This often causes confronation over who killed 'this' or 'that' when engaged in mellee.
Kroot Merc Firos
Kroot rifles
Firos is a aspiring Kroot mercenary. He has little time left before he can aspire to the rank of Shaper.
Kroot Merc Liroh
Kroot rifles
Liroh is Fearless masochist. Many are wary of him and his many blades.
200 pts.
Dooks Dizzo
6th Jun 07, 4:38 PM
I just want to say that some of the lists are shaping up very nicely. Props to those who included such juicy fluff bits as Motherland and Nariek.
Look slike the poor Orks are being left out of this one! Nappa should punish us all by taking them on himself...and kicking our asses. :)
Rastani Helios
6th Jun 07, 4:52 PM
I may be able to get a Marine army list together, though I wouldn't hold on to a spot for me for too long just in case.
[EDIT]: Maybe not this time. I may look in and see how its' doing every now and so often though.
ssj4nappa
6th Jun 07, 4:54 PM
If noone claims them I'll take the Orks and have a lot of fun with them :ebil:. I'll give it until Friday noon (GMT). We still need 2 more Tau players. So far I've done Dooks', gorgan01's, Twist3d's, Cannon Fodder's, W0lf's, and PenitentMan's first round. I'm either waiting for lists, list confermations (nareik, Brian) or in Motherland's case, as Eldar are very much a reactive force I'm waiting for all the other battle to be done before I do any other Eldar. I only did Dooks because I had an Eldar idea ready and he posted his list first.
And also I'm very happy with the lists so far, they're all in teh spirit of the game and noone has gone for a pure power entry. They all have a unique feel to them, which is great for me as it makes each battle differant.
Dooks Dizzo
6th Jun 07, 5:31 PM
Quick update on my force. Nothing changes to my list, simply providing some fluff and backround onformation on the team.
Shining Spear Exarch Jakrau
Jakrou is haunted by the deaths of nearly every member of his shine in a recent battle. While fightingan Imperial Guard regiment who had been encrouching upon a small enclave of Exodites the forces of Craftworld Iybraesil were ambushed by a strike for of Adeptus Astartes.
The Shining Spears Exarch led a counter charge directly into the teeth of the enemy guns. They managed to break two units of the Astartes as they poured forth from their drop pods
before being assaulted themselves by the Marines force commander and his retinue.
Most of his command was killed outright while Jakrau and one of Shining Spear held out long enough for the main body of the Eldar host to regroup and counter attack.
Jakrau does not doubt his decision. He doubts himself. He feels that if he had only fought harder or thought faster more of his warriors would still be alive.
******
Warp Spiders (Infixio, Ispeal Scynda, Aryne)
Of the Warp Spiders of Exarch Naccians shine these are his finest. Cool and collected they never hesitate to preform any task asked of them.
They execute their duty fearlessly and persecute the enemy relentlessly.
******
Pathfinder Jaycin
Jaycin has seen much in his travels, though he speaks of his experiences very little. He lets his rifle do the talking when something really needs to be said.
******
Fire Dragons (Apakoh, Orob)
Two sides of the same coin Apakoh and Orob both embody the flame which they weild. Apakoh is characterized by the ferocity and unpredicabilty of fire while Orob is as relentless as the fire of a star.
******
Howling Banshee's (Konahy, Hox)
Konahy and Hox would have to strive hard indeed to be more different from eachother than they already are.
Konahy practices the art of her shine on a level that nearly guantees she will become locked into the path of the Exarch.
Hox on the otherhand spent several years as a Dire Avenger for her Craftworld and joined the ranks of the Swooping Hawks after that. Her greatest aspiration is to become the Craftworlds next Autarch.
Jakrau traced his fingers along the smooth lines of his jet bike as it sat quietly humming in the dim light of the preparation chamber. He closely examined the ammo feeds for the under mounted shuriken cannon, they were flawless as usual, as always.
Brand new, the machine patiently waited to serve him, to carry him into battle. The kill markings on the fuselage glimmered dimly. Barely as wide as a hair and as long as the last joint on his smallest finger, the silver hash marks covered nearly every available open space. Soon he would have to move the kill markings to the stabilizer fins.
Yes, this was a fine mount indeed. The exact duplicate of his old one, the one that had carried him through so much fire and pain. The one that had died with nearly every warrior under his command.
The only survivor, a warrior named Shanso, was terribly wounded and chose to step off the path of the warrior once he finally recovered from his wounds.
“My warriors will not fail you Exarch Jakrau,” said a deep voice from the shadows. Warp Spider Exarch Niccian made his way carefully to Jakrou’s side. He stepped lightly, unencumbered by the usual weight of his armor and jump generator.
“I know my old friend, but will I fail them? Will I lead them to their deaths as I did the warriors who last trusted in my ability?” The bitterness in Jakrou’s voice would have been understood by a deaf man.
“There is no failure in a victory such as the one you laid before our beloved Craftworlds’ feet. Should the members of my shine die so gloriously they will go into the infinity matrix as happy as an Eldar may be.
“Put these things behind you,” Naccian continued, “the needs of our world will only be met by a soldier who sees his duty clearly. Without pity, remorse or regret. The warriors of my shine are the only ones who can keep pace with you, and as you know, there are no Shining Spears left who could join you.” Naccian spoke the words over his shoulder as he quietly left Jakrou to his thoughts.
The words bit deeply into Jakrau’s soul, but none the less true for their harshness. Shining Spears were always a rare aspect and so many had been laid low recently that it would be long years before their return. He needed the speed of Naccian’s Warp Spiders if he was to accomplish the task his Autarch had set before him.
All together the strike team that had been devised for him was rather brilliant in its construction. Jakrau had taken his position as the main raiding force of the four strike teams moving against the forces on Moltlorus. With his speed, and backed by the fire power of no less than four warriors from the Warp Spider shine their initial strike was guaranteed to leave their enemies in disarray.
The Pathfinder Jaycin had volunteered to provide cover fire for the team. Sniping out particular threats, sentries or anything that came into his scope of view. Jakrau knew very little about the quiet sniper but he was confident that Jaycin would perform his task with aplomb.
After the initial hit, two sisters of the Howling Banshee’s shine would follow in to put the finishing touches on any enemies foolish enough to survive. Fusion fire from his two Fire Dragons would lay waste to any heavy vehicles or destructible material.
Yes, all together a good force mix. Now all he had to do was lead them to victory.
bignorm
6th Jun 07, 6:42 PM
Im am going to pull out, Ive got a busy week ahead of me and wont have much time for this, I plan to do the next one though
BrianGeneral
6th Jun 07, 7:14 PM
Thanks Nappa, list updated and it's final.
Hope they do well.
moleytov
6th Jun 07, 7:40 PM
Not to rain on the parade, Ahh motherlands storm guardians are underpriced by two points each, putting him over.
bignorm
6th Jun 07, 8:11 PM
Those pt values are correct, 2 flamers and 2 storm guardians is 24 pts.
moleytov
6th Jun 07, 8:38 PM
No, it isn't. Its 28.
Cannon_Fodder
6th Jun 07, 10:07 PM
ssj4nappa; yes the doctrines apply to everyone.
And whoever mentioned Guard turning traitor can go to hell, the Marines will turn before we will! :D
*****
Imperial Emperor Class Battleship "Relentless" in orbit over Moltlorus, 0147 Imperial Navy Standard Time.
What the hell, Captain Jenkins asked himself, is with all these over-polished Cadian ripoffs? Along the hallway, standing to rigid parade ground attention, where atleast thirty guardsmen; and although they were all issued with the standard Mark-XVI Cadian pattern uniform, they all lacked that steel-eyed veteran look most Cadians' seemed to have. Captain Jenkins reached the end of the steel corridor and came face to face with four more parade ground die hards who where "guarding" the access way to the Relentless's bridge.
"Capitan Jenkins reporting as ordered the the bridge, now open the God-Damn door Sergeant!" Jenkins was pissed, he'd spent the last three hours running around like a mad heretic trying to organize their first jump into enemy territory, and barely an hour before the first transport was to leave some idiot with more brass than brains had called the whole thing off.
"You're expected sir." Said the Sergeant calmly as the steel door slid smoothly into the wall.
"I certainly bloody-well hope so!" Jenkins stormed into the bridge, stopped about halfway into the open expanse, and saluted. "Captain Roger Jenkins reporting for duty sir." Jenkins was struggling to keep his voice under control.
There were over a dozen Senior Officers along with a few Commissars and Naval Commanders gathered around a Hologram of the Planet Moltlorus, among them his Commanding Officer Colonel O'Riley. "Good, your here, now we can wrap this briefing up." Stated Colonel O'Riley "Gentlemen this is Captain Jenkins, he'll be leading the Elysian kill team. I trust the rest of those involved already have their teams assembled?" The mood around the hologram suddenly went sour, but the Colonel didn't give anyone time for a response; "However I believe we are all in agreement and can be left to our own devices, Admiral?"
An old man wearing an equally old Navy Uniform piped up; "You all now have your orders, you may now see to them" And with that the company departed, leaving only Colonel O'Riley, another Cadian wannabe with Major's insignia and of course Captain Jenkins who was still standing at attention in the middle of the room.
"Oh, stand at ease Captain" said the Major "Tell me Captain, do you have any experience with Orbital Drops?"
More than you asshole. Thought Jenkins to himself, however he answered; "Yes sir, two Combat, 27 Practice." Jenkins has a sinking feeling that he knew what was coming next...
"Well we're going to make that 3 Combat Jumps Captain. You leave at 0300, drop zones, routes and targets are all supplied here." The Major said as he handed him and over stuffed folder. Jenkins swore to himself, thinking of all he had to organize; Vac-Suits, equipment pods, oxygen tanks, not to mention reading and memorizing the plans, and all he had was little over an hour to do it...
"Also one thing I want to make abundantly clear Jenkins," Said Colonel O'Riley with a hint of malice; "I know your personal feelings towards the Tau, and I want you to remember this is a sabotage mission relying on speed and surprise, *not* vengeance campaign. If I find you've been undertaking unnecessary risks or other such stupidity, I'll shot you myself. I want live Commandos not dead Heros, is that understood?"
"Yes Sir." Jenkins seemed to deflate a little, ever since their retreat from Taros, he and his men had been itching to get back into the fight with the Tau.
"Good, now you've got lots to do and little time to do it, so I suggest you move your ass Trooper!" Ordered Colonel O'Riley. Captain Jenkins saluted again and turned to leave...
"Also Captain," said the Major "Those plans can't fall into the hands of the enemy, so I'll expect them back before you leave."
Jenkins scowled and marched off the bridge.
*****
ssj4nappa
6th Jun 07, 11:22 PM
How right you are Moleytov, I missed that. Motherland, you'll need to edit your list. Got your edit Brian and doing your first round now. We have 1 Guard, 2 Tau and 4 Ork (optional) left to fill. More opening fluff like Dooks' and Cannon Fodder's would be great, and as soon as I post the first round I'll open the story thread.
Lightlynx
7th Jun 07, 1:05 AM
damn those places go fast:eek: . Oh well, guess ill just be a spectator again. Its nearly as good with the old imagination.
ssj4nappa
7th Jun 07, 1:29 AM
There are still 2 Tau, 1 Imperial Guard and 4 Ork places left if you want one. I definatly need the Tau and Imperial Guard slots filled, but the Orks are optional.
Lightlynx
7th Jun 07, 1:48 AM
sorry man i dont have those codexes or know their fluff particularly well. next time, though i guess.
Dark Angel N00b
7th Jun 07, 2:34 AM
I'd be more than happy to do the writing for an IG team, if someone could write me up a competent list.
(I have no codex, but want to participate)
Cannon_Fodder
7th Jun 07, 2:43 AM
I can easily write you up a list if you want, what kind of force did you have in mind?
EDIT: Looking over mine and nareik's lists, they both are small elite units, so here's a true Imperial Guard "throw more men at it" approach:
Imperial Guard Kill Team 200pts
Doctrines:
- Close Order Drill
- Drop Troops
- Iron Discipline
Imperial Guard Infantry Platoon
Command Squad
Junior Officer
- Iron Discipline
- Laspistol and Close Combat Weapon
- Surveyor
Veteran Medic
- Lasgun
3x Guardsmen
- 3x Lasguns
Infantry Squad
Veteran Sergeant
- Lasgun
9x Guardsmen
- 7x Lasguns
- Missile Launcher
- Plasmagun
Infantry Squad
Veteran Sergeant
- Lasgun
9x Guardsmen
- 7x Lasguns
- Missile Launcher
- Plasmagun
Pros:
- Lots of men,
- Good firepower,
- Decent Ld.
Cons:
- 25 freakin' men to name,
- Doesn't really have the "elite" feel the others have,
- The command squad guardsmen are included in the J.O's cost, so your getting the J.O. and 4 guardsmen for free under ssj4nappa's rules, which I'm not certain he's going to allow...
Wha-da-ya-think? :D
Dark Angel N00b
7th Jun 07, 3:12 AM
Thats pretty cool, id play that list.
Originally i was going to ask for a stormtrooper/kasrkin list, but as you already said, theres 2 of them already!
Id be more than happy to play that one.
Which do you think would perform better?
The names wont be a problem as long as noone minds a bit o' book plagarism :)
(Thanks for helping me out :))
gorgan01
7th Jun 07, 3:17 AM
I like the look of that list, it's kinda like my kroot one. It's good to know that there are some lists out there that aren't just a few hard nuts beating the crap out of everyone :) and having more units can make writing up fun as there's more to do
Cannon_Fodder
7th Jun 07, 3:18 AM
Honesty I think the Platoon would do better than Vets/Stormies. If you take 10 losses you can keep on truckin' just fine, if I take 10 losses I'm stuffed... :D
Personally I have no problem with plagiarism, hell all my names are plagiarized!
Dark Angel N00b
7th Jun 07, 3:37 AM
Then that list be mine! :)
and ill appoint you as my official ohmygodidontknowwhatthisbitfromthecodexis helper :)
Even though my knowledge and the GW ref. sheet should cover most of it already.
(Just imagine what a kill team with conscripts would be like to name individually.. Yikes!)
Thanks!
Hey Dooks, don't you mean "Shrine"? You keep on saying shrine, anyhow.
Gorb's Eldar List:
Warp Spider Exarch Tyrrilion - Powerblades, Additional Deathspinner - 15 pts
2 Swooping Hawks - Q'risilian, Maelinor
3 Guardian Jetbikes - Y'brathyn, Naeran, Silathir. Silathir has replaced his twin-linked shuriken catapults for a single shuriken cannon.
2 Striking Scorpions - Haekor, Kaevir
2 Fire Dragons - Harathan, Tiainthir
197 pts
The Dragons and the Jetbikes will shoot wherever possible, everything else prefers to shoot once and then charge.
AHH! MOTHERLAND
7th Jun 07, 6:05 AM
Already done. I dropped one of the flamers.
Also will there be any special rules for infiltrators or Move through cover USR? I'm thinking of removing the guardians and giving the Exarch Shadow strike and stalker, but if they have no impact then why bother.
ssj4nappa
7th Jun 07, 7:21 AM
Dark_Angel_noob: The Junior Officer does not get his men for free, they're 6 points each. If you want you can remove them and count the officer as an independant character. Or you can drop men from the infantry squad, again costing 6 points each. The list will be fine dropping each infantry squad to 8 man, covering the command sections points.
Motherland: Move through cover will work as per the rules, and there will be scenarios with lots of terrain. Units with infiltrate will mean that I'll have the slipping past sentries as opposed to haveing to fight them and things like that. Basicly if you have infiltrate it will effect how I set up the battle as opposed to anything in battle, but it still has an effect.
AHH! MOTHERLAND
7th Jun 07, 7:26 AM
Ok I have adjusted by list by dropping the guardians and getting stalker + shadowstrike since I feel it's far more fuffy. I can always pick up the guardians later.
Dark Angel N00b
7th Jun 07, 7:28 AM
Consider the 10 man squads down to eight then.
Thanks. :)
ssj4nappa
7th Jun 07, 7:29 AM
Quick question for you Guard players. Would your teams be willing to loot alien weapons? If so then I might incorporate it into your rewards, but if not then I definatly wont. Kroot and Orks are more than happy to loot, Space Marines, Eldar and Tau wont, but Imperial Guard are a bit up in the air.
Dark Angel N00b, I'll start you round now. Don't forget you need to name your men (I keep a record of characters names and often use them in round reports).
Dark Angel N00b
7th Jun 07, 7:42 AM
Had a little go at some pre-round story, this doesnt start them off at base, you can assume they have been transported to wherever my first round is.
It was cold at HQ, Very cold... Junior Officer Tomas Kaelen's dirt smattered cloak blew forward and around him in a most irritating manner, completely disrupting the aura of authority he was trying to force upon his men.
He stood before them facing the training ground they had been preparing in, the cold wind making their eyes water and their faces wrinkle up into cringes. If he had been more considerate he would have turned them out of the wind, but by their standard of cooperation so far, they didn’t deserve it.
He didn’t like it one bit, but after losing most of his last platoon to a tau ambush, he could hardly blame the general for assigning him this small group of rag-tag soldiers and sending him on a suicide mission, especially seeing as when he was caught defending himself with a tau pulse rifle instead of his 'emperor blessed' laspistol and chainsword.
Of the men arrayed before him, in ranks so untidy extremist commissars would have shot him for incompetence, he only recognized three, two were his sergeants and the other one were assigned to his own personal retinue, he needed to trust these new soldiers, and for them to trust him, but from the look of them they had been drafted from the nearest penal legion.
He bowed and shook his head, Sergeants Grifen and Tayber stood at either side of him looking equally dejected. This was hopeless...
He looked up to Sergeant Tayber and nodded, and stood watching as the sergeants took the troopers away for more practising and drills. Which from the reports he was getting back were desperately needed.
At least his sergeants were men he could always rely on, without them and Jurgen, his veteran medic, he wouldn’t have accepted the mission at all. Which would have landed him in a penal legion no doubt, but was it better to be shamed than dead?
No, to die in the emperors name was an honour that should never be forgotten. He just wished he'd had a little more time to 'live' in the emperor’s name before being sent on his final mission.
My men arent very faithful in their lasguns, so looting is fully authorized here. :)
There you go!
Imperial Guard Infantry Platoon
Command Squad
Junior Officer (Kaelen)
- Iron Discipline
- Laspistol and Close Combat Weapon
- Surveyor
Veteran Medic (Jurgen)
- Lasgun
3x Guardsmen (Logash, Lunt, Velade,)
- 3x Lasguns
Infantry Squad
Veteran Sergeant (Grifen)
- Lasgun
7x Guardsmen
- 5x Lasguns (Kelp, Broklaw, Kasteen, Mazarin, Sulla)
- Missile Launcher (Lustig, Sulla loads the launcher)
- Plasma gun (Durant)
Infantry Squad
Veteran Sergeant (Tayber)
- Lasgun
7x Guardsmen
- 5x Lasguns (Holenbi, Trebek, Vekwyn, Vinzand, Sorel)
- Missile Launcher (Grenbow, Sorel Loads launcher)
- Plasma gun (Sautine)
nareik123
7th Jun 07, 8:19 AM
As long as i have the best weapons, i don't care if my men have to drop hellguns and pick up shootas.
ssj4nappa
7th Jun 07, 10:27 AM
Ok, so far I've done the first round for all I have lists for (nareik, Dooks, gorgan, W0lf, Brian, Twist3d, Cannon Fodder, Dark Angels N00b and PenitentMan) except for Motherland, as I need to see how the other sides do before I have the Eldar react. I still need lists from Moo, Ghost Maker, Gorb and Sword Monkey and 2 more Tau players.
gorgan01
7th Jun 07, 10:30 AM
Here's a little bit of background on how my shaper picked his team;
Omutu had been summoned to the council chamber. He went obediently, and was greeted with the sight of the shapers and the revered master shaper. The master shaper spoke;
“Enemy have come to this world. While our brethren prepare to fight along side the Tau you have been chosen for a different purpose. You are to be placed behind enemy lines by the Tau and from there you are free to strike at the enemy, then fade into the night. Kill the enemy, and drive them from this world. Go and gather your kindred, for your hunt begins soon.”
Omutu was then informed that he could take kroot warriors of any sub-species from any of the kindreds he required. His first visit was to his kindred of trackers, where he explained that he would not be needing them and that his his brother would take temporary command. He then set his thoughts to which sub-species would be the most useful. He knew that he wanted kroot with the same adaptation as him, so he immidiatly discounted any kindreds with any other adaptation. He decided to visit the beastmaster, as not only was he looking after Omutu’s two personal kroot hounds, but he also could get himself some more. He was given four additional hounds by the beastmaster, and he then took them with him as he went to a vulture kindred that he was a distant relative of. He managed to gain himself8 vultures for his team, and then put his thoughts to what specialised kroot he would want. He eventually requisitioned himself a hunter, due to his experience of using snipers from being a tracker, and a headhunter as their unique talents could be of use.
Happy with his assembled team, he advised that they all get the chance to sleep, because the orca would be leaving in a few hours.
Sword_Monkey
7th Jun 07, 10:46 AM
Hokay, a bit of a no-nonsense list instead of fluffy goodness, which is a shame, but I just like the sound of it.
Exarch Waylun free+30pts
-Dire Avenger Exarch
-Shimmershield
-Power weapon
-Defend Exarch Ability
Shona Farsweep
-Howling Banshee
-Banshee Mask
-Shuriken Pistol
-Power Weapon
Zarla Softmoon
-Howling Banshee
-Banshee Mask
-Shuriken Pistol
-Power Weapon
Trais Silkcut
-Howling Banshee
-Banshee Mask
-Shuriken Pistol
-Power Weapon
Freilarr Woesong
-Howling Banshee
-Banshee Mask
-Shuriken Pistol
-Power Weapon
Hemune Wraithscream
-Howling Banshee
-Banshee Mask
-Shuriken Pistol
-Power Weapon
Rendorn Shadowskin
-Striking Scorpion
-Shuriken Pistol
-Scorpion Chainsword
-Mandiblaster
-Plasma Grenades
Kilrarn Nighttooth
-Striking Scorpion
-Shuriken Pistol
-Scorpion Chainsword
-Mandiblaster
-Plasma Grenades
Morsdren Voidcurse
-Striking Scorpion
-Shuriken Pistol
-Scorpion Chainsword
-Mandiblaster
-Plasma Grenades
Raffino Dragontongue
-Fire Dragon
-Fusion Gun
-Melta Bombs
Swarlu Flamebait
-Fire Dragon
-Fusion Gun
-Melta Bombs
Canune Foderr
-Storm Guardian
-Shuriken Pistol
-Close Combat Weapon
198pts
Waylun had known this group for years, most had passed through his hands at one time with the exception of Canune, the rest had gone to specialise their Aspects since their days as Dire Avengers. And yet he saw in each one of them remnants of their former selves, none had forgotten their training decades. After the Farseer had approached him he immediately sought a divination, these eleven were picked, he saw the wisdom and sense in the choice and was content. But it had been a long time since they had last fought together, and so he would test them for what may prove to be their last serenade with death before they retire to the infinity circuit.
Now Waylun looked down on his brothers and sisters, his discordant angels whose only emotion is now of woe, his silent stalwarts of combat who only know the hunt, his dragons of Khaine who only know fire and poor Canune who knows too little of the universe to be thrown into it so fast.
Together they practice their movements, their dances as they call them, sparring against each other with precision and ease, no strike ever touches, but the assurance of death is only a flourish further. The sisters of woe move in a delicate pattern, before waves of fire, faster than the others, their light frames and armour allowing them to move with grace and precision, but as soon as their scream pierces the air and their strikes land the silent hunters have appeared from nowhere, their own dance merging with that of the sisters, taking their place and adding their weight and resilience to the combat. Canune stands before Waylun, his form perfect but basic, what he lacks isn't skill but resolve.
"Canune, you question your own fate with each strike, and question mine more. Put aside your fear and lack of confidence, strike me with a if it is meant to be, as if your blow is the killing one. There is no time in melee to question mortality, leave that for the Path of the Spirit to worry about." Waylun said clearly whilst parrying blows easily with a long hafted polearm.
"Yes Exarch Waylun."
The boy was smart, only a courtesy was given to concentrate on the fight.
They swung around each other with increased speed, Canune assumed a strange form, he darted behind Waylun's back and made his attacks from there. With the distance between them cut Waylun had to roll to evade Canune's arc of death. This was no longer a basic attack, Canune had some knowledge, but showing off would do him no good. Waylun came up using his polearm as leverage, as soon as he was standing he flicked the blade up into the air at Canune. Canune responded by leaping onto the blade with perfect balance and using it to jump over Waylun, he was trying to get around his polearm again. Waylun retracted his polearm and it's base hit Canune squarely in the chest as he made to land and roll, again Canune reacted fast and used the momentum to roll away from Waylun, pulling the polearm with him. A sharp kick to the hands relieved Waylun of that problem and he recovered his position faster than Canune took to stand up.
"I don't know where you learnt that form Canune but it's good. And yet it is all about gaining a flanking advantage I still sense no conviction from your lack of attacks."
"Patience my master." Canune replied coyly.
Waylun liked that, a sense of humour something rare in Eldar of his age, youth always got to him.
The resumed again and Canune kept using Waylun's movement and swings to push himself around to Waylun's flank, but Waylun knew every second move and countered perfectly. Then Canune left himself open, he landed from a graceful jump with his back towards Waylun, the response was a quick overhead slash. But Canune was expecting it he moved backwards into another roll, perfectly in time with the falling of the blade. He was through Waylun's legs and behind him as the blade hit the floor of the training area. Waylun brought his blade back and into a close swing as he turned. He was met by a Shuriken pistol nubbing his helmet's chin.
"My weakness is my greatest asset master Waylun." Canune said, obviously smiling under his helm.
"And my strength lets me play a dangerous gamble Canune, the blade you haven't noticed touching your chest is far more likely to kill than the pistol you have to my helm, especially if that polearm had been my Starshard."
Canune looked down to see the blade of the polearm tapping his chest plate, nearby Starshard, Waylun's power polearm glimmered in the light of the room's crystals.
Waylun withdrew the blade and turned to the others who he'd been watching through the practice.
"It seems our dances are still full of the synergy and youth they once were my friends, but I'm afraid the final movement is upon us, we make planetfall by webway by dawn. Submission through harassment is our fate, we'll need supreme focus when the time is nigh. I suggest we all return to our chambers for meditation and rest, the act may be long, I cannot use tired warriors. I'll see you again by the fifth portal by the first hour of Moltlorus' daybreak." He turned away and left the training sanctum swiftly, he had one last divination to seek.
Oh and I thought of putting an Avatar in cos it's apparently legal, but then thought, no it won't be and no that's just not fluffy at all in anyway. (Avatar strike team go!...one Exarch and an Avatar leaping from webways onto poor surprised Mon'Keigh, hehe.)
AHH! MOTHERLAND
7th Jun 07, 11:17 AM
Sword Monkey, Does your Dire Avenger Exarch have any Exarch powers as his cost is double of that of simply buying the power weapon and shimmer shield.
Ghost_Maker
7th Jun 07, 11:36 AM
ooh, Alien Weapons! They Inquisition would have somthing to say about it, but I'm up for that. My list and fluff will be up in a while. Toodles!
PenitentMan
7th Jun 07, 11:39 AM
@nappa: Is this thread going to have a seperate narrative thread apart from this discussion like previous ones?
ssj4nappa
7th Jun 07, 12:03 PM
When I post round 1 I'll also open the narrative thread. Similar to the previous one you will each make a story post, then just update that post. Also I will post up a war update, saying where advances have been made, where attacks or defences are being readied ext. This will give you an idea of how things are operating on a planetary scale.
Sword Monkey: If you'd tried an Avatar I'd dock you points for being a smart ass :D.
Penitent Man: Sorry to be a pain, but you cant include the drop pod in your opening story (nor can you Twist3d) as I use the drop pod in your first round. You guys are drop podding straight into a fight.
Taint3d
7th Jun 07, 12:23 PM
When will the first round be posted, JW
After the deadline for signing up ends?
edit:also small addition of fluff to army list
ssj4nappa
7th Jun 07, 12:24 PM
First round will be posted as soon as I have all the lists and have done all the fights.
PenitentMan
7th Jun 07, 1:01 PM
wouldn't an avatar come under the khorne zerker heading?
A: i'll have an Avatar and an exarch!
X: and your narrative will be...
A:
Avatar: 'KILL! KILL! KILL!'
Exarch: 'Damn you're good at this killing oh Avatar of My Almighty God. However could I have missed the perfect form of your Bloody-Handedness. I think I love you. Oh woe the killing of the 30ft monster-on-a-rampage has attracted the attention of the enemy! What will we do?'
Avatar: 'KILL!' KILL! KILL!'
EDIT: for suggested consistency by SwordMonkey :awesome:
Taint3d
7th Jun 07, 1:23 PM
ssj4nappa: edited fluff in accordance appropriatley
MooFreaky
7th Jun 07, 1:33 PM
my Kroot Mercs are up. (Page 2)
Names and initial fluff will be created tomorrow.
Sword_Monkey
7th Jun 07, 1:55 PM
AhhMotherland!, thank you so much for reminding me.
Ssj4nappa my Exarch has Defend, it was included in points but slipped through his profile.(It's been updated now.)
And PenitentMan I think I would have had an interesting story involving one Exarch's adventures with the Avatar, reflecting on all aspects of the Eldar path of the Warrior (killing) and expressing how their relationship evolved over time. It would culminate in a sorrowing story of forbidden love and climax in a harrowing sacrifice of the Exarch's life as the next Young King thus renewing the cycle.
Dayum that could really have been funny....
MooFreaky
7th Jun 07, 1:59 PM
Just a quickie in case you missed it in my Kill Team post.
Waht happens with the Shaper? Does he count as a hidden character of sorts? Or will he fight as normal, thuis getting killed quickly and quiety if I give him an Eviscerator?
ssj4nappa
7th Jun 07, 2:31 PM
The shapers, along with all other leaders, do not count as ICs. Your team leaders will (unless through some extrodinary circumstances) be that last to die, so feel free to give them power fists and evicerators.
That does sound amusing Sword Monkey, almost makes me wish I'd allowed it (almost, no you cant edit your list).
AHH! MOTHERLAND
7th Jun 07, 2:38 PM
If nobody selects the Orks my I make a suggestion for one of the possible kill teams (if you are going to do such a thing Nappa) that one should be called the Grot squad. Take 50 grots, one nob with Pk, horns, gob, slugga and if any points left over get a slaver or more grots! It's like the warboss punished him, but instead of the regular killings he decided to humiliate the nob instead.
one more question: Do exarch powers effect the whole group or just those who belong to their shrine?
ssj4nappa
7th Jun 07, 3:29 PM
If Orks aren't selected then they'll have no kill teams, but they'll be less effected by kill team activity, meaning that you'll have to work extra hard to keep the Orks at bay.
Ghost_Maker
7th Jun 07, 7:06 PM
Well here is my list and fluff. If the team is too weak or not legal or anything just say so, because i'm not so good with lists.
Anyway, Here goes
Time: 0030 Hrs
Location: Hab Deck 5, Officer’s Quarters
Flight Leftenant Marcus Curran stared at the ceiling, a riot of emotions coursing through his body. He had prepared for the drop hours earlier, and had a good hour before he had to get up, but he couldn’t sleep. He was too excited. Too excited, too scared. He couldn’t keep still. He had been called to a briefing yesterday, by Commodore Vitrius no less, who briefed him and sergeant Brightwater on a task of vital importance. The briefing outlined Marcus’s next mission. A Combat jump by grav chute to an enemy occupied planet: Moltlorus a world recently swallowed by the Tau 3rd expansion. Marcus and his team were tasked with disrupting and harassing the enemy, throwing their lines of communication into disorder and generally pissing the living frakk out of the enemy. Marcus was hesitant about the mission. Of course he had dropped to a planet before, but that was only practice and it wasn’t the drop that worried him. It was the fighting on land, with sand, trees and wind. No catwalks or bulkheads. Marcus had attended several army exercises with the imperial guard on land based military tactics, But Marcus was a navy man, not accustomed to real fresh air and had spent the majority of his adult life in space.
Marcus was an officer in one of several small combat teams of Special Forces that were the elite infantry soldiers of the ‘Emperor’s Lance’ Imperial class battle ship. Each ship in the Ultima fleet had a number of specialist combat teams, but the Lance’s Number 1 Section were said to be one of the best. They were, in effect, ‘space marines’, yet Marcus was sure the mighty Astartes would have something to say about that. Marcus’ team specialised in boarding and defence actions, being sent directly to the most dangerous and brutal fighting on a space ship. Marcus was a tried and tested warrior, yet this next challenge would prove a difficult task. Marcus had never fought Tau before, well, not on land anyway. He had repelled a boarding by Tau once, but didn’t actually get to see any of aliens alive. He had shot down a number of obscure flying discs in an access corridor during the fight, but had no opportunity to see the things close up. He wondered how they would fight and how they would die. Marcus had only clashed heretics and Orks before. Infact, he had won his Ultima Honorifica against the Orks during his an Investigatory boarding action on an unidentified Imperial ship drifting in the northern sector of the Ulitma Segmentum. The ship was overrun by Orks, and Lance No.1 (the team’s tactical call sign. Stands for Emperor’s Lance’, Section Number 1) being led by Marcus Curran spent 15 days aboard the ship, evading capture or death, systematically killing Ork leaders and sabotaging the hulk. During a close encounter, Curran used himself as a distraction while the rest of Lance No.1 escaped, however, he was attacked by a war boss. Marcus managed to kill the War boss but was grievously wounded. After being extracted from the ship, Marcus had the personal satisfaction of detonating the melta bomb planted in the old ship’s primary plasma generator, setting off the chain reaction that destroyed the ship entirely. From the experience he gained two things, the Honorifica Imperialis (or the Ultima Honorifica as it was issued in the Ultima Segmentum) and the knowledge that Orks don’t die easy. The latter being the more important…
***
Time: 0240 Hrs
Location: Hab Deck 5, Officer’s Quarters
Marcus sharply pulled down the final strap on his carapace armour, tightening the webbing over the hard breastplate. Looking around to see if there was anything he left behind, his eyes settled on his cherished boltgun. The weapon was his pride and joy. It had served him well and, in Marcus’ opinion was the only reason he had come back alive from several ill-fated boardings and defensive actions. However, the commodore had said to travel light and the bulky weapon was too heavy and large to drop with. He’d miss it he thought as he traced the deep gash across the armour over his chest with his fingers. That Ork had so nearly ended his life and was finally felled with three good bolt rounds to the head. Still, the boys were saying that Tau were small things, with weak armour and a weaker resolve.
The hell pistol felt too light on his thigh, especially in relation to the heavy power sword on his right side. It was disconcerting… Marcus’s reverie was shattered as the veteran sergeant Brightwater stuck his head around the door. “Lets go sir, the Tau won’t kill themselves”. Marcus smiled. The grizzled sergeant was a comfort to Marcus. A soldier that Marcus had fought beside many a time. As Brightwater left Marcus caught a glimpse of the bolter slung on the stormtrooper sergeant’s shoulder. “Brightwater, we’re travelling light, get rid of the bolter”. The sergeant turned to Marcus, the small electoo imperial eagle on his forehead shimming under the cold strip lights of the officer’s hab. “Command reported an abnormality in the warp about 5 minutes ago. A big one. And 2 minutes ago surveillance spotted what looked like a Giant Rock.” Brightwater half sighed as he said the words that Marcus would not want to hear, “An Ork Rok… Sir, I’m taking my bolter” and with that the sergeant left. Marcus paused, and then threw the hell pistol onto his bed. “Frakk that” he murmured as he grabbed the bolter.
***
Time: 0320 Hrs
Location: Delivery Shuttle Alpha 2-90, Over DZ: L1
In the red light that flooded the inside shuttle Marcus looked around at his assembled team. Lance No.1. Each man here was his brother and each man here was his to protect. Marcus had briefed the team prior to the shuttle’s take off and each new what they had to do. Including himself, the team counted 11. 9 men and 2 Ogryns. The Ogryns were used by Lance No.1 to perform various tasks during boarding operations, such as lifting heavy objects, kicking down bulkheads and breaking heretic skulls. The pair, brothers Marcus was lead to believe, were called Nogzy and Reggie. They were tough creatures; handy in a fight and willing to do anything Marcus told them to. Although they seemed to be fairly apprehensive about the drop, and rather disturbed by the confined space in the shuttle, they were taking their minds off their worries by playing a game that was not too dissimilar from regicide, except there were no rules and the aim was to knock each other out. The other stormtroopers sat silently, focusing themselves and going through long memorized battle drill in their heads. The two special weapons troopers Branham and Krill sat attending their weapons. Krill carried the Lance No.1 flamer. The weapon was deadly effective in the enclosed environment of a space hulk, as was the plasma gun carried by Branham, who was meticulously cleaning the coils on the top of the gun. The other soldiers: Cyrus, Aver, Barthes, Hastor and Stockburn were all ready to go, patiently waiting for the jump and the action that would follow afterwards.
The comm bead in Marcus’ ear crackled. “We will reach the DZ in 2 minutes sir. Prepare for drop”. The pilot’s voice cut through the humming of the shuttle as it fly over Moltlorus. Marcus confirmed the information and snapped the visor of his helmet down over his face. In response the entire team did the same. Lance No.1, thoroughly drilled in jump drill lined up one after the other in front of the door. Lance No.1 was in place; all that was needed was the trigger to be pulled. Marcus spoke into the vox “For the frakking Navy! For the frakking Emperor!”. And with that the red light turned green and Marcus pulled open the door. Immediately the team poured out of the hatch, even Nogzy and Reggie dived out, eager perhaps to get out of the confines of the shuttle. Marcus, the last one to jump looked down into the dark abyss and jumped. “Frakk this” he murmured as he disappeared into the night.
Flight Leftenant Marcus Curran
(Junior Officer) w. Bolter, Power Weapon, Carapace Armour, Honorifica Imperialis 36 pts
Stormtrooper Veteran Sergent Brightwater
w. Bolter, Power Weapon, Carapace Armour 22 pts
Stormtrooper Krill
w. Flamer, Frag/Krak Grenades 16 pts
Stormtrooper Branham
w. Plasma Gun, Frag/Krak Grenades 20 pts
Stormtrooper Cyrus
w. Hellgun, Targeter, Frag/Krak Grenades 10 pts
Stormtrooper Aver
w. Hellgun, Targeter, Frag/Krak Grenades 10 pts
Stormtrooper Barthes
w. Hellgun, Targeter, Frag/Krak Grenades 10 pts
Stormtrooper Hastor
w. Hellgun, Targeter, Frag/Krak Grenades 10 pts
Stormtrooper Stockburn
w. Hellgun, Targeter, Frag/Krak Grenades 10 pts
Trooper Nogzy
(Ogryn) w. Rippergun, Frag Grenades 25 pts
Trooper Reggie
(Ogryn) w. Rippergun, Frag Grenades 25 pts
Cannon_Fodder
7th Jun 07, 8:15 PM
As long as i have the best weapons, i don't care if my men have to drop hellguns and pick up shootas. That's not very Stormtrooperish of you nareik... :D
My men have no problems using Tau Pluse weaponry instead of their own Lasguns, though they'd hold onto their Lasguns and at the first sign of an Imperial contact would ditch their Xenos weapons so as not to be confused with the enemy (or put on trial as traitors...). They wouldn't touch Ork weaponry though...
PenitentMan
7th Jun 07, 10:42 PM
I read Imperial Guard and Stormtrooper in the same thread and remembered the Dirty Dozen. Paging Colonel Shaeffer. He'd be ideal for kill-team escapades
MooFreaky
8th Jun 07, 1:18 AM
UPDATED
Added in some fluff, and a couple minor tweaks to selections.
ssj4nappa
8th Jun 07, 4:30 AM
The completed round 1 list now runs up to Moo, gorgan, Brian, W0lf, Cannon Fodder, Dark Angels N00b, nareik, Ghost Maker, Penitent, Twist3d, Dooks and Motherland. I'm about to do Sword Monkey's and Gobs round and 2 more Tau players, but essentially round 1 is almost done.
Dark Angel N00b
8th Jun 07, 7:38 AM
Guess noone wants to be da orks!
Ah well, i can imagine it being very hard to write from an orky perspective.
BrianGeneral
8th Jun 07, 8:14 AM
^I'm Orks in KTNC1.
Dark Angel N00b
8th Jun 07, 8:16 AM
And is it hard to write for them?
I would say it would be, as its all 'boyz and 'Shut it or ill krump ya!'
ssj4nappa
8th Jun 07, 8:26 AM
I'd say that while writing for Orks would be more challenging, it could be done. I've done everyone's battle so far, so I just need 2 more Tau players then I'll start it.
Here are peoples numbers on the map so you'll be able to find where your kill team is.
1 Dooks Dizzo
2 AHH! MOTHERLAND
3 Sword Monkey
4 Gorb
5 Cannon Fodder
6 Dark Angels N00b
7 Ghost Maker
8 nareik123
9 PenitentMan
10 Twist3d
11 gorgan01
12 MooFreaky
13 BrianGeneral
14 W0lf
15 *open*
16 *open*
MooFreaky
8th Jun 07, 8:32 AM
Kroot would be far harder, as their language is clicks, whistles, chirps and other sounds combined with pheromone releases and such.
So it would basically be "ktktktkt, dwak, schhhwap, twizzz" all while projecting a scent that only the Kroot can detect.
Dark Angel N00b
8th Jun 07, 8:35 AM
In the Ciaphas Cain books the kroot shaper speaks imperial gothic... i cant remember about the rest of his 'men' but i know he did..
Ah, nevermind, reading back it says he learnt it while being a mercenary among humans, as i dont think yours are, they wont know it.
Kroot communicate by clicking and farting pheremones... Cool species!
ssj4nappa
8th Jun 07, 8:40 AM
It's likely that your kroot know the Tau language, but conversations between themselves is a little hard to describe.
gorgan01
8th Jun 07, 9:26 AM
yeah, in mine i'm basically gonna say things like "And he gave a series of clicks and whistles which the others easily interpreted as crap, we're lost!"
AHH! MOTHERLAND
8th Jun 07, 9:29 AM
Can anyone else NOT see the new map that Nappa posted? For some reason I can't see it.
Dark Angel N00b
8th Jun 07, 10:21 AM
I didnt think hed done it yet.
ssj4nappa
8th Jun 07, 11:59 AM
Sorry to confuse you, but there is no map up yet. The numbers are so that when I put up the map you know where you are on it. As there seems to be no more interest I'm going to put it to you for a vote, should I start without the other Tau teams? Seeing as this will make life harder for the Tau and Kroot players I'm going to count their votes as 3. If it's a tie I'll cast the deciding vote.
gorgan01
8th Jun 07, 12:01 PM
Should we put our votes here or PM them to you?
ssj4nappa
8th Jun 07, 12:09 PM
Put them here, these challenges already generate more than enough PMs
im tau and i say bring it on :P
gorgan01
8th Jun 07, 1:22 PM
I want this thing to start already, so i'm saying no to some more kill teams.
AHH! MOTHERLAND
8th Jun 07, 2:11 PM
I think 14 is a good balance, and that we should start the kill team unless someone joins before the voting is over.
nareik123
8th Jun 07, 2:18 PM
Lets go!
Dooks Dizzo
8th Jun 07, 2:22 PM
Kroot and Tau will count as the same team yes? If so I say go for it.
The other balancing factor would be to have the Eldar, Marines and IG have to deal with the Orks for the first few rounds of the game.
ssj4nappa
8th Jun 07, 2:32 PM
Tau and Kroot are on the same team and believe me, the Orks will be a big problem for all (in round 1 I sent 3 of the 4 Eldar players to try and slow the Orks down). Well that's 9 votes for go (with W0lf and gorgan's counting as 3 each) so just 3 more go votes and I'll throw up round 1. If anyone is still looking to join, applications are not closed until I post round 1.
Dark Angel N00b
8th Jun 07, 2:42 PM
If it works with the storyline youre cooking up nappa, consider my vote a yes :)
ssj4nappa
8th Jun 07, 2:54 PM
Quick question for everyone. There is going to be the posability of failure in battles, and not just from having your team wiped out, but from facing overwheklming odds and being forced to withdraw. What I want to know is your casualty limit. What percentage of your force are you willing to lose before you abandone a mission and pull out? That way I'll know how much of a pounding your team will take before falling back and finding a softer target.
Dark Angel N00b
8th Jun 07, 3:06 PM
lose 15 and they break and run.
Thats what would go methinks.
AHH! MOTHERLAND
8th Jun 07, 3:09 PM
Fall back percentage? I cannot risk loosing too many warriors in a battle so I would say if my kill ends up with 50% then retreat, and I would like the following 5 Always removed last in this order from most important to least important: Requlius, Nastaeil, Shedera, Maceir, and Helimas.
Dooks Dizzo
8th Jun 07, 3:15 PM
Hard to call, I have to say that if I lose 50% it is time to head for the hills. And hope for reinforcements.
nareik123
8th Jun 07, 3:37 PM
75% for Lesley.
Ghost_Maker
8th Jun 07, 3:53 PM
For me, roughly a third casualties is acceptable before the team turns tail and tactically withdraws. And, as Dooks said, hope for reinforcements.
Personally I would prefer to have two more players join in, but we cant really force people to participate. So, if no one signs up before the end of voting, I say go for it.
ssj4nappa
8th Jun 07, 3:59 PM
So Ghost, is that a yes or no? I think you mean yes, but would like to see more arrive before the voting ends.
Ghost_Maker
8th Jun 07, 4:02 PM
Correct. Yes begin after the final vote for continuing is cast. It would be nice for more people to join, but it is fine if none do before we start.
Dark Angel N00b
8th Jun 07, 4:07 PM
Theres no reason why the kill teams cant be out there but not player controlled, gives a good way of getting reinforcements if both teams are down on men.
ssj4nappa
8th Jun 07, 4:15 PM
Don't worry, I'm not leaving the Tau high and dry. If we get no more players there will still be pathfinder and stealth team disruption. Also the Tua's mobility gives them a slight edge in the larger battles, as it is easier to pick and chose their fights. However, early on the Tau are bound to struggle, as they're over streatched with Orks one way and the Imperium the other. Remember, Tau are willing to give ground to save lives, so if outmatched, will pull back and conserve forces, unlike the Imperium and Orks.
MooFreaky
8th Jun 07, 5:30 PM
I'd go with 33-50% casualties before a withdrawl.
Once you take 33% you begin to consider a fighting withdrawl. Remembering that this is just a special ops team, not meant to be getting into big fights. If it looks like victory can be attained with relatively few extra casualties then stay and fight, or if it is THAT critical.
Once that % creeps up to about 50, then it becomes very urgent to start getting out.
Again, unless we are about to attain victoy.
PenitentMan
8th Jun 07, 7:11 PM
fighting withdrawal at 40% losses please.
As for the orks - set a date and start at that point whether anyone joins or not. The lack of PC control could make for some interesting changes
Taint3d
8th Jun 07, 7:18 PM
For the vote I vote yes.
For casualties, about 50 percent, if victory is within reach, then they will push till around 40 percent, for we know no fear
Cannon_Fodder
8th Jun 07, 8:53 PM
I vote go.
As for casualties; I agree with what Freaky said, however my team will fight to the last man if the situation gets really desperate.
ssj4nappa
8th Jun 07, 11:51 PM
With 12 votes for go that is over 50% so I declare applications closed and present you round 1
You were in the north east peninsular when the Imperials attacked. Cut off from the rest of the Tau Empire forces you have to fend for yourselves. Tau intelligence suggests that the Imperial forces are gathering for an attack. The limited number of battlesuits means that none can be risked on a sabotage mission, so that task has fallen to the Kroot. An Imperial tank depot has been found. While the depot is small, the loss of several battle tanks will hamper an Imperial attack. You must overwhelm the guards and destroy the tanks.
The depot is an 18” by 18” square. Inside are 4 unmanned Leman Russ battle tanks. Your objective is to destroy these. The depot is defended by an Imperial Guard platoon. There are 3 10 man squads with lasguns and a command section (junior officer). The command section and 1 squad begin in the barracks, the other 2 squads on patrol. The Leman Russ’s front armour is always facing out of the camp. Your team is split into groups. The Vultures, the Headhunter and 4 Kroot Hounds, The shaper and 2 Kroot Hounds and the Hunter. The Vultures start on the roof of the barracks, the Hunter in a tree to the north with good line of sight, and the rest to the east. You have the first turn.
Tank depot lay out:
http://aycu25.webshots.com/image/17864/2001512651163563202_rs.jpg (http://allyoucanupload.webshots.com/v/2001512651163563202)
Kroot turn 1: The Vultures hold, waiting for the people in the Barracks to emerge. Carak leads 4 of the Kroot hound towards the eastern guardsman squad while Omutu leads his pair around them.
Briana fires at the western guards, but misses.
Carak charges the guardsmen while Omutu charges the rear armour of the south eastern tank.
Carak’s Kroot hounds land 7 hits, 5 of which wound killing 2 guardsmen.
Carak hits with all his attacks, wounding twice and killing a guardsman.
Simultaneously the guardsmen hit twice, knocking down a Kroot Hound.
The guardsmen pass their leadership test.
Omutu places a melta bomb, it penetrates, immobilising the tank.
Omutu’s Kroot Hounds manage a glancing hit, but it only stuns the tank.
Imperial Guard turn 1: The junior officer drives all his men out of the barracks, but the tanks block their line of sight.
The western squad aims at Omutu and his hounds, hitting 8 times, causing 3 wounds and taking out both hounds.
Omutu passes his leadership test.
In combat the Kroot Hounds hit 4 times, causing 3 wounds and killing 2 guardsmen.
Carak hits twice, causing 2 wounds and killing another.
Simultaneously the guardsmen hit 4 times, causing 3 wounds and dropping another Kroot Hound.
The guardsmen pass their leadership test.
Kroot turn 2: The Vultures drop down from the barracks roof.
Briana shoots the western squad, but misses again.
The Vultures charge all the unengaged guardsmen.
The Vultures hit 15 times, causing 14 wounds and killing 11 guardsmen (wiping out the command section).
Simultaneously the guardsmen hit 12 times, causing 5 wounds and knocking 4 Vultures down.
Both squads fail their leadership test, are caught and killed by the Vulture Kroot.
Carak’s Kroot Hounds hit, wound and kill 2 guardsmen.
Carak himself hits once, but fails to wound.
Simultaneously the remaining guardsmen hit twice, but fail to wound.
The guardsmen pass their leadership test.
Omutu places another melta bomb, which glances and destroys the tank.
Imperial Guard turn 2: The Kroot Hounds hit 3 times, wounding twice and kill a guardsman.
Carak hits twice, wounding once, but it’s saved.
Simultaneously the guardsmen hit once, wounding and knocking down another Kroot Hound.
Kroot turn 3: The Vultures fly over to help Carak.
Briana stays in her tree and scans the surroundings for approaching enemies.
Omutu moves over to the next tank.
The Vultures charge the last 2 guardsmen while Omutu charges the tank.
The last Kroot Hound hits twice, wounding and killing a guardsman.
Carak and the Vultures hit 6 times, causing 4 wounds killing the last guardsman.
Simultaneously the last guardsman hit, but failed to wound.
With the guardsmen dealt with you proceed to destroy all the tanks, as well as the barracks for good measure. Of the fallen, 3 Kroot Hounds and 3 Vultures recover, but the others are dead. With the depot in ruins you withdraw before more Imperial troops arrive.
Your team has been deployed in the jungle where the hulk crashed. Your objective is to kill as many Orks as you can, while making them chase you all around the jungle. You soon find your first meal.
You start 12” away from 3 mobs of 16 slugga boyz. You are in dense woodland (in every direction). If engaged in combat you can flee at the end of a round, leaving the Orks to consolidate. You will have the first turn.
Kroot turn 1: Using your fieldcraft you draw line of sight to a mob and fire.
The shapers slugga misses.
The Kroot rifles hit 11, wounding 4 and killing 3.
The Orks auto pass their mob check.
Ork turn 1: The Orks head in the direction of the shots. The wounded mob stumbles 1”, but the others advance 6” and fire.
6 shots hit, causing 5 wounds and dropping 2 Carnivores.
Only 1 mob manages to charge.
In cover the Kroot strike first.
The Kroot Hounds hit 6, wounding and killing 3.
The Headhunters, Carnivores and Vultures hit 14 times, causing 7 wounds killing 6 Orks.
The survivors hit 10 times, causing 4 wounds and knocking down the other 3 Carnivores.
The shaper hit and kills another 2 Orks.
The Orks fail their leadership and mob test, and are caught and killed.
Kroot turn 2: The Kroot back away from the Orks, readying their rifles.
The shaper misses.
The Kroot rifles hit 8, wound 3 killing 2 Orks.
Ork turn 2: The nearest mob struggles forward 4”, and the one behind only 3”.
Neither mob can see the Kroot.
Kroot turn 3: The Kroot move back, keeping at the limit of their range.
The shaper hits, but fails to wound.
The Kroot rifles hit 11, wounding 6, killing 4.
The Orks auto pass their mob check.
Ork turn 3: Both Ork mobs advance 5”.
They still can’t see the Kroot.
Kroot turn 4: The Kroot pull back further.
The shaper misses.
Kroot rifles hit 10, wounding 8, killing 3.
The Orks pass their leadership test.
Ork turn 4: The nearest Ork mob advances 3”, the other 4”.
Neither can see any Kroot.
Kroot turn 5: The Kroot keep their distance.
The shaper hits, wounds and kills and Ork.
The Kroot rifles hit 7, wounding 6, killing 3.
The Orks fail their leadership test, but pass the mob check.
Ork turn 5: Both mobs advance 3”.
Still not targets for the Orks.
Kroot turn 6: The Kroot pull back further into the forest.
The shaper hits, but fails to wound.
The Kroot rifles hit 6, wounding 5, killing 3.
The last pair of Orks in the mob pass their leadership test.
Ork turn 6: The nearest Orks advance 1” while the others advance 5”, almost catching them.
Neither can see any Kroot.
Kroot turn 7: The Kroot move forwards slightly, bringing them within range of the larger Ork mob.
Passing their priority test the shaper misses.
The Kroot rifles hit 10, wounding 5, killing 3.
Ork turn 7: The pair of Orks advance 4”, bringing their weapons into range. The other advance 5”, leaving them unable to see the Kroot.
The pair hit once, but fail to wound.
The pair charge into combat.
The Kroot Hounds hit 6 times, causing 5 wounds, killing the pair.
Kroot turn 8: The Kroot pull back to the limit of their range.
The shaper misses.
The Kroot rifles hit 8, wounding and killing 3.
The Orks fail their leadership test, but pass their mob check.
Ork turn 8: The Orks advance 5”, leaving them just short of seeing the Kroot.
Kroot turn 9: The Kroot fall back again.
The shaper misses.
Kroot rifles hit 9, wounding and killing 5.
The surviving Orks pass their leadership test.
Ork turn 9: The Orks advance 6”, finally seeing the Kroot.
They open fire, but all miss.
They fail to charge into combat.
Kroot turn 10: With only 3 Orks left the Kroot hold position.
The shaper hits, but fails to wound.
Kroot rifles hit 13 times, causing 5 wounds and killing the last of the Orks.
You quickly move to the fallen Kroot to find that 3 are only injured. With the Orks eliminated you disappear into the jungle, searching for new prey.
In preparation for our push to rejoin with the forces stranded in the north east peninsular your team has been sent ahead to disrupt the enemy. We have identified a large cache of heavy weapons, which if you can destroy will weaken the Imperial defence. A company of Imperial troops is at the site, so you send in Kii’ri to detonate the ammunition for the weapons, with Un’no and the Heavy Gun Drone ready to go in and extract him if necessary. The Fire Warriors and Pathfinders will be providing cover fire for an escape.
Kii’ri is 12” inside the facility, Un’no and Vesa 1 at the facility’s edge and the Fire Warriors and Pathfinders 12” behind them in cover (5+ save). The ammunition stores are AV 12 that will be destroyed with a penetrating hit. Once Kii’ri begins firing Imperial troops will move in to try and cut off his retreat.
Tau turn 1: Kii’ri hits and destroys the ammunition stores.
He jets towards the edge of the facility.
Imperial Guard turn 1: A squad of guardsmen are draw by the explosion.
They level their lasguns at Kii’ri, hitting him 10 times, causing 6 wounds, dropping him.
Tau turn 2: Un’no and Vesa 1 jet over to Kii’ri, grabbing him.
The Fire Warriors hit 3 guardsmen, killing 2.
The Pathfinders miss with their Markerlights.
War’co hits and kills another with his Rail Rifle.
Un’no hits and kills 1 with a missile and 1 with a plasma bolt.
Vesa 1 hits and kill 3 more.
The 2 survivors are pinned.
Un’no and Vesa 1 jet back to the edge of the facility with Kii’ri.
Imperial Guard turn 2: Another guardsman squad arrives.
They hit 13 times, but only wound Vesa 1 once, and it’s saved.
Tau turn 3: Un’no and Vesa 1 continue to head towards the Fire Warriors and Pathfinders.
The Fire Warriors hit and kill a guardsman.
The Pathfinders again miss with their Markerlights
War’co misses.
Un’no hits with both missiles, killing 1, but misses with the plasma bolts.
Vesa 1 misses.
Un’no and Vesa 1 join the Fire Warriors and Pathfinders.
Imperial Guard turn 3: Another squad of guardsmen arrive.
They, along with the remnants of the other squads, fire on the team from long range, hitting 10 times, wounding 5 and dropping a pair of Fire Warriors.
Having pulled out of the facility the team withdraws. All of the injured recovered. The destruction of those heavy weapons and ammunition should give our forces an easier time in their breakthrough.
The Orks are making advances in the south west islands. They have already captured 1 of the islands, and if they are allowed to capture the rest they would be in a position to strike towards the capital. We cannot divert enough resources to try and recapture the island so your team must ensure that the Orks do note capture any more. We have identified and Ork port, where they are gathering to send over troop in crude boats to the island. You must infiltrate the port and destroy as many boats as you can.
Your team has got into the port and down to the docks undetected. You must now destroy as many as you can before overwhelming Ork numbers force you to withdraw. The boats are armour value 10 all round with no weapons and an immobilised result counts as destroyed (as the boat sinks). They are spaced out 6” apart. Your team starts next to a boat, and Mytr and Kuil’las must destroy the boat before they can fire on the enemy. Every turn Xd6 slugga boyz will arrive 18” away, where X is the turn number. Once the number of Orks is deemed overwhelming (either you lose a quarter of your team or the Orks reach close combat) you will board the nearest boat and flee. Note that the Kroot will intercept any Orks going for close combat.
Tau turn 1: Mytr misses with his fusion blaster.
Kuil’las’ missiles 1 of them penetrating, immobilising and sinking the boat.
Ork turn 1: A lone slugga boy has come to see what the noise is. On spotting your Tau he advances and fires his slugga.
The shot goes wide.
Tau turn 2: Your team moves along to the next boat.
Mytr misses again.
Kuil’las misses with his missiles, but hits with a plasma bolt, penetrating and destroying the boat.
Kjut aims his burst cannon at the Ork, but misses.
The Fire Warriors hit the Ork 3 times, killing it.
Ork turn 2: 7 Orks arrive and advance, weapons blaring.
Only 2 shots hit, but both wound, dropping the Pathfinder and a Fire Warrior.
Tau turn 3: The team keeps moving, bringing the wounded with them.
Mytr misses again.
Kuil’las hits with the missiles, but does no damage. A plasma bolt glances, but only shakes it.
Kjut hits 2 Orks, killing 1.
The Fire Warriors hit 4, but fail to wound.
The Kroot hit 4, killing 3.
The Orks fail their leadership and mob tests and flee.
Ork turn 3: 11 Orks appear, advance and fire.
2 hit, but fail to wound.
Tau turn 4: The Tau stay by the boat they failed to destroy.
Mytr finally hits, penetrating and destroying the boat.
Kuil’las turn his weapons on the Orks, hitting and killing 1 with a missile and 2 with plasma bolts.
Kjut hit 3, killing 2.
The Fire Warriors hit and kill 3 more.
The Kroot hit 5 times, killing the remaining Orks.
Ork turn 4: 17 Orks come down to the docks and shot at the team.
6 hit, causing 4 wounds and dropping 2 more Fire Warriors.
Tau turn 5: Having taken heavy losses the team gathers the wounded and board the next boat.
Before setting off Mytr hits and sinks (immobilises) the next boat along.
Kuil’las fires at the one beyond the now sinking boat, shaking it with the missiles and missing with the plasma bolts.
As the team sails away a Fire Warrior and the Pathfinder recover, but the other Fire Warriors are dead. You managed to destroy 4 boats, as well as steal 1, which should slow the Orks’ attempts to amass on their island to attack the others.
Your team has been given the location of a power station that is powering several Tau military facilities in the area. Knocking it out of action would disrupt Tau activity in the area for a while. Your team was deployed via grav chute several kilometres away and you arrive at the plant as dawn is breaking. The facility seems to be guarded by drones, and after Charlie team scouts around you identify 4 groups of 6 gun drones on patrol. Whether this is the extent of the enemy forces in the facility is unknown. A plan is swiftly devised. Baker and Charlie will engage a patrol from the cover of a nearby wood. When the enemy moves to intercept Able will move in, locate and destroy the coolant control systems and withdraw. Without the coolant system the plant should go into meltdown within the hour.
Baker and Charlie are in woods (5+ cover save) and opening fire on a gun drone patrol. Every Tau turn after the first, reinforcements will arrive. On turn 2 Able will move in. For each turn they are in the facility a d6 will be rolled. On a 6 they will have found and then destroy the coolant controls. They will receive a +1 to the dice role for every turn they are in the facility. Once they have destroyed the coolant controls they will need another turn to withdraw.
Imperial Guard turn 1: Baker and Charlie open fire.
Corporal Harris’ heavy bolter hits and destroys a drone.
The plasma guns both hit, destroying another 2.
Lance Corporal Czakowski hits with the sniper rifle, but fails to wound.
The lasguns hit 3 times, but fail to wound.
The gun drones pass their leadership test.
Tau turn 1: The alarm is raised and the gun drones close on Baker and Charlie.
The gun drones score 1 hit, which wounds and downs a man from Charlie team.
Charlie team fails their leadership test and are pinned.
Imperial Guard turn 2: Able move in, but fail to find the coolant controls.
Corporal Harris hits and destroys 2 gun drones.
Privet Smith misses with his plasma gun.
The others also miss.
The last gun drone fails its leadership test and flees back to the facility.
Tau turn 2: Another team of 6 gun drones floats into view.
They hit 5 times, causing 3 wounds and dropping a man from Baker team.
Baker pass their leadership test.
Imperial Guard turn 3: Able find and destroy the coolant controls.
Harris hits 3 times, but only downs a single drone.
The plasma gunners hit once, destroying another.
Czakowski hits, wounds and destroys another.
The lasguns score 2 hits, both of which wound taking another drone down.
The drones pass their leadership test.
Tau turn 3: A pair of heavy gun drones emerge from the facility.
The normal gun drones miss.
The heavy gun drones hit 3 times, causing 2 wounds and dropping a man from Baker and Charlie.
Both teams pass their leadership test.
Imperial Guard turn 4: Able pull out of the facility. Baker and Charlie grab their wounded and withdraw.
Of the 4 injured, 2 recover. About half an hour later the power plant goes up in a huge explosion. Objective complete.
In preparation for our advance your platoon has been dropped into no mans land. You mission is to eliminate the Tau sensor towers. Once you begin the attack you can expect the Tau to respond, most likely with Devilfish mounted Fire Warriors. There are 5 towers in this sector we wish for you to destroy. Without the towers covering the area our armour can advance without worry of seeker missile attacks.
The towers are spread out 18” apart. You are 18” from the leftmost tower. Every time a tower hits you with a markerlight a d6 will be rolled. On a 5+ a team of 10 Fire Warriors will arrive in a Devilfish 18” behind the sensor tower that called it in. You will continue until either a) you lose 8 men or b) you are outnumbered by Tau Fire Warriors. You have the first turn.
Imperial Guard turn 1: The team holds position.
Grifen’s squad fires at the first tower.
Lustig misses with his missile launcher.
Durant’s plasma gun hits, penetrating and exploding the tower.
Tayber’s squad aims for the next tower.
Grenbow’s missile launcher misses.
Sautine’s plasma gun is out of range.
Tau turn 1: The sensor tower in range misses with its markerlight.
Imperial Guard turn 2: The command section and Tayber’s squad move right, to get into range.
Lustig misses again with his missile launcher.
Tau turn 2: The 2 sensor towers in range fire, both hitting.
No Tau respond yet.
Imperial Guard turn 3: Grifen’s squad moved to rejoin the others.
Tayber’s squad fires on the tower.
Grenbow hits, penetrates and destroys it.
Tau turn 3: The lone sensor tower in range misses.
Imperial Guard turn 4: The command section and Tayber’s squad move on.
Grifen’s squad fires on the next tower.
Lustig again misses.
Tau turn 4: The sensor tower hits and a Fire Warrior team responds.
Imperial Guard turn 5: With the Devilfish just within the limit of missile launcher range both squads aim for it.
Neither hit.
Tau turn 5: The Devilfish flies in closer.
The sensor tower misses.
Imperial Guard turn 6: With only missile launchers in range both squads hold and fire.
1 hits, but fails to damage.
Tau turn 6: The Devilfish swoops past the sensor tower and unloads the Fire Warriors.
The sensor tower hits and calls in another Fire Warrior team.
Imperial Guard turn 7: The command section moves closer to the Fire Warrior so their lasguns will be in range.
Grifen and Tayber’s squads shoot at the Devilfish’s side, both missing.
Tau turn 7. The closest Devilfish moved into weapons range of the infantry squads, presenting them with its front armour.
The second Devilfish swoops closer.
The Fire Warriors shoot at the command section knocking them all down.
The Devilfish fires at Tayber’s squad, downing 2 of them.
The Devilfish’s gun drones hits and injure another.
Imperial Guard turn 8: With casualties mounting and more Tau on the way your team falls back.
The command section recovers, but the 3 men lost from Tayber’s squad are dead. With only 2 towers destroyed you have failed to create a large enough gap for an armoured advance. We will have to send waves of infantry forward first to destroy the towers. You have been recalled for deployment elsewhere.
With your teams lack of experience in ground combat we’ve assigned you a target that is more your style. You are going to be dropped near a large Tau production facility. Once you get inside you should find the environment similar to that of a space craft. Fist, you must gain access to the facility, then locate and destroy their primary power source. While there is backup power for essential systems, destroying their main generator should slow down production.
To get inside you must eliminate a gun drone patrol. You’ll fire assault weapons, and then charge the 8 drones. If you can kill them in 1 round of combat you’ll have managed to gain access without setting off the alarm.
Imperial Guard turn 1: The flamer hits 5 drones, wounding them all and destroying 2.
The ripper guns hit, wound and kill 1.
The team charges.
Curran hits and destroys 2.
Simultaneously the drones hit 4, but fail to wound.
The Ogryns hit 3, wounding 2, but they make their saves.
Brightwater hits 2, destroying 1.
The other storm troopers hit 9, wounding 6 and destroying the last 2 drones.
The team cautiously winds its way through the facility. The location of the primary generator is just ahead. A quick look reveals that it’s guarded by 2 squads (12 man) of human auxiliaries. You’ll have to take them out, but in doing so you’ll raise the alarm.
Imperial Guard turn 1: You quickly emerge from round the corner and open fire.
Curran and Brightwater’s bolters hit 2, but fail to wound.
Branham’s plasma gun hits and kills 2.
The storm troopers’ hellguns hit 7, killing 5.
The ripper guns hit 2, wounding and killing 1.
The auxiliaries fail their leadership test and fall back into the surrounding buildings.
Gue’vesa turn 1: The second squad moves to take the first’s place.
Their lasguns hit 7, causing 2 wounds, both of which are saved.
Imperial Guard turn 2: The team closes to assault range.
Krill catches 2 with his flamer, killing both.
The Ogryns hit 1, but fail to wound.
The team charges into combat.
Curran hits 3, killing 1.
The Ogryns hit 4, wounding and killing 3.
Brightwater hits 2, killing 1.
The other storm troopers hit 12 times, causing 6 wounds, killing 4.
Simultaneously the auxiliaries hit 6, wounding 4, knocking down 2.
The last auxiliary fails his leadership test, and is caught and killed.
1 of the storm troopers is fatally wounded, but the other will be fine. Krak grenades are used to destroy the generator and the team moves into the shadows of the facility. There are still several more targets to destroy before the facility can be considered inoperable.
Intelligence has located a build up of Human auxiliary troops. A roughly platoon sized force has gathered in a parade ground at the edge of a small compound to go through physical exercise routines. High command has deemed Human units in Tau forces a priority target, a change to show these traitors what happens to those who stray from the Emperor’s light.
There are 4 squads (48 men) without their weapons or armour in the centre of the square. An armoury is 12” from them. Once at the armoury they can issue 6 lasguns a turn until 18 (the number in the armoury) have been issued. You will be dropped at the edge of the square and are ordered eliminate them. You have the first turn.
Imperial Guard turn 1: Your team drops into the square 12” from the traitors.
Hicks and “Boss” fire their storm bolters, hitting 3, killing 1.
“Plasma head” hits and kills 2.
“Melter” hits and kills another.
The rest hit 13, killing another 7.
The sole survivor passes his leadership test.
Gue’vesa turn 1: The lone man passes his man alone test and as one the auxiliaries fall back towards the armoury.
Imperial Guard turn 2: The storm troopers pursue them, targeting the next squad.
Hicks and “Boss” hit 3, killing 2.
“Plasma head” overheats both shots, injuring himself.
“Melter” hits and kills 1.
The others hit 13, killing 4.
The survivors pass their leadership test.
Gue’vesa turn 2: The lone trooper passes his man alone test and the auxiliaries reach the armoury and a squad grabs some lasguns but are out of range.
Imperial Guard turn 3: The storm troopers close to rapid fire range and target the armed squad.
Hicks and “Boss” hit and kill with all their shots.
“Melter” misses.
The others hit 6, killing 4.
The squad passes its leadership test.
Gue’vesa turn 3: The lone soldier’s nerve finally breaks and he flees into the compound.
The full strength squad grabs some lasguns and joins in the fight.
8 hit, causing 3 wounds which drop a storm trooper.
Imperial Guard turn 4: Hicks and “Boss” keep firing, hitting 4 and killing 2 from the full strength squad.
“Melter” misses again.
The rest hit 9, killing 6.
The squad fails its leadership test and flees.
Gue’vesa turn 4: The last lasguns are withdraw from the armoury.
The auxiliaries hit 8, wounding 2, both of which are saved.
Imperial Guard turn 5: Hicks and “Boss” hit 3, killing 2.
“Melter” hits and kills 1.
The others hit 6, killing 3.
The last man passes his leadership test.
Gue’vesa turn 5: The lone auxiliary stays in the fight.
They hit 5, wounding 4 and dropping 2 more storm troopers.
Imperial Guard turn 6: The team advanced, Hicks splitting from the squad to face the lone auxiliary one on one.
Hicks hits and kills his opponent.
“Boss” hits and kills 1 from the last squad.
“Melta” misses.
The remaining storm troopers hit 3, killing 1.
The pair of auxiliaries fail their leadership and flee.
Of the injured, only 1 is wounded fatally. Rather than pursue the surviving auxiliaries you leave them to spread tales of the attack, demoralising the traitors. You team moves out, seeking new targets.
A Tau camp has been located. Scans show that an entire Cadre has been stationed there. Your team are to launch a drop pod raid. You will be dropped at the edge of the camp and strike quickly, causing as much damage as possible. Before the enemy can mobilise a counter attack you will withdraw into the wilderness, then commence with behind enemy lines operations.
The Cadre consists of 72 Fire Warriors in 6 Squads of 12, each with a Devilfish, 3 Hammerhead gun ships, 6 Piranha light skimmers and 12 Crisis battle suits. You will be dropped the opposite side to the Crisis suits, as they have been identified as the units that will respond quickest and their weapons are deadly even for Space Marines. You will have 3 turns to cause as much damage as possible. The Tau will not move or shoot, but will fight back in close combat.
Space Marine turn 1: The Drop Pod slammed into the ground and the Marines disembarked, 12” from the Fire Warriors.
Bolters and bolt pistols open fire immediately, hitting 3, wounding 2 and killing a Fire Warrior.
The Drop Pod storm bolter misses.
The melta gun fires at a Devilfish (front armour), hitting, penetrating and destroying it.
The plasma gun aims for another Devilfish (side armour), but overheats injuring Brother Jones.
Tau turn 1: The Tau mill about in confusion.
Space Marine turn 2: Those with heavy weapons hold position while the others advance.
Ignas levels his multi-melta at a Hammerhead (side armour), hitting and penetrating, but only stunning it.
The snipers aim at the Fire Warrior squad that was hit by bolter fire, both shots hitting, wounding and dropping a pair of Fire Warriors.
The heavy bolter picks the same target, hitting twice, but failing to wound.
The Drop Pod hits wounds and kills a Fire Warrior from the same squad.
Tracey has moved alongside a Devilfish (side armour), hitting, penetrating and destroying it.
Makay shots a Fire Warrior squad, hitting, but failing to wound.
Bester, Makay and Smee charge the Fire Warriors.
Bester hits 2, wounding and killing 1.
Smee hits and wounds 2, killing another.
Makay hits wounds and kills 2 more.
The survivors hit twice, failing to wound.
The Fire Warriors pass their leadership test.
Tau turn 2: Bester hit and kills a Fire Warrior.
Smee and Makay hit and wound 3, killing 2.
The Fire Warriors hit 3 times, causing 2 wounds dropping Smee.
The Fire Warriors pass their leadership test.
Space Marine turn 3: Tracey moves in front of a Hammerhead.
Ignas aims at the Hammerhead he failed to destroy last turn, but misses.
Tracey also misses.
The scouts aim for a squad next to the one Bester and Makay are fighting.
The sniper rifles both hit, but fail to wound.
The heavy bolter hits and kills 2.
The Drop Pod hits, wounds and kills 1 from the same squad.
In combat Bester hits 2, killing 1.
Makay hits, wounds and kills another.
The remaining Tau hit twice, but fail to wound.
The Fire Warriors fail their leadership test and are caught and killed. Bester and Makay then consolidate into the squad the scouts shot.
Tau turn 3: The Cadre begins to organise itself to counter attack.
Makay hits, wounds and kills a Fire Warrior.
Bester hits 3, killing 2.
The Fire Warriors hit twice, failing to wound.
The Fire Warriors pass their leadership test.
With the Cadre recovering from the surprise assault your team pulls out, both Jones and Smee regaining their feet. You pause briefly for a post battle summary. 2 Devilfish and 22 Fire Warriors were eliminated in the attack. Less then you would have liked, but satisfactory. However, there is no time to celebrate as the Cadre has now mobilised at set off in pursuit of you. You need to keep moving.
Our orbital scans have found a group of Pathfinders and Stealthsuits gathering to plan their distribution behind Imperial lines. If they are allowed to escape they have the potential to wreak havoc behind our line, just like they did to the Taros invasion. You must eliminate them before they can set off. You will be dropped in the middle of the meeting.
2 3 man Stealthsuit teams along with 2 8 man Pathfinder teams and accompanying Devilfish are gathered. You will drop centrally and attack. Your surprise assault will result in the enemy counting as pinned for the first turn.
Space Marine turn 1: The drop pod lands and the team disembark.
The bolt pistols fire into a Pathfinder team, hitting 3, wounding and killing 1.
The Drop Pod’s storm bolter fires at the other Pathfinder team, but misses.
Tau turn 1: The Tau are too stunned by the attack to react.
Space Marine turn 2: Validus and Mandeus move towards 1 stealth team while the assault marines approach the other.
Temion aims for a Devilfish (font armour), hitting, penetrating and destroying the burst cannon.
Hellas aims at the full strength Pathfinder squad, hitting 3, killing 2.
The scouts aim for the other squad, hitting once, but failing to wound.
The Drop Pod targets the same squad as the scouts, but misses
Validus and Mandeus shot their target stealth team, hitting twice, wounding once, but it’s saved.
The assault marines shot the other stealth team, hitting 2, wounding and killing 1.
The stealth team passes its leadership test.
Validus, Mandeus and the assault Marines charge their targets.
Mandeus hits and wounds with all his attacks, killing a Stealthsuit.
The remaining Stealthsuits hit twice and wound twice, knocking Mandeus down.
Validus hits with all his attacks, wiping out the stealth team.
He consolidates into a Pathfinder team.
The assault marines 7 times, causing 5 wounds and killing a Stealthsuit.
The last Stealthsuit hits twice, causing 1 wound which is saved.
He passes his leadership test.
Tau turn 2: The undamaged Devilfish swoops in and the unengaged Pathfinder squad gets in.
The other Devilfish turns and flees.
In combat the assault marines hit the last Stealthsuit 3 times, causing 2 wounds, killing it.
The Pathfinders hit Validus twice, causing 1 wound, which is saved.
Validus hits and kills 3 Pathfinders.
The Pathfinders pass their leadership test.
Space Marine turn 3: The assault marines close on the Pathfinders.
Temion targets the Devilfish with the Pathfinders inside, but misses.
Hellas aims at the fleeing Devilfish, hitting once and doing no damage.
The scouts also aim for it, both hitting, but doing no damage.
The Drop Pod hits the fleeing Devilfish once, but does no damage.
The assault marines charge the Pathfinders, hitting and wounding 5 times, but only killing 1 Pathfinder.
The Pathfinders hit twice, wounding once, but it’s saved.
Validus hits and kills another Pathfinder.
The last 2 Pathfinders fail their leadership test, are caught and killed.
Tau turn 3: Both Devilfish flee.
Space Marine turn 4: The assault marines and Validus pursue the Devilfish with the Pathfinders inside.
Temion aims for it, hitting penetrating and immobilising it, causing it to crash.
All the Pathfinders survive the crash.
Hellas shoots the other Devilfish, but misses.
The scouts also shoot it, both hitting, but doing no damage.
The assault marines charge the Pathfinders, hitting 5, wounding 2 but both are saved.
The Pathfinders hit twice, causing 1 wound which drops and assault marine.
The assault marines pass their leadership test.
Tau turn 4: The Devilfish files out of range.
The assault marines hit with all their attacks, causing 2 wounds, both of which are saved.
The Pathfinders hit 4 times, causing a single wound which is saved.
Space Marine turn 5: The team advances on the Pathfinders.
The team charges into combat.
The assault marines, scouts and veterans hit 10 times, causing 6 wounds which kills a Pathfinder.
The Pathfinders hit 3 times, all of which wound, dropping another assault marine.
Validus hits and kills 2 Pathfinders.
The Pathfinders pass their leadership test.
The last assault marine, scouts and veterans hit 5 times, causing 3 wounds, all of which are saved.
The Pathfinders miss.
Validus hits and kills 2 Pathfinders.
The Pathfinders fail their leadership test, are caught and killed.
(Note, the last group of Pathfinders passed almost all of their saves, 6 were wounded in the crash and all survived and then in the combat only 1 save was failed out of 13. I want Pathfinders like that in my army)
With the last of the enemy defeated you check on the wounded. All of them will recover. While a Devilfish escaped, it wont be able to do any damage to our lines on its own, but it will inform the Tau of what happened here. You can be certain that the Tau will sent teams after you, but for now you must press on to your next objective, a Tau airfield.
With the team assembled the Autarch has dispatched you to the eastern mountains. The Imperials have successfully sealed off a pocket of Tau forces in the north east peninsular. If the Tau can successfully launch a breakthrough attack they’ll be able to rejoin with the pocket, forcing the Imperials back towards their landing zone. If however, the Tau fail to make the link the Imperials will spend time clearing the pocket of Tau. This is the favourable solution. Currently the Tau are sending supplies to the pocket through the mountains via Great Knarloc baggage trains. You are to ambush one of these trains.
There are 3 Great Knarlocs along with 6 Kroot goads. Guarding them are 8 more Kroot lead by a shaper. Your team are on ledges above the Kroot (4+ cover save), so cannot be engaged in combat.
Eldar turn 1: Jakrau shoots the baggage herd’s guards, hitting 3 and killing 2.
The Warp Spiders hit 6 guards, wounding and killing 3.
The Banshees fire their pistols, hitting twice, but failing to wound.
The Fire Dragons aim for the baggage herd, landing 1 hit on a Great Knarloc, wounding it.
The Pathfinder hits a guard, but fails to wound.
The guards fail their leadership test and stumble back towards the baggage herd (2”).
Kroot turn 1: The guards continue to flee, leaving the baggage herd to fend for itself.
The goads raise their rifles, landing 5 hits, 2 of which wound and drop a Warp Spider.
Eldar turn 2: Jakrau hits a goad once and a Great Knarloc twice. The goad survives, but the Great Knarloc takes another 2 wounds.
The remaining Warp Spiders fire, hitting a Great Knarloc 3 times, wounding it once.
The Banshees hit the wounded Great Knarloc twice, causing 1 wound and killing it.
The Fire Dragons hit a goad once, killing it.
The Pathfinder hits a goad, but fails to wound.
The baggage herd passes its leadership test.
Kroot turn 2: The remaining goads hit 5 times, causing 3 wounds, all of which are saved.
Eldar turn 3: Jakrau hits a Great Knarloc twice, wounding it once.
The Warp Spiders hit 2 goads and a Great Knarloc twice. Only 1 goad is wounded, and he makes his save. The Great Knarloc is not wounded.
All the Banshees shots hit a Great Knarloc, causing 2 wounds.
The Fire Dragons hit and kill a goad.
The Pathfinder hits a Great Knarloc, but fails to wound.
The herd passes its leadership test.
Kroot turn 3: The goads hit 4 times, causing 3 wounds and dropping a Banshee.
Eldar turn 4: Jakrau hits a Great Knarloc with all his shots, causing 2 wounds, killing it.
The Warp Spiders hit a goad once and the last Great Knarloc 4 times. The goad is killed and the Great Knarloc wounded twice.
The last Banshee hits a goad and the Great Knarloc, killing the goad but failing to wound the Great Knarloc.
The Fire Dragons both hit and wound the Great Knarloc.
The Pathfinder hits wounds and kills the last Great Knarloc.
The remaining goads fail their leadership test and flee.
The Banshee recovers, but the Warp Spider is dead. Your team moves down to destroy the supplies that the Great Knarlocs were carrying, then withdraws before more Kroot arrive.
The Orks are amassing for a massive push east. They’re aiming for the central mountains, and if they succeed they’ll have cut off a large amount of Tau forces, leaving them trapped between Imperial and Ork troops with limited supplies. Such a loss could be devastating for the Tau, and as such you have to stall the Ork advance long enough for either a) the Tau to be in a position to hold off the Orks or b) the Tau have evacuate their forces from the area between the Orks and Mon-kiegh. As such you are attacking a large Ork fuel store. If you can destroy it the Orks will either have to wait for more fuel, or advance on foot. Either way, their forces will have been slowed.
You are creeping into a large Ork camp. Every turn for 3 turns you will enter combat (without charging, you’re trying to be stealthy) with Xd3 slugga boyz (X = turn number). This represents you meeting wondering groups. You must kill them without them getting to strike, least they raise the alarm. If you raise the alarm 3d6 slugga boyz will gather at the fuel dump (and they’ll be fearless) On turn 4 you will reach the fuel and the Fire Dragons will destroy it with melta bombs. Once you’ve destroyed the fuel it will take you 4 turns to get back out, with 3d6 fearless slugga boyz charging you every turn (you get to shot them first). After a round of combat you will disengage from the Orks, as you slip away.
Eldar turn 1: Slipping silently into the Ork camp you encounter a pair of Ork sentries.
Requlius hit with all his attacks, wounded with 3 and killed them both.
Eldar turn 2: Soon after you meet another 4 Orks.
Requlius misses.
The Scorpions hit wound and kill all of them.
Eldar turn 3: 8 Orks are in the next group.
Requlius hits 3, wounding and killing 2.
The Scorpions hit 6, wound 3 and kill 2.
The Banshees hit one, failing to wound.
The others hit 2, wounding and killing the pair of them.
The 2 surviving Orks hit 3 times while sounding the alarm. They only cause 1 wound and it’s saved.
The Orks fail their moral and mob test, and are caught and killed buy the Eldar.
Eldar turn 4: With the alarm raised 12 Orks assemble at the fuel dump.
Shuriken pistols hit 5, killing 3.
The Fire Dragons hit and kill 1.
The Dire Avengers hit 7, killing 5.
You charge into the rest.
Requlius hits 3, wounding and killing 1.
The Scorpions hit 7, wounding 4, killing 1 Ork.
The Banshees hit 2, but fail to wound.
The Dragons and Avengers hit 9, wounding and killing the last Ork.
With the Orks cleared the Fire Dragons destroy the fuel dump.
Eldar turn 5: As you flee 11 Orks pursue.
Shuriken pistols hit 5, killing 1.
Fire Dragons hit 2, killing 1.
Dire Avengers hit 6, killing 2.
The Ork charge, failing their Waaagh test.
Requlius hits, wounds and kills 3.
The Scorpions hit 7 times, wounding and killing the last 4.
Eldar turn 6: This time 12 Orks give chase.
Shuriken pistols hit 4, but fail to wound.
The Fire Dragons hit 2, killing 1.
The Dire Avengers hit 5, killing 2.
The Orks charge, passing their Waaagh test.
Requlius hit 3, wounding 2, killing 1.
The Banshees hit 3, but fail to wound.
The Scorpions hit, wound and kill 3.
The Dragons and Avengers hit 4, wounding and killing 2.
Simultaneously the Orks hit 17 times, inflicting 9 wounds and dropping 2 Dire Avengers.
Eldar turn 7: Utilising your speed you withdraw from the combat carrying the wounded, only to encounter another 15 Orks.
Shuriken pistols hit 4, killing 2.
The Fire Dragons hit and kill another 2.
The Dire Avengers all hit, killing 2 more.
The Orks charge, but fail their Waaagh test.
Requlius hits wounds and kills 2.
The Scorpions hit 7, wounding 3, killing 2.
The Banshees hit 3, killing 2.
The Dragons and Avengers hit twice, wounding and killing the last Ork.
Eldar turn 8: With the edge of the camp in sight only 9 Orks stand in your way.
Shuriken pistols hit 5, killing 2.
The Fire Dragons hit and kill 2 more.
The Dire Avengers hit 4, killing 1.
The Orks charge, failing their Waaagh test.
Requlius hits 4, wounding and killing 3.
The Scorpions hit the last Ork 4 times, causing 3 wounds and killing it.
The team withdraws into the night. Neither Avenger has fatal wounds, both recovering. The fuel burns through to the morning, setting several nearby buildings ablaze. Your attack will defiantly stall the Ork advance.
You assault is liked with Exarch Requlius’. Once he has destroyed the fuel, you will use it as a distraction to move in and eliminate several Ork leaders. Moments ago you saw the huge fireball, indicating Requlius’ success, now it’s your time to strike. You swiftly enter the camp and locate the leaders.
10 fearless Ork Nobz armed with sluggas and choppas are your target. You get to shoot, then charge.
Eldar turn 1: Shuriken pistols land 5 hits, causing 1 wound, injuring a Nob.
The Fire Dragons hit and instant kill a Nob.
The team charges into combat.
Waylun hits 3, causing 2 wounds, killing a Nob.
The Banshees hit 9, causing 4 wounds, killing 2 more Nobz.
The Scorpions hit 7 times, causing 3 wounds, killing another Nob.
The Dragons hit twice, causing 1 wound, killing the injured Nob.
Canune Foderr hits twice, wounding with both, killing a Nob.
The Nobz hit 6 times, causing 4 wounds, knocking down 2 Banshees.
The Nobz take a wound from being outnumbered
Ork turn 1: Waylun hits with both attacks, but fails to wound.
The Banshees hit 3 times, but fail to wound.
The Scorpions hit 4 times, causing 3 wounds, killing the injured Nob and another 1.
The Dragons hit once, but fail to wound.
Canune Foderr misses.
The last Nob hits with all 3 attacks, causing 1 wound, which is saved.
The Nob takes 4 wounds from being outnumbered and is killed.
Only 1 Banshee has suffered fatal wound. Your team withdraws to the surrounding woodlands before the any more Orks arrive.
A small convoy or Ork vehicles is heading towards an Ork Port in the south. Once there they’ll travel to the island the Orks have captured from the Tau in readiness to capture all the south west islands. This would leave the Orks in a strong position to attack the Tau. As such, you are intercepting the convoy.
There are 5 Ork trukks with twin-linked big shootas and 10 shoota boyz in the back of each. The first trukk will be hit but melta bombs placed by the Fire Dragons. If destroyed or immobilised it will force the other trukks to halt. The team will then attack from the flank. You have the first turn.
Eldar turn 1: The melta bombs penetrate the trukk, causing it to explode.
8 shoota boyz are killed in the explosion.
Harathan targets the rear trukk, hitting with his fusion gun, penetrating and destroying it.
2 Orks are killed.
Tiainthir shoots the next trukk, but misses.
Tyrrilion fires at the same truck, hitting with 3 death spinner shots, all of which glance. The trukk is destroyed, along with 3 Orks.
Silathir aims for the next trukk, hitting twice with the shuriken cannon, glancing and penetrating, causing the trukk to explode.
4 Orks are killed in the explosion.
The Swooping Hawks target the Orks from the rear trukk, hitting 3, killing 1.
The Scorpions shoot the same mob, hitting 3, killing 2.
The other Jetbikes also shoot the same target, hitting 5, killing 2.
Ork turn 1: With 4 trukks destroyed and their mobs entangled the passengers from the surviving trukk disembark and open fire.
8 hit, causing 4 wounds, which knock down a Swooping Hawk.
The trukk’s big shoota hits twice, causing 1 wound, which is saved.
Eldar turn 2: Harathan hits, penetrates and explodes the last trukk, killing 4 of its passengers in the blast.
Tiainthir targets the front pair of Orks, hitting and killing 1.
Tyrrilion fires at the largest mob, hitting 3, wounding and killing 1.
Silathir shoots the same mob, hitting 2, killing 1.
The surviving Swooping Hawk shots the mob that killed his companion, hitting 1, but failing to wound.
The Scorpions support the Swooping Hawk, hitting 3, killing 2.
The other Jetbikes target the 3 Orks at the rear, hitting and killing them all.
The lone Ork at the front passes his leadership test.
The mob hit by the Swooping Hawk fails its leadership test and mob check and flees.
Ork turn 2: The lone Ork fails his man alone test and flees.
The 11 surviving Orks open fire, hitting 6, causing 5 wounds, all of which are saved.
Eldar turn 3: The Fire Dragons aim for the smaller Ork mob, hitting and killing 1.
Tyrrilion shoots the same mob, hitting 4, wounding and killing 3.
Silathir hits and kill the last Ork from that mob.
The other Jetbikes fire at the last mob, hitting 2, but failing to wound.
The Scorpions hit and kill 3.
The Hawk hits 1, but fails to wound.
The Orks fail their leadership test and mob check, fleeing.
The Swooping Hawk recovers from his injuries and the team moves on in search of new targets.
http://aycu40.webshots.com/image/16959/2005548512457288460_rs.jpg (http://allyoucanupload.webshots.com/v/2005548512457288460)
Along the Imperial western front an advance has begun, though slow due to the need to seek and destroy Tau sensor towers with infantry before armour could begin advancing. This advance is threatening to close off a pocket of Tau, leaving them trapped with the mountains at their back. The Tau are now desperately trying to move their forces out of the pocket before the Imperials close it, but this has been hampered by the lose of the major power station in the area to Imperial sabotage.
Despite the loss of several tanks the Imperial advance into the north east peninsular has begun, and slowly but surely gaining ground. The Tau are suffering from lack of supplies, and the loss of a key supply train in the mountain to Eldar forces has hampered them.
In an effort to relieve their forces in the north east peninsular the Tau are attacking from the south, but with a Cadre mauled by Space Marines and now in pursuit of their attackers the gains have been little. However, the destruction of a large number of Imperial heavy weapons has reduced Tau casualties.
In the west the Ork advance has been slow due to the loss of a large amount of fuel along with several of their leaders, but they are making gains. The Orks are threatening to cut off a large group of Tau forces, leaving them trapped between encroaching Imperial and Ork troops.
In the south west islands that Orks have made a beach head on the next island, but their lack of troops has prevented them from getting any further.
I'll now open a story thread.
BrianGeneral
9th Jun 07, 2:03 AM
Nice raiding attack. But I surely need more men than now.;)
ps. Surrounded by Fodder and Dooks. Not a good sign.
Cannon_Fodder
9th Jun 07, 2:09 AM
Quick and fast just the way we like it! Harris certainly earned his stripes, but it seems the rest of the team needs to go back to the shooting range... :D
sweet..
mytr was below poor but go go go Kuil’las.
oh and the kroot were better than expected.
oh and to add my team will retreat once it has taken 33% casualties. (calculated by cost in pts)
nareik123
9th Jun 07, 2:12 AM
Meh, 48 Tau humans for one storm trooper...
Seems fair. :)
Naturally Plasmahead overheats, but he passes his Toughness test!
Question here, say Plasmahead overheats, kills himself and dies, can another squad member pick up the weapon.
I like this challenge. This challenge makes me warm and fuzzy inside. Although that's perhaps down to the heat from the explosions.
Hehe, awesome Fire Dragons :D
PenitentMan
9th Jun 07, 3:00 AM
@neriak123: I think it says all about the IG/SM difference.....
IG attack 48 unarmed humans standing in an open square.
SM gatecrash an entire tau cadre from a drop pod, throw some rice and do a runner.
heheh
Cannon_Fodder
9th Jun 07, 3:18 AM
Heh, the first thing I thought when I read "Tau Cadre" Penitent was "better you then me..." :D
Lightlynx
9th Jun 07, 3:25 AM
:moefixed: I wonder why...
:awesome:
Sword_Monkey
9th Jun 07, 3:35 AM
1 turn, that's how my Eldar roll. ><
And Canune killed a Nob, wow go Storm Guardians.
PenitentMan
9th Jun 07, 4:10 AM
'Your team was deployed via grav chute several kilometres away and you arrive at the plant as dawn is breaking'
-You even had time for coffee and a bacon sarnie. Meanie
BrianGeneral
9th Jun 07, 4:12 AM
Um Nappa, actually do the Guards really see the Stealthsuit?
Dark Angel N00b
9th Jun 07, 4:45 AM
Gah! Owned.
Missile launcher dude's need some SERIOUS training!
Nice round nappa, ill get writing it now.
LOL, i just read all the rest of them. Im the only one who failed. W00t!
gorgan01
9th Jun 07, 5:45 AM
What is up with my sniper??? I've read them through and made my write up, it'll be posted shortly. But seriously, has Briana stolen my shaper's booze or something?? Ohh, a birdie, I'll shoot that intead of the men that are attacking my boss. Gah well, Vultures for the win!!
ssj4nappa
9th Jun 07, 5:48 AM
Brian: They arrived within 12", so it wasn't that hard to make the spotting test.
Penitent: I figured that fighting an entire Cadre with 9 men might keep you busy for a while :twisted:.
I'm glad your all enjoying it as the battles have been a blast to do. Special and heavy weapons will be picked up by comrades if the trooper carrying it goes down, so no need to worry about losing plasma guns as the user kills himself.
PenitentMan
9th Jun 07, 6:13 AM
well with tau being mechanised they might be a bit difficult to outrun so I can set up an ambush...
can believe the boys failed to destroy all those lovely vunerable parked Hammerheads
Dooks Dizzo
9th Jun 07, 7:29 AM
Awesomeness. 3 Great knarlocs huh? Talk about tough! I'll have my write up done before weeks end.
Taint3d
9th Jun 07, 9:39 AM
Write up done
Dooks Dizzo
9th Jun 07, 10:29 AM
Nappa,
My current number is 50% for fall back. However as the story progresses that might change. My Exarch is going to have something of a character arc and the amount of warriors he is willing to lose may change.
For the first fight, with his current mind set he probably would have pulled back after losing 2 of his soldiers. Not going to back date anything but I will keep you informed as to what he is willing to accept as 'acceptable losses'.
I'll PM you with further thoughts.
BrianGeneral
9th Jun 07, 10:32 AM
I agree. I think that the percentage will depends on the situation given, say, if you're tight on troops near the frontline/lots of experienced soldiers/your side is losing in major battles nearby, then losses should be as few as possible. If the fighting are advantagous to our side, troops can be considered expendable in order to do much more damage.
It all hangs on your thoughts Nappa.
ssj4nappa
9th Jun 07, 11:06 AM
I've decided that I'm going to ignore the %ages and just run it on a round by round basis, depending on your hopes of victory and the value of the objective. SO if your a long way form a minor objective you'll cut it and run. If your close to a major objective you'll fight it out.
Also I'm going to offer people advanced preview of their rounds if they want extra time to prep their stories. If you want an advanced look, PM me your e-mail adress and I'll send you them as soon as they are done.
Also I'm going to offer people advanced preview of their rounds if they want extra time to prep their stories. If you want an advanced look, PM me your e-mail adress and I'll send you them as soon as they are done.
oh so tempting.
ill wait. it dosnt take over an hour to do my write ups :P
Dooks Dizzo
9th Jun 07, 1:01 PM
The answer is yes, I would like a preview and you have my email. Thanks man, this challenge is going to be utterly badass.
AHH! MOTHERLAND
9th Jun 07, 1:58 PM
Previews for me please. I really like to take my time when I write as I'm trying to build characters and turn it into a story with character devlopment.
nareik123
9th Jun 07, 2:30 PM
Appreciate prieviews, i need to know some action to determine who bites the crust.
EDIT: Address: kieran.kelly4@ntlworld.com
ssj4nappa
9th Jun 07, 2:38 PM
Those who want previews PM me you e-mails. Make sure you keep your previews privet, they are for your eyes only.
Dooks Dizzo
9th Jun 07, 4:39 PM
Updated baby cakes.
BrianGeneral
9th Jun 07, 5:44 PM
My E-mail is the same as my Messenger. (below my avatar)
Ghost_Maker
9th Jun 07, 7:33 PM
Round 1 written up. It is so much fun to write for ogryns!
Dooks Dizzo
9th Jun 07, 8:34 PM
Just a thought, but I kind of wanted to remind people that for consistancies sake ti is very important to read everyone else's story. Especially the members of your own team.
So far I have seen some really excellent write ups. The IG in particular are standing out to me as being very well done. Of course you jokers don't have to try and get into teh brain of a filthy Xeno!
PenitentMan
10th Jun 07, 12:28 AM
posted the narrative. Seems messy so shout at me if there's a problem.
@Dark Angel Noob: nice write up.
Dark Angel N00b
10th Jun 07, 6:06 AM
Thanks!
This is my first time really writing anything like this so if anyone has any tips fire away.
Im glad you enjoyed it, and i hope my next write ups dont disappoint. :)
Dooks Dizzo
10th Jun 07, 7:03 AM
Hey Nappa, here's a thought: if everyone gets there write up done before the deadline, can we proceed on to the next round?
ssj4nappa
10th Jun 07, 8:31 AM
I post the rounds up as soon as they're done, so round 2 goes up as soon as you've all done your write ups. So far I have done Dooks', Sword's, Motherland's, Penitent's, Taint3d's, Cannon Fodder's, Dark Angels N00b's, Ghost's, gorgan's, Brian's and W0lf's. Just need Moo, nareik and Gorb to write up.
Dooks Dizzo
10th Jun 07, 8:37 AM
Nariek is already written up. Gorb and Moo are lost in the warp somewhere.
ssj4nappa
10th Jun 07, 8:43 AM
So he has, doing his round now.
MooFreaky
10th Jun 07, 9:47 AM
It's been 2 days since he posted the round. I'm not lost, but just haven't had a chance to get it all posted up as of yet.
ssj4nappa
10th Jun 07, 10:07 AM
Lol, I did give you a week, you dont all need to get up your rounds straight away. As I'm entering my exam period (the next 2 weeks) I may be a little slower on getting the rounds don, but it will only be by a day or so. If I ever intend to be gone for an extended period of time I'll let you all know.
nareik123
10th Jun 07, 11:30 AM
My round, what an amazing coincidence...
ssj4nappa
10th Jun 07, 11:45 AM
nareik, what do you mean? I'm not quite sure what your trying to say.
nareik123
10th Jun 07, 12:26 PM
Remember what the others said about marines taking on a cadre, then what you put in my report...
ssj4nappa
10th Jun 07, 12:50 PM
Remember that only you have seen your report, so no disclosing information about it until I post it, but I do know what you mean now.
Oh yeah, updated mine.
The Warp's a big place :D
MooFreaky
12th Jun 07, 10:58 AM
Updated
Also, is it possible that you could link to the combat in each round from the OP?
It would save alot of hassle caused when searching for the last round, as this thread does, and will continue to, get lots of posts
ssj4nappa
12th Jun 07, 11:18 AM
Of course I could, providing someone tells me how...
Dooks Dizzo
12th Jun 07, 11:35 AM
Click on the # of the post in the upper right hand corcer. For example, your post above me is #168.
Click on it and it will bring up: View single post.
Copy the address (Ctrl + C)
You can then just paste it where ever you want: http://forums.relicnews.com/showpost.php?p=2372468&postcount=168
Or you can use the 'Insert Hyperlink' function (looks like a planet with an infinity sign next to the insert image function).
Test for Nappa (http://forums.relicnews.com/showpost.php?p=2372468&postcount=168)
You can then copy the address into that along with the text you would like displayed, such as "Round 1 Combat' or whatever.
MooFreaky
12th Jun 07, 11:47 AM
I do it differently
as you hover the curser over the post number (the one dooks said to click on), you get
http://forums.relicnews.com...p=2372468&postcount=168 appearing in the bottom left hand corner of the screen.
That long number represents the post number on the forum. So that would the 2 millionth, 3 hundred and 72 thousandth, 400 and 68th post on the entire forum ever.
Now type '[*post=2372468]blahblahblah[/post]'
remove the '*' and you will get this:
blahblahblah
Dooks Dizzo
12th Jun 07, 12:05 PM
Nappa came to the right damn place for combat challenge technical support! ;)
MooFreaky
12th Jun 07, 12:17 PM
no-one does it like us!
ssj4nappa
12th Jun 07, 3:59 PM
Thanks guys, will do that soon. For now though, here is round 2:
Orders came from HQ to disrupt the Tau evacuation, and locations of a nearby airfield given. Given your lack of heavy weapons HQ does not expect your mission to be a success, but any damage you can do will help. On arrival you spot 3 Orca’s. While lacking heavy weapons to destroy them with, Captain Jenkins’ bolter would make short work of the cockpit controls.
The Orcas are 6” apart. To sabotage one the Captain needs to embark the ship. Able and Charlie will advance on the targets, with Baker covering 12” back form the centre ship. The airfield is defended by Kroot, drones and human auxiliaries. Each turn a d6 will be rolled, on 4+ a d3 will be rolled. On a 1 8 Kroot will arrive. On a 2 another dice is rolled, 1-3 will mean 6 gun drones arrive, 4-6 means 2 heavy gun drones arrive. On a 3 an auxiliary squad will arrive (8 man) 2 armed with pulse rifles on a 5+. The enemy will arrive 12” beyond the Orca (so 24” from Baker and Charlie). When Able and Charlie suffers 50% casualties they will be forced to withdraw.
Imperial Guard turn 1: Able and Charlie advanced towards the first Orca.
Baker occupied cover (5+).
Tau turn 1: No enemy activity.
Imperial Guard turn 2: Able and Charlie reach the first dropship and the captain enters.
Tau turn 2: Still no signs of the Tau.
Imperial Guard turn 3: The captain exits and Able and Charlie move to the next target.
Tau turn 3: No enemy activity.
Imperial Guard turn 4: The captain enters the second dropship.
Tau turn 4: Still no contact.
Imperial Guard turn 5: The captain comes back out and Able and Charlie move to the final Orca.
Tau turn 5: 2 heavy gun drones float into view.
Charlie is hit 3 times and all knocked down.
Imperial Guard turn 6: The captain exits and Able grab Charlie and head for Baker.
Harris hits and destroys a drone.
Smith hits and destroys the other.
Tau turn 6: 6 gun drones arrive.
Able takes 4 hits, wounding the captain and knocking the others down.
Imperial Guard turn 7: Unable to carry all 6 wounded by himself the captain turns to shoot the drones.
He hits, wounds and destroys 1.
Harris hits and destroys 3 more.
Smith hits and knocks out another.
Russel hits the last 1, failing to wound.
The last gun drone withdraws.
Tau turn 7: No more enemy arrive.
Imperial Guard turn 8: Baker move forward to help the captain carry the wounded.
Tau turn 8: No Tau activity.
Imperial Guard turn 9: The captain and Baker carry the wounded to safety.
All 6 recover from their injuries. Upon reporting to HQ of your success all of your men are awarded medals for their valour. They have assessed your lack of anti-tank weaponry and are dispatching a solution. Dropping in near by are 2 hardened veterans, to replace the ones you lost, along with a drop canister of equipment. When you find the new team members you find them armed with lasguns with auxiliary grenade launchers. In the drop canister is melta bombs for the captain, krak grenades for the rest, a melta gun and enough auxiliary grenade launchers to attach them to all the lasguns.
With your failure on the front line you have been redeployed to a rearguard operation, where you can do little harm. You are ordered to guard a small mountain pass, and command thinks it unlikely that the enemy will make use of it. Unfortunately for your men, command was wrong. 2 groups of 12 Kroot are coming down the pass towards your position.
Your men are concealed in heavy cover (4+ save). The command section and Tayber’s squad are on one side, Grifen’s squad the other. You wait until the Kroot are between you (12” form each) before opening fire. The advantage of surprise means that the Kroot are pinned for the first turn.
Imperial Guard turn 1: The missiles both miss.
Plasma gun fire hits and kills 2 Kroot from, with 1 shot overheating, but saved.
Lasguns hit 13, wounding and killing 5.
The Kroot pass their leadership test.
Kroot turn 1: The Kroot are pinned down by your heavy fire.
Imperial Guard turn 2: This turn you target the other group of Kroot.
Both missiles miss again.
The plasma guns hit and kill 2.
Lasguns hit 12, wounding 4, killing 3 more.
The Kroot pass their leadership test.
Kroot turn 2: The Kroot move towards the command section and Tayber’s squad and charge.
The guardsmen strike first from cover, hitting 9, wounding and killing 5 from the larger squad.
The Kroot hit 13, wounding 7, knocking down 4.
The larger squad flees 6”, leaving a pair of Kroot in combat.
Imperial Guard turn 3: Grifen’s squad targets the fleeing Kroot.
Lustig misses again.
Durant hits and kills 1.
The rest hit 4, wounding and killing 2.
In combat the last 2 Kroot hit twice, wounding and knocking down another man.
The Guardsmen hit 4 times, wounding twice and killing the Kroot.
Kroot turn 3: The last pair of Kroot flee towards the mountains.
Imperial Guard turn 4: The final shots from the missile launchers miss, allowing the Kroot to escape.
Of the 5 injured, only 2 are dead. When you report your victory to command they re-evaluate your platoon’s potential. You are given enough replacements to bring both squads up to full strength (10) as well as being given Cameleoline cloaks. Your then sent off into the mountains to fight the Kroot.
The next objective in the facility is the drone construction machines. While inoperable with the power down, they could easily be salvaged and installed in a new production plant. Your team advances cautiously down the corridors.
It will take 6 turns on foot to reach the drone construction machines. Each Tau turn a d6 will be rolled. On a 4+ you will encounter 2d6 Gue’vesa.
Imperial Guard turn 1: The team heads towards the second objective.
Tau turn 1: No enemy activity.
Imperial Guard turn 2: The team continues to move forward.
Tau turn 2: No contact.
Imperial Guard turn 3: You are closing on the objective.
Tau turn 3: Still no signs of the enemy.
Imperial Guard turn 4: You continue with your advance.
Tau turn 4: 5 Gue’vesa round the corner and open fire.
The team is hit 5 times, causing 3 wounds and knocking down a trooper.
Imperial Guard turn 5: An Ogryn picks up the wounded man and you advance on the Gue’vesa.
Krill catches 3 with the flamer, killing 2.
Bolter fire hits and kills the others.
Tau turn 5: No activity.
Imperial Guard turn 6: You’ve reached the room with the drone construction machines. Inside are 16 Kroot.
The bolters hit 2, killing 1.
The plasma gun hits and kills 1, but overheats, injuring the user.
Hellgun fire hits 7, killing 5.
The ripper guns hit and kill 3.
The Kroot pass their leadership test.
Tau turn 6: The Kroot advance and charge.
Marcus hits and kills 2.
The Kroot hit 7, wounding 3, knocking down a trooper.
The Ogryns hit and wound with all their attacks, killing the Kroot.
The fallen troopers all recover. Krak grenades destroy the machines. Before moving towards the next objective a trooper locates an armoury. The troopers replace their hellguns with pulse rifles and everyone takes photon grenades. You also find a few Tau battlesuit weapons that have been modified to be wielded by infantry. Branham takes a Tau plasma rifle, it being more stable, if a little less powerful. The Ogryns are given burst cannons, which they can use easily due to their size. Having seen the Tau attempts to make their battlesuit weapons available to Fire Warriors you change objective to the facilities laboratories. If the work is being conducted in this facility and you can destroy it, then you will stall Tau advancements.
HQ informs you that a team of Space Marines have attacked a full Tau Cadre and now are being pursued by the Tau. Your team is the closest Imperial Unit and have been ordered to head towards them to provide support. On the way you come under heavy fire from a Tau stealth team.
4 Tau stealthsuits have ambushed you. They’re 12” away and have the first turn.
Tau turn 1: Burst cannon fire hits 4, wounding and knocking down 3.
The team passes its leadership test.
Imperial Guard turn 1: The team catches sight of their opponents.
Storm bolters open fire, hitting 2, killing 1.
Plasma head hits and kills another 2.
Melter misses.
Hellguns hit 3 times, causing 2 wounds, killing the last suit.
The wounded all survive. When you reach the crest of a hill you are contacted by the Space Marine commander, Captain Tenoch. He orders your men to hold ground, he’s sending you reinforcements. Moments later a drop pod lands near by and 5 tactical marines disembark. They explain that they have been assigned to you in preparation to ambush the Tau Cadre in pursuit of Sergeant Bester. Dependant on that mission’s success some of them may be assigned to you for the duration of your mission as a token of gratitude.
(Apologise about the short mission, I promise the next one will be a lot grander)
You make it to some woods with battlesuits hot on your heels and the rest of the Cadre not far behind. The trees are old and strong, strong enough to support an Astartes in the lower branches. Moving quickly the team climbs up, and then waits. The battlesuits fly into view. Waiting until they are directly beneath you, you drop down and attack.
You are charging (dropping on top of) 12 crisis battlesuits.
Space Marine turn 1: Bester hits with all his attacks, causing 3 wounds, killing 1 suit.
The others hit 12 times, causing 7 wounds, of which only 3 are saved, bringing down 2 more suits.
The suits hit 9 times, causing 4 wounds, knocking down Tracey.
The suits pass their leadership test.
Tau turn 1: Bester hits with all his attacks, wounding another suit.
The rest hit 7 times, causing 4 wounds, only 1 of which is saved, taking down 2 suits.
The suits hit 8 times, causing 5 wounds, knocking down Jones.
The suits pass their leadership test.
Space Marine turn 2: Bester hits and wounds twice, killing a suit.
The rest hit 5 times, causing 4 wounds, all of which are saved.
The suits hit 4 times, wounding 3, knocking Ignas down.
The suits fail their leadership test and flee.
Your team lets them go, pursuing them would take you into the teeth of the Cadre’s guns. After hauling the downed marines to their feet you turn and press on, hoping to find those gun platforms. The Captain has watched your progress and commends your work, awarding you 30 points to spend when you get a change to reinforce.
You intended to strike the Barracuda superiority fighters at the airfield, but spot a much grater prize. A Tiger Shark AX-1-0 with twin heavy railguns. A titan killer. Destroy that and the Warhounds could be deployed with little threat to them.
The Tiger Shark is 24” away. There are 6 Barracudas 18” to the left of the Tiger Shark that are a secondary objective. I will be rolling on wither the normal or super heavy damage tables, no the flyer ones as these aircraft have landed. The airfield is defended by Kroot, drones and human auxiliaries. Each turn a d6 will be rolled, on 4+ a d3 will be rolled. On a 1 12 Kroot will arrive. On a 2 another dice is rolled, 1-3 will mean 8 gun drones arrive, 4-6 means 3 heavy gun drones arrive. On a 3 an auxiliary squad will arrive (12 man) 3 armed with pulse rifles on a 5+. Defenders will arrive 12” behind the Tiger Shark or Barracudas (whichever you are closest to).
Space Marine turn 1: The team advances on the Tiger Shark, assault marines keeping the same pace as the rest of the team.
Tau turn 1: No enemy activity.
Space Marine turn 2: The team advances, assault marines jumping ahead.
Bolt pistols hit the Tiger Shark 4 times, glancing and shaking it.
The assault marines charge.
They glance it once, shaking it.
Tau turn 2: 12 Kroot arrive.
They fire on the assault marines, hitting 12 times, causing 5 wounds, dropping 1 assault marine.
Space Marine turn 3: Temion, Hellas and the scouts hold, while Validus and Mandeus advance.
Temion targets the Tiger Shark, but misses.
Hellas shoots the Kroot, hitting 3, killing 2.
The scouts both hit, dropping a Kroot.
The assault marines double tap their pistols at the Kroot, hitting and killing 4.
Validus and Mandeus target the Tiger Shark, both hitting, but doing no damage.
The Kroot pass their leadership test.
The pair of them charge it.
Mandeus fails to damage it.
Validus penetrates it 3 times with his power fist, stunning it, destroying the railguns, the missile pod and taking off a structure point.
Tau turn 3: No reinforcements arrive for the Kroot.
They advance and charge the assault marines.
The assault marines hit them 4 times, killing 3.
The last 2 Kroot hit 3 times, causing 1 wound, which is saved.
The Kroot fail their leadership test and are caught and killed.
Space Marine turn 4: Validus, Mandeus and the assault marines pull back, carrying the wounded with them, least the Tiger Shark explode, injuring them.
Temion hits, penetrates, and takes off the last structure point, destroying the Tiger Shark.
Tau turn 4: No Tau activity.
Space Marine turn 5: The Space Marines move towards the Barracudas.
Tau turn 5: More Kroot arrive, but their weapons are out of range.
Space Marine turn 6: Hellas and the scouts stop to fight the Kroot while the rest move on.
Hellas hits 3, killing 2.
The scouts hit 2, killing 1.
The others are within bolt pistol range of the first Barracuda
The Kroot fail their leadership test and flee.
Tau turn 6: No enemy activity.
Space Marine turn 7: The team moves towards the Barracudas.
Validus and his men shoot, hitting it 3 times, but doing no damage.
They charge.
Mandeus and the assault marines do no damage.
Validus glances once, shaking it, and penetrates twice, destroying it.
Tau turn 7: 3 heavy gun drones arrive.
They hit Validus, Mandeus and the assault marines 5 times, wounding with each shot and knocking down both assault marines and Mandeus.
Validus falls back 7” under the gun drones heavy fire.
Space Marine turn 8: Validus regroups as Temion rushes forward to grab the fallen marines.
Hellas shoots the heavy gun drones, hitting and destroying all 3.
Tau turn 8: No Tau activity.
Space Marine turn 9: Temion drags and carries all 4 wounded marines back to Validus, who takes 2 of them.
Hellas and the scouts begin to fall back.
Tau turn 9: Still no enemy activity.
Space Marine turn 10: Hellas and the scouts reach the edge of the airfield, and turn to cover the others.
Validus and Temion carry the wounded out of the battle.
Tau turn 10: No enemies sighted.
Space Marine turn 11: Validus and Temion reach the edge of the airfield and the Space Marines withdraw.
Of the wounded, only Mandeus and an assault marine recover from their wound. You report the completion of your primary objective, along with the destruction of a Barracuda. On hearing of your casualties reinforcements are dispatched. 5 tactical marines are being delivered via drop pod to your location.
The Imperial advance in the west is threatening to cut off and crush our forces north of the central mountains. We cannot afford such losses, especially this early on in the war. As such you are being redeployed to try and slow their advance. Having been picked up by an Orca your next mission is to destroy an Imperial artillery battery. A Tiger Shark will deploy its drones in support. They will attempt to draw out an engage the majority of the defenders while your team attacks the artillery pieces.
There are 6 Basilisks, defended by an Imperial Guard platoon (command section, 3 squads with grenade launchers) in cover (4+ save). The Drone attack (18” from the enemy) will draw the Guardsmen to battle, and then your team can attack the Basilisks. Once the Basilisks are destroyed you will attack and kill the guardsmen (or fall back if your casualty limit (50% as you haven’t specified) is reached). Any surviving drones will join your team.
Tau turn 1: The Tiger shark deploys its 14 drones. Your team moves to a firing position on the rear of the Basilisks.
The Drones fire, hitting 11, wounding 10 killing 9.
Kii’ri misses.
Un’no hits with a missile, penetrating and destroying a Basilisk.
Vesa 1 targets the next Basilisk, hitting once, but doing no damage.
2 Fire Warriors cause 3 this, 1 glancing, 1 penetrating, immobilising, then destroying a Basilisk.
The other Fire Warriors land 4 hits, 1 penetrating, destroying another Basilisk.
The Pathfinders both hit, 1 glancing and shaking a Basilisk.
The lone guardsman holds his ground and isn’t pinned.
Imperial Guard turn 1: The lone guardsman passes his man alone test.
He, along with 2 others fire frag grenades at the Drones, 2 hitting, catching 5 in the blast, wounding and destroying 4.
Lasguns hit 6 times, wounding 4 drones, destroying 1.
The Drones pass their leadership test.
Tau turn 2: The drones target the next squad, hitting 4, wounding 3, and killing 1.
Kii’ri hits, penetrates and destroys the Basilisk’s gun.
Un’no hits and penetrates with a missile, exploding it.
Vesa 1 hits once, doing no damage.
The Fire Warriors hit 5 times, glancing once, penetrating twice, destroying the gun, the vehicle, then exploding it.
War’co hits, penetrates and explodes the final Basilisk.
The Pathfinders target a squad no shot by Drones, hitting, wounding and killing 1.
1 of the squads is pinned.
Imperial Guard turn 2: The lone guardsman holds.
The grenade launchers hit the Drones once, catching 2 in the blast, wounding and destroying both.
The lasguns hit 4, wounding 1, but it’s saved.
Tau turn 3: With all the Basilisks destroyed you move forward to support the Drones.
The Drones hit the pinned squad hit and wound 4 times, killing 1.
The team targets the same squad.
Un’no hits, but fails to wound with a missile and hits, wounds and kills with the plasma rifle.
Kii’ri hits, wounds, but is saved.
Vesa 1 hits and wounds 2, killing 1.
The Fire Warriors hit and wound 4, killing 2.
The Pathfinders hit 2, wounding 1, but it’s saved.
The squad doesn’t flee and isn’t pinned.
Imperial Guard turn 3: The lone guardsman flees.
The grenade launchers hit the drones once, only catching 1, and failing to wound.
The lasguns hit 8, wounding 5, destroying 2.
The Drones pass their leadership test.
Tau turn 4: The remaining Drone target the depleted squad, hitting 3, wounding 2, killing 1.
The team targets the full strength squad.
Un’no hits and wounds with a missile, but it’s saved. He hits and wounds twice with the plasma rifle, killing 1.
Kii’ri hits, wounds and kills another.
War’co hits and wounds, but it’s saved.
Vesa 1 hits, wounds and kills 1.
The Fire Warriors hit and wound 3, killing 2.
The Pathfinders miss.
The squad hit by the Drones isn’t pinned but the squad hit by the kill team flees.
Imperial Guard turn 4: The grenade launcher misses.
The lasguns hit and wound 4, destroying 3.
The surviving pair of Drones pass their leadership test.
Tau turn 5: The Drones target the last squad, missing.
The team targets the command section.
Un’no hits and wounds with a missile, but it’s save. He hits and wounds with the plasma rifle, but it’s also saved.
Kii’ri misses.
War’co hits, wounds and kills.
Vesa 1 hits and wounds 2, killing 1.
The Fire Warriors hit and wound 4, killing 2.
The Pathfinders miss the officer.
The officer flees.
Imperial Guard turn 5: With the officer flee the last of the guardsmen follow.
The 2 surviving Drones join the team and you fall back before a counter attack can be launched.
You have received reports that the Orks have gained a beachhead and are shelling Tau positions from their island. You are tasked with silencing the artillery. Your landing on the island goes unnoticed, and Mytr and Kjut go scouting. They find the artillery battery and report that it has large stockpiles of ammunition around it. If you could detonate the ammunition the resulting explosion would destroy the artillery. A group of Orks around the artillery will have to be removed before you can get a clean shot at the ammunition.
There are 16 shoota boyz with 2 big shootas that you’ll need to kill before you can get to the artillery. You start 18” away and have the first turn.
Tau turn 1: The suits jet forward to rapid fire range.
The Pathfinder hits with his markerlight.
Kuil’las hits with both missiles and kill 2 Orks. He hits 2 with the plasma rifle, killing 1.
Mytr hits and kills 1.
Kjut hits twice, killing an Ork.
The Fire Warriors hit once, failing to wound.
The Kroot all hit, killing another Ork.
The suits pull back.
The Orks fail their leadership test, but pass their mob check.
Ork turn 1: Shoota fire hits 3, wounding 2 and dropping a Fire Warrior.
The big shootas hit and drop 2 Kroot.
The team passes it’s leadership test.
Tau turn 2: The suits move forward again.
The Pathfinder misses with his marker light.
Kuil’las hits with both missiles, killing an Ork. He hits and kills 2 with the plasma rifle.
Mytr misses.
Kjut hits and kills 1.
The last Fire Warrior hits and kills another Ork.
The Kroot hit twice, killing an Ork.
The Orks fail their leadership test and their mob check and flee.
1 of the Kroot is dead, but the other along with the Fire Warrior survived. The team moves up, Kuil’las detonates the ammunition and the ridgeline is engulfed in a massive explosion. You withdraw before the enemy can respond. Command radios you, commanding your work which they can see from their island. You are awarded 25 points that you can spend once you return to base.
Having withdraw into near by woodland, with no further orders from Mesme you seek your own targets. You find a large number of new recruits who are being sent to the front lines under direction of a commissar. Perfect prey.
There are 40 conscripts lead by a commissar with las pistol and close combat weapon. You are ambushing from 12” within a wood which the conscripts are passing. Surprise means that the conscripts are pinned for the first turn.
Kroot turn 1: Omutu double taps his pistol, hitting and killing a conscript.
Briana hits, wounds and kills a conscript.
The others hit 8 times, wounds 7, killing 4.
Imperial Guard turn 1: The conscripts hit the deck, leaving the commissar screaming at them to get up.
Kroot turn 2: Omutu hits and kills another conscript.
Briana hits, wounds and kills 1.
The others hit 7, wounding 4, killing 3.
The commissar passes his pinning test.
Imperial Guard turn 2: The commissar has the conscripts on their feet and plunges them 5” into the jungle, leaving them unable to see the Kroot.
Kroot turn 3: Omutu hits, wounds and kills 1.
Briana hits, wounds and kills another.
The rest hit 8, wounding 7, killing 4.
The commissar passes his pinning test.
Imperial Guard turn 3: The conscripts push a further 4” into the jungle, bringing the Kroot into view.
The commissar fires his las pistol while readying the conscripts to charge.
He hits, but fails to wound.
The conscripts charge the Kroot, who strike first from cover.
The Kroot hounds hit 7, wounding 6, killing 4.
Briana, Carak and the Vultures hit 10, wounding 7, killing 5.
Omutu hits 3, killing 2.
The commissar hits twice, causing 1 wound, which is saved.
The conscripts hit 10 times, causing 3 wounds, which knocks down 2 Vultures.
The commissar passes his leadership test.
Kroot turn 4: The Kroot hounds hit 6 times, causing 4 wounds, killing 2 conscripts.
Omutu hit 3, killing 2.
The others hit 8, wounding 7, killing 5.
Simultaneously the conscripts hit 5 times, causing 1 wound and knocking down a Vulture.
The commissar hit once, failing to wound.
The commissar fails his leadership test and he and the conscripts are caught and killed.
2 of the fallen Vultures recover. As you begin feasting on the dead someone approaches. 5 Headhunters, members of Carak’s kindred who didn’t like him going alone into battle slipped through enemy line and have been looking for you. With your reinforcements you search for fresh prey.
Moving on you find a large Ork camp. While unable to launch a direct attack, the wooden hits are susceptible to fire. If you could get hold of some fuel cans, and spread it around the edge of the camp, you could start a blaze that would bring down the camp, along with every Ork inside. You must remain undetected, for if an enemy survives to hit back, they’ll raise the alarm, and the huge number of Orks means that you’ll be forced to flee. It is a risky plan, but the only option available.
First you need to get to the fuel cans. There is a patrol of 6 slugga boyz at the edge of camp and 8 shoota boyz guarding the cans. You engage each unit 1 at a time, not charging into combat due to the noise it would make.
Turn 1: The hounds hit 4 times, causing 2 wounds, killing an Ork.
Masi Sn hit 3, killing 2.
The rest 10 hit, causing 5 wounds, wiping the Orks out.
Turn 2: You move on to the shoota boyz
The hounds hit 5, wounding and killing 2.
Masi Sn hits and kills 1.
The rest hit 13 times, causing 8 wounds, killing the rest of the Orks.
Your team grabs the fuel and pulls out of the camp.
It will take 12 turns to circumnavigate the camp. Each turn 1 d6 will be rolled, and on a 5+ 2d6 slugga boyz from a patrol will stumble into combat with you (neither side counting as charging. If any survive to attack back, that alarm will be raised and you’ll be forced to flee.
Kroot turn 1: You start circling the camp, liberally spreading the fuel.
Ork turn 1: No Ork activity.
Kroot turn 2: You keep moving.
Ork turn 2: No sign of Orks.
Kroot turn 3: You keep spreading the fuel, having empties a can now.
Ork turn 3: Orks are no where to be seen.
Kroot turn 4: Opening the next can you keep pouring the stuff out.
Ork turn 4: No Orks appear.
Kroot turn 5: You continue to move around the camp.
Ork turn 5: 5 Orks stumble out of the camp straight into you.
The hounds hit 8 times, causing 5 wounds, killing them all.
Kroot turn 6: You carry on, emptying another can.
Ork turn 6: No Orks emerge.
Kroot turn 7: Opening another can you keep moving.
Ork turn 7: No Ork activity.
Kroot turn 8: You continue to slosh fuel everywhere.
Ork turn 8: 8 Orks appear in your path.
The hounds hit 5, wounding and killing 2.
Masi Sn hits 2, killing 1.
The rest hit 10 times, wounding and killing 3.
The 2 surviving boyz raise the alarm and hit back.
They hit once, wounding a Headhunter, but it’s saved.
Kroot turn 9: With the alarm raised you drop the fuel cans and run. While fleeing, you turn and shoot the fuel cans.
The explosion ignites the fuel, surrounding 2 thirds of the Ork camp with fire. While several Orks are killed in the blaze, most make it out of them camp. However, all their buildings and most of the equipment is destroyed in the fire. Retreating into the jungle you meet a Knarloc rider. The master shaper intended for him to go with your team, but he was delayed, and you were deployed without him. He was sent out after you, and has been tracking you for days. He also has with him a Kroothawk, which will carry messages back to the shaper, allowing you to report your success or call for reinforcements.
Imperial forces are threatening to cut off a large group of Tau forces. Such losses would be devastating for the Tau. You need to stall the advance, buy the Tau time to withdraw. To do so you are striking a convoy carrying fuel to the front lines. 3 Trojans are dragging huge fuel drums. The convoy is guarded by a trio of sentinels with multi-laser and a squadron of rough riders.
2 sentinels are at the head of the column, the other along with the rough riders are at the rear. The Fire Dragons, guarded by the Banshees, are on the convoys flank. The Pathfinder in concealed on the opposite flank. Jakrau and the Warp Spiders are hidden, waiting to jump/fly in.
Eldar turn 1: Jakrau and the Spiders move to the rear of the column.
The Dragons aimed for the lead sentinels, hitting, penetrating and exploding the pair of them.
Jakrau aimed for the other sentinel, hitting with all shots, glancing twice, destroying the multi-laser, then the vehicle.
The Warp Spiders targeted the rough riders, hitting and wounding 4, killing 3.
The Banshees also shot them, hitting twice, killing another.
Jaycin hits, wounds and kills another rough rider.
The rough riders break and flee.
Imperial Guard turn 1: In panic the Trojans drive on.
Eldar turn 2: The Eldar team effortlessly keeps pace.
Apakoh hits, penetrates and immobilises the rear Trojan.
Orob misses.
Jakrau targets the lead Trojan, 2 hits, 1 of which penetrates, destroying it.
The Warp Spiders hit the last Trojan 4 times, causing 3 glancing hits, destroying it.
Space Marine turn 2: Jetting into view comes a full squad of Panthers assault marines. The convoy was a trap, the fuel drums are empty.
Eldar turn 3: Jakrau immediately orders a retreat, and the team obeys. Instead of following he charges headlong into the assault marines, buying his team time.
His shuriken cannon hits and wounds twice, but is saved.
Charging into combat he hits and kills 3.
In return the assault marines hit 6 times, causing 3 wounds, all of which are saved.
The assault marines fall back 7” under the furious assault.
Space Marine turn 3: The marines rally.
Eldar turn 4: The team escapes while Jakrau charges into the Space Marines again.
His cannon hits 3, causing a single wound, which is saved.
Charging he hits and kills another 3 marines.
The assault marines hit 4 times, causing 3 wounds, of which only 2 are saved.
Jakrau falls.
Hox takes command of the team and reports Jakrau’s death. Instead of being recalled, she is told that she can pick 4 warriors of any aspect to join the team, that will then go and reclaim Jakrau’s spirit stone.
The Ork leading the attack has been identified and located. His removal will cause infighting over a new leader, and greatly slow the Ork advance. Your team has been sent into remove him.
The Ork Warboss with slugga, choppa and ‘eavy armour has 7 Nobz with the same equipment as bodyguards. You’ve sneaked into the camp and into the boss’s tent. As the Warboss and Nobz are often fighting your attack won’t attract any unwanted attention. You will shoot, then charge.
Eldar turn 1: The Fire Dragons hit twice, instantly killing a Nob.
Requlius fires his shuriken catapult, both shots hitting and 1 wounding a Nob.
Shuriken pistols hit 4, wounding 2, killing the injured Nob.
The Dire Avengers hit 5, wounding 3, killing another Nob.
Charging the Scorpions hit 4 times, wounding 4, 3 of which are saved.
The Banshees hit 4 times, causing 1 wound, killing a Nob.
The Dragons and Avengers hit 4, wounding 1.
The Warboss hit 3 times, causing 2 wounds which drops an Avenger.
The surviving Nobz hit and wound 3 times, dropping another Avenger.
Requlius strikes with his claw, hitting and wounding 4 times, killing 2 Nobz.
The Orks pass their leadership test.
Ork turn 1: Requlius attacks with his chainsword, hitting twice, wounding once, and killing the last Nob.
The Scorpions hit the Warboss 7 times, causing 2 wounds, neither of which are saved.
The Banshees hit the Warboss twice, failing to wound.
The Dragons and Avengers hit the Warboss 3 times, wounding once, killing the Warboss.
Both Avengers are dead. You manage to exit the camp with no further incident. Upon informing the Autarch of your success of your mission and the loss of 2 Dire Avengers he decides that you have insufficient fire support and attaches a Vyper with scatter laser and shuriken cannon to provide suppressing fire.
With your success in the previous assassination mission you are tasked with another group of Orks to eliminate. This time it is the Ork Meks. The 3 most predominant Meks are gathering to begin construction on an Ork war machine. They cannot be allowed to begin construction.
The 3 fearless Big Meks with burnas are surrounded by 30 grots. The grots will shield the Big Meks, meaning that you have to kill all the grots before you can attack the Meks. The grots are not fearless, but may use the Big Meks’ leadership. You have the first turn, shooting then charging.
Eldar turn 1: Shuriken pistols hit 3 grots, killing 2.
The Fire Dragons hit and kill 2 more.
The team charge into combat.
Waylun hit 2 grots, killing 1.
The Banshees hit 8, killing 4.
The Scorpions hit 8, killing 5.
The Dragons hit a grot, failing to wound it.
Canune hit 2, killing 1.
The Meks hit 3, wounding all of them, but 2 made shimmershield saved, so only a single Banshee fell.
The grots hit 8, wounding 3 and dragging down another Banshee.
The Meks pass their leadership test and keep the grots in the fight.
Ork turn 1: Waylun hit and kills 2 grots.
The Banshees hit and kill 3.
The Scorpions hit 6, killing 5.
The Dragons hit and kill 1.
Canune hits and kills another.
The Meks hit 4 times, causing 2 wounds, 1 of which is saved, seeing a Fire Dragon fall.
The grots hit once, wounding but it’s saved.
The last few grots flee, leaving the Big Meks.
Eldar turn 2: Waylun hits once, failing to wound.
The Banshees hit twice, wounding once.
The Scorpions hit and wound 3 times, killing 2 Meks.
The last Dragon hits, but fails to wound.
Canune misses.
The last Mek hits once, failing to wound.
Ork turn 2: Waylun hits with both attacks, but fails to wound.
The Banshees hit 3 times, failing to wound.
The Scorpions hit 5 times, causing 3 wounds, killing the last Mek.
With the sound of approaching Orks growing louder the team withdraws, leaving only a dead Banshee behind. Live combat is improving Canune’s skill, increasing his WS to 4. Also you are met by a pair of Waylun’s students, sent to join you.
The The Autarch has relocated you to the island the Orks are attacking. You are to try and blunt one of the Ork attacks up from their beachhead by flanking it and thinning the Ork numbers, without revealing your presence to the Tau.
Your concealed 12” from a large Ork horde that is surging up from the beach. Your have 6 turns to kill as many as you can. Each Ork turn you’ll be shot d6 times by shootas as the Orks fire wildly.
Eldar turn 1: Tyrrilion hits with all his shots, wounding and killing 3 Orks.
Silathir hits 1, failing to wound.
The Fire Dragons hit and kill 1.
The Scorpions hit 3, but fail to wound.
The Swooping Hawks also hit 3, but fail to wound.
The other Jetbikes hit and kill 3.
Total killed: 6
Ork turn 1: 3 shots fly in your direction, hitting and wounding once, but it’s saved.
Eldar turn 2: Tyrrilion hits and wounds 4, killing 3.
Silathir hits and kills 2.
The Dragons also hit and kill 2.
The Scorpions hit and kill 2.
The Hawks hit 4, killing 1.
The rest of the Jetbikes hit 3, killing 2.
Total killed: 18
Ork turn 2: 5 shots come your way, 2 hitting and wounding, but are saved.
Eldar turn 3: Tyrrilion hits, wounds and kills 3.
Silathir hits and kills 2 more.
The Dragons hit 2, killing 1.
The Scorpions hit 3, killing 2.
The Hawks hit 3, but fail to wound.
The other Jetbikes hit 2, but fail to wound.
Total killed: 26
Ork turn 3: 4 shots stray in your direction hitting twice, wounding and knocking a Scorpion.
Eldar turn 4: Tyrrilion hits, wounds and kills 3 Orks.
Silathir hits once, failing to wound.
The Dragons hit and kill 2.
The lone Scorpion hits once, failing to wound.
The Hawks miss.
The other Jetbikes hit 3, killing 2.
Total killed: 33
Ork turn 4: 5 shots come near your team, 1 of them hitting and wounding, but it’s saved.
Eldar turn 5: Tyrrilion hits 2, wounding and killing 1.
Silathir hits and kills 2.
The Dragons miss.
The Scorpion hits once, failing to wound.
The Hawks hit 4, but fail to wound.
The rest of the Jetbikes hit 4, killing 2.
Total kills: 38
Ork turn 5: A single round is let off in your direction, hitting and wounding, but it’s saved.
Eldar turn 6: Tyrrilion hits 2, failing to wound.
Silathir hits and kills 2 Orks.
The Dragons hit and kill another.
The Scorpion hits and kills 1.
The Hawks hit 2, killing 1.
The other Jetbikes hit 4, killing 1.
Total kills: 43
Ork turn 6: 2 shoota rounds fly harmlessly past.
Your team pulls back before the Orks move to see who’s shooting them. The Scorpion was wounded fatally, however 2 Scorpions had been sent to reinforce you by the Autarch.
http://aycu39.webshots.com/image/17038/2003085867325110855_rs.jpg (http://allyoucanupload.webshots.com/v/2003085867325110855)
On the Imperial western front the advance has not picked up speed due to the loss of an artillery battery to enemy infiltrators. It needed replacing before they could recommence with the advance. The Tau response to the advance has been to evacuate all Tau from the area, either by aircraft or by Devilfish, but the sabotage of several drop ships has greatly delayed their efforts. The Kroot and human auxiliary force are to withdraw into the mountains, and launch raids from there. The Space Marines destruction of an anti-titan aircraft means that the high command has authorised the deployment of titans, which are due to arrive on the front soon.
The Tau breakthrough to the north east peninsular has stalled as a Cadre that was supposed to reinforce the advance is still in pursuit of the Space Marines. The Imperial push into the north east peninsular is gathering speed, despite losing an entire conscript platoon along with a high ranking commissar. The conscripts can be replaced, the commissar can not.
The Ork drive west has also been slowed due to the death of the Warboss leading them and the destruction of a large support base. Those Tau forces able to are fleeing south, those not are withdrawing north, planning to dig in and the let Orks an Imperials fight each other.
On the south west islands the Orks are still steadily making gains, but the loss of the majority of their artillery means that Tau forces are no longer pinned down and are free to counter attack.
Dooks Dizzo
12th Jun 07, 4:04 PM
Awesome sauce! Get to writing people, I NEED round 3!
ssj4nappa
12th Jun 07, 4:06 PM
Also both are now linked via the OP.
Dooks Dizzo
12th Jun 07, 4:29 PM
Hey Nappa can I ask how my battle effected the war effort? For now I am marking it down as a loss for my team since we allowed ourselves to be caught with our pants down.
Of course our Farseer knowing in advance what was going to happen and not telling us might have something to do with it! Of course since I happen to be my Farseer I can't really complain now can I?
Round 2 narrative should be up tonight.
ssj4nappa
12th Jun 07, 4:40 PM
Yours had no effect as while you didn't achive anything, your team escaped (mostly) so the Imperium's trap failed. It may have effects in the future (such is the way with eldar) but only the farseer would know that, and he's not telling :p.
Dooks Dizzo
12th Jun 07, 6:39 PM
Round 2 story is up. I hope I didn't take too many liberites...
(silly artists, always battling outside the box)
Edit: Nappa can you add the round 2 war report to the story thread when you get a chance?
Gorb
13th Jun 07, 12:26 AM
I like this thread. I lose a Scorpion, I gain two in return. Writing up now.
Cannon_Fodder
13th Jun 07, 12:30 AM
What the hell? Was the garrison asleep or something?
Actually that gives me an idea...
PenitentMan
13th Jun 07, 1:27 AM
nice ambush! 7 down 5 to go :D
Dark Angel N00b
13th Jun 07, 4:19 AM
Missile launchers... WHY wont you hit!! :)
Ah well, i always knew guardsmen owned kroot in close combat!
Enjoyed the round, write ups coming soon.
gorgan01
13th Jun 07, 4:20 AM
Owning many conscripts!! Great round, should have my write up down by today if not tommorrow
Taint3d
13th Jun 07, 5:06 AM
If we gain reniforcements, can we spend the points we lost on them? (Lose 1 Marine spend his upgrade points on a reinforcement marine?)
ssj4nappa
13th Jun 07, 5:54 AM
I'm not quite sure what you mean, but if a team member dies you don't get his points back. If I list you as recieving troops, you get them how I deicribe them, you cant alter the equipment unless you are brought back to base.
gorgan01
13th Jun 07, 6:51 AM
second round up! this is turning out so awesome, though kroot are harder to write up than I expected. It's all alot of whistles, clicks and the odd hoot, and smells that I have to convey meaning in whilst only describing them in words... are well, the game goes on!
Dooks Dizzo
13th Jun 07, 1:55 PM
Alright, I am all set to write round 3! Let me have it baby!
Dark Angel N00b
13th Jun 07, 2:12 PM
Second round is up! (Again, for good, probably :)) Hope its as fun to read as it was to write!
And remember any comments on how to improve are most welcome!
Taint3d
13th Jun 07, 7:05 PM
Ill have my write up soon, Im just taking a bit more time to try and focus on from some of the characters PoV rather than a 3rd person narration
AHH! MOTHERLAND
13th Jun 07, 7:49 PM
Could you send my round 3 results to me as well? This is getting very intense.
Dooks Dizzo
13th Jun 07, 7:54 PM
Nappa, do you need anything else from me before you hit me with round 3? I am really pumped up from my last story and want to get right back into the bloody fray!
ssj4nappa
14th Jun 07, 12:02 AM
I've got exams today, but once they're over I'll work on round three. As soon as they're done I'll email them to those who asked for them.
Gorb
14th Jun 07, 12:55 AM
Dooks, with regards to what Motherland did, do you mind if I take a few more liberties with the history of your Exarch in my Round 2 writeup?
gorgan01
14th Jun 07, 4:36 AM
Just a thought, but nappa, shouldn't you edit the map in the op so that it's up to date?
ssj4nappa
14th Jun 07, 4:40 AM
I'm leaving the map on the first page as is so people can see how it was to start with. If they want to see how things have progressed they can look at the relevant War Report.
gorgan01
14th Jun 07, 12:29 PM
@nappa: oky, just thought I'd throw suggestion in there (i just should have expected to fall flat on my face though! lol)
nareik123
15th Jun 07, 6:29 AM
PenitentMan, i just realised. Looking at the map, my Teams awfully close to yours. We might even meet each other.
Although, you'd probably run on.
PenitentMan
15th Jun 07, 6:35 AM
@neriak123: pssst
HQ informs you that a team of Space Marines have attacked a full Tau Cadre and now are being pursued by the Tau. Your team is the closest Imperial Unit and have been ordered to head towards them to provide support <whisper> that's me. Probably 'cos of my 'Fner, hurr, wha?' posts after reading 'full tau cadre' in the first round report
nareik123
15th Jun 07, 7:42 AM
I did say that actually. It was a rather...amazing...coincidence that somebody said that and it happened. Oh well, i'm sure you stand a better chance of killng a Tau Cadre with 10 men, 2 Storm Bolters, A plasma Gun, a Melta Gun and 6 hellguns on your side. :)
Taint3d
15th Jun 07, 8:04 AM
Round 2 Write Up done
Dark Angel N00b
15th Jun 07, 8:24 AM
I think personally that my kill team would be best suited for this cadre beating job, i mean, what possible excuse could you have for not wanting THE most inaccurate pair of missile launchers in the imperium?
:P (I jest, i <3 my missile launchers :D)
ssj4nappa
15th Jun 07, 9:03 AM
Even if they cant hit the broadside of a battleship :)
Dark Angel N00b
15th Jun 07, 9:13 AM
hehe, i like to think they couldnt hit any side of a barn... While INSIDE it.
:D
nareik123
15th Jun 07, 9:14 AM
I'm thinking An Imperator class Titan wave. Or a 'nid swarm.
PenitentMan
15th Jun 07, 9:16 AM
hey now...not their fault that IG missile instructions were written by Pinky and the Brain.
Besides my boys could shout ''they've got missile launchers! They're coming right for you!'' at the tau to scare them in the jungle chase
Dark Angel N00b
15th Jun 07, 9:17 AM
What.
'Aim two metres above and to the left of your target, inadvertently helping us to TAKE OVER THE WORLD!'
PenitentMan
15th Jun 07, 9:20 AM
depends.....where am i standing during all this?
Dark Angel N00b
15th Jun 07, 9:21 AM
Behind the missile launchers, the most dangerous place of ALL!
Thats why they always miss you see... tubes pointed the wrong way.
PenitentMan
15th Jun 07, 9:24 AM
maybe they play too much Team Fortress as little gangers back in the hive.
Silly rocket jumps
nareik123
15th Jun 07, 9:25 AM
But if thats true, they could use it to fly towards the enemy. Sure, the recoil will have to be pretty damn large but still.
You could always glue the missle to the barrel.
moleytov
15th Jun 07, 10:00 AM
knowing the guardsmen they'd probably end up gluing themselves to the missile. Perhaps the guardsmen could sneak in and swap all the taus weapons for flashlights...
PenitentMan
15th Jun 07, 10:24 AM
Perhaps the guardsmen could sneak in and swap all the tau's weapons for flashlights...
the way things are going maybe it could be darkangelnoob's next mission (please oh please oh please) It'll help him put those cloaks to good use (honest)
EDIT:
But if thats true, they could use it to fly towards the enemy
read this and had the image if IG bomb-riding ala Dr.Strangelove while shouting 'I'MA COMING FOR YA!!! I'MA COMING!'
Dooks Dizzo
15th Jun 07, 12:57 PM
I wrote a little rap song for you Angel:
'I ain't afraid of your guns
I seen ya shoot
you could bust in the air
and miss the roof!'
its official.
a rap off has begun.
what sayest thou in reply Angel?
Dark Angel N00b
15th Jun 07, 3:16 PM
Haha!!
I cant rap for shiznit, ill employ someone to do it for me!
Any takers?
(I had to sig it though :D)
And on the mission thing, why be so heretical as to take the Tau weapons?
(We'd nick all their clothes instead ^^)
Dooks Dizzo
15th Jun 07, 5:24 PM
Alright, I am going to bust out some more ill rhymes....
I got enough shurikens to blaze for days
I'll drown your whole regiment in a hot steel rain
A thousand shots a second
that's how I roll
shoot you in the chest
stick my hand in the hole
pull your heart out, throw it in the mud
leave your guardsmen laying in pools of blood
I know you're scared so bring your crew
my bright lances baby, they go right through
my banshee's don't play
my rangers never miss
I'll rip your head off
with my scorpions fist
your emperors a punk
you heard me right
I sharpen this hatred
like the edge of my knife
When the witchblade flash
that's yo ass
I melt your brain
and that ain't the half....
Alright, dinner is ready, will spit more later. Cheers to Angel for being such a good sport!
Okay, will have my round 2 posted by Monday. Been a bit busy with exams, so haven't had a lot of free time recently.
Also, I take it you're okay with me referring to some of your team members in my writeup, Dooks? I asked a couple of pages back, so I assume its okay.
Dooks Dizzo
16th Jun 07, 8:54 AM
It is indeed okay. I am all about the Eldar working together as a team on and off the field of battle.
ssj4nappa
17th Jun 07, 3:44 PM
A note on Space Marines:
Due to the Chapter traint Trust Your Battle Brother all Marines with bolters that I send to reinforce teams are assumed to have closecombat weapons and the True Grit skill. Although I'd play tham as such whether you knew about this or not, I'm telling you this is so those of you with Marines can mention them firing their bolters one handed in the write ups.
nareik123
17th Jun 07, 11:10 PM
ssj4nappa, would the marines also have counter charge, along with trust your battle brothers?
ssj4nappa
18th Jun 07, 12:09 AM
Yes they would, but as I'm not playing it out with the actual models most of the time I discount it and dont use it. It makes no differance, as charging they get +1 attack, but no bonus for 2 CCW, so either way they get 2 attacks.
Dark Angel N00b
18th Jun 07, 9:34 AM
Are we sticking to the 1 round every week thing?
Just wondering when the next ones will be up :)
ssj4nappa
18th Jun 07, 2:07 PM
There are still a couple of stories to come in, but I assure you I'm doing them as soon as I get them. Once I have everyones I'll get round 3 up.
Dooks Dizzo
18th Jun 07, 2:12 PM
Thank god because I am sapped for inspiration for some reason...I am afraid my round 3 write up is going to suck.
ssj4nappa
18th Jun 07, 2:17 PM
You've still got plenty of time Dooks, so with any luck it'll come to you before the deadline.
Dark Angel N00b
18th Jun 07, 3:26 PM
Hehe, dooks, if youre next write up is HALF as good as your previous ones it will still be better than mine so no worries ;)
MooFreaky
18th Jun 07, 3:37 PM
Hey, I don't think I am going to have time to do this.
I've got so much on at the moment. I'd rather someone else take it over and be able to spend more time on it.
Sorry Ssj4nappa.
ssj4nappa
18th Jun 07, 3:47 PM
Sorry to see you go Moo. Rather than open up a Kroot spot I'm going to leave it closed, however, the Tau are now more resiliant to Kill Team sabotage to balance, as the Imperial teams out number them 2 to 1.
Dark Angel N00b
19th Jun 07, 6:41 AM
Haha! i couldnt beat Tau beforehand!
Ah well, couldnt you NPCize his team?
ssj4nappa
19th Jun 07, 9:24 AM
While I could, I don't feel it would be worth it as it's the stories that stem from the battles that are the real fruits of this challenge.
Edit: It has been a week now since round 2 went up and both Gorb and Sword Monkey have yet to post their write ups. Fortunatly for them I am a little behind, and still have Cannon Fodder's round to do. However, if I complete Cannon Fodders round (which I will do tomorrow (the 20th)) before they have their write ups their teams will be eliminated. I did state this clearly in the OP and this is their first, last and only warning, as I clearly said I'm not chasing with PMs.
Sword_Monkey
20th Jun 07, 12:31 PM
Finally updated sorry for the wait, my revision and exams have seen me majorly bogged down, so it was a rushed update today, but I did put a tad of effort in the other challenge's write up.
ssj4nappa
20th Jun 07, 12:43 PM
Just in time Sword, as I'm working on Cannon Fodder's round now.
nareik123
20th Jun 07, 12:52 PM
yay, round three soon.
Dooks Dizzo
20th Jun 07, 1:03 PM
Man, I forgot Sword was writing for 2 challenges! Good work man.
ssj4nappa
20th Jun 07, 3:22 PM
Here is round 3. Gorb, unless you PM me with a really good reason why you haven't posted round 2 write up or contacted me as to why not before now your team has been eliminated.
Having received your new equipment HQ has decided that the mission you had planned is too high a priority to risk as a failure, and the Space Marines are planning a drop pod assault instead. Your men are being pulled back to the rear for some R&R for a while. The Valkyrie lands and your team embark. However, on the way back to Imperial lines you are intercepted by a squadron of Barracuda fighters and forced of course. The pilot tells you that there’s no way of flying out of this and you’ll have to jump. The team bails out and just as a volley of missiles destroy the Valkyrie. Hitting the ground you have seconds before you come under fire. A full strength Tau Cadre is bearing down on you, time to run.
This will not be run as a normal game of Warhammer. Instead it will work like this as detailed below:
In your turn your men (each acting independently) can do one of two things.
a) Move
b) Shoot
If you move, your men will gain a +1 bonus to their cover save.
If they shoot they can give any of the others a +1 to their cover save from covering fire. This bonus is added after a roll, and so may be used to save team members. You may not shoot two turns in a row.
At all times your men have a 5+ cover save.
In the enemies turn each of your men will be hit on a 4+ by the Tau Cadre. Any who are hit are automatically wounded and may take their cover save.
You in line with the Imperial advance if the maps you glanced at before were right, so are hopefully running towards Imperial lines. In 6 turns you will have either be saved, captured or killed.
Imperial Guard turn 1: Able along with Corporal Harris and Privet Smith start to run with Charlie and the rest of Baker covering.
Tau turn 1: 3 of the 6 runners are hit, but all make their saves.
Only a single shooter is hit and with the other shooters bonus to saves he’s fine.
Imperial Guard turn 2: The runners stop and take up firing positions while the others cut it and run.
Tau turn 2: 4 runners are hit, and 5 of the shooters use their bonuses to save them all.
3 shooters are hit, and even with the last bonus a man from Able is down.
Imperial Guard turn 3: The runners turn and shoot while the shooters get up and run.
Tau turn 3: Only 1 runner is hit, and he’s saved with a shooter bonus.
4 shooters are hit, but only 1 bonus is needed to keep them all safe.
Imperial Guard turn 4: Another role reversal as the team tries to fend off the attackers.
Tau turn 4: 3 runners are hit and it takes all the shooters bonuses to save them.
2 shooters are hit, knocking down Privet Smith from Baker.
Imperial Guard turn 5: Able, Corporal Harris from Baker and Privet Ash from Charlie run while the others cover them.
Tau turn 5: 4 runners are hit, but all make their saves.
2 shooters are hit, but only 1 can be saved, even with bonuses, so Privet Russel goes down.
Imperial Guard turn 6: The runners stop to shoot and the shooters turn and run.
Tau turn 6: 3 runners are hit, all saved with 3 bonuses used.
Only 1 shooter is hit and he makes his save.
Just as the Tau are closing in huge laser bolts and plasma blasts shoot over head, slamming into the Tau formation. A trio of Warhound titans are at the head of an armoured column and their firepower forces the Tau to withdraw. A quick check on the wounded reveals that the man from Able is dead, but the others are fine. When the Titans reach you you inform them of how you got here and they organise a Chimera to take you back to Imperial territory for that R&R you were promised. You reward for this round will be saved and added to your next round reward.
Your team had been steadily moving through the mountains for a while before they found the Kroot camp. It was nestled in a little valley and there seemed to be lots of activity. Moving into a position on the cliffs high above you check that the platoon is in position, then fire down on the camp.
In the camp are 6 wooden huts (bunkers with AV10, a strength 6 or more weapon shooting the troops inside can damage it on 5+ and the troops only get a 5+ cover save, 6+ if breached) with 8 Kroot in each. You team is 24” away and behind rocks (4+ cover save). You have the first turn.
Imperial Guard turn 1: Lustig fires a krak missile but misses.
Durant hits and wounds a Kroot, but it’s saved.
The rest hit 4, wounding 2, killing 1.
The command section fires, hitting 2, wounding and killing 1.
Grenbow misses.
Sautine hit wounds and kills a Kroot, destroying the hut in the process.
2 Kroot are killed as the hut collapses.
The others hit 4, wounding 3, killing the rest from the collapsed hut.
Kroot turn 1: The Kroot hit 21 times, causing 8 wounds (I rolled 10 1s to wound) and knock down 2 from Tayber’s squad.
Imperial Guard turn 2: Lustig targets the next hut, hitting, wounding and killing a Kroot with a krak missile, but failing to damage the hut.
Durant hits, but fails to wound.
The rest hit 4 times, causing 3 wounds, killing 2.
The command section hits 3, wounding and killing 2.
Grenbow aims for a different hut, hitting, wounding and killing with a krak missile, collapsing the hut.
3 more Kroot are killed as the hut collapses.
Sautine misses.
The others hit 3, wounding 2, killing 1.
One of the groups flees, but the other holds.
Kroot turn 2: The Kroot hit 17 times, wounding 11, knocking down 4 from Grifen’s squad.
Grifen keeps them in line.
Imperial Guard turn 3: The command section aims for the Kroot in the collapsed hut, hitting the 3 of them, wounding and killing 1.
Lustig misses.
Durant hits, wounding and killing a Kroot as well as collapsing a hut.
2 Kroot are killed in the collapse.
The rest hit 3, wounding 2, killing 1.
Grenbow aims for a different hut, hitting, wounding and killing a Kroot, but the hut remains standing.
Sautine overheats his weapon, injuring himself.
The others hit 2, wounding and killing 1.
The pair who were shot by the command section flee, but the others hold.
Kroot turn 3: They hit 11 times, wounding 7, knocking down another 2 from Tayber’s squad.
Tayber’s men break and flee into the hills, with Tayber chasing after them.
Imperial Guard turn 4: Lustig aims at the hut with the most Kroot inside, hitting, wounding and killing 1 and collapsing the hut.
3 Kroot are killed in the collapse.
Durant overheats his weapon, but is fine.
The rest hit 3, wounding 2, killing 1.
The command section shoots the other Kroot in the open, hitting, wounding and killing 2.
Both groups of Kroot flee.
Kroot turn 4: The 6 Kroot in the final hut shoot, hitting twice, wounding once, but it’s saved.
Imperial Guard turn 5: Lustig misses.
Durant hits, wounds and kills a Kroot, collapsing the hut.
3 are killed in the collapse.
The rest hit and kill the other 2.
All 4 men downed in Grifen’s squad recover. Only Sautine from Tayber’s squad survives. A few minutes later Tayber returns with the 4 cowards in tow. Voxing command they praise your work, telling you to keep raiding. They have also dispatched a sentinel with multi-laser to assist. It will be there within the hour.
You’re almost at the weapons lab when you stumble into an open area. Here a platoon of Gue’vesa are practising with the modified battle suit weapons. You let off a burst of fire before fleeing, the platoon hot on your heels.
There are 5 Gue’vesa squads, 1 with burst cannon (heavy 3) and flamer, 1 with missile pod (heavy 2) and plasma rifle, 1 with missile pod (heavy2) and fusion blaster, 1 with burst cannon (heavy 3) and plasma rifle and 1 with burst cannon (heavy 3) and fusion blaster. You start 12” away and get 1 round of shooting before pulling back into the main building.
Imperial Guard turn 1: The bolters hit and kill 4 from the burst cannon and flamer squad.
Krill immolates another 4.
The plasma rifle kills another.
The pulse rifles target the missile pod and plasma rifle squad, hitting 6, killing 5.
The Ogryns shoot the same squad, hitting and killing 2.
Both squads flee.
Your men fall back and split up, hoping to pick off individual parts of the enemy. Curran takes Krill, Cyrus, Aven and Reggie. Brightwater takes the rest.
Curran’s team fall back round a corner and take up firing positions. Pursuing you are the 2 squads with fusion blasters. You’ll fire first, then any surviving opponents will shoot back (heavy weapons included) as you fall back again.
Curran’s team turn 1: Curran hits and kills 2 from the missile pod squad.
Krill catches 5, killing 4 more.
Cyrus and Aver shoot the other squad, hitting and killing 3.
Reggie hits misses.
The missile pod squad fails its leadership test and flees.
Gue’vesa turn 1: The fusion blaster misses.
The burst cannon hits 3, wounding 2, knocking down a storm trooper.
The lasguns hit 7, wounding 3, knocking down another storm trooper.
Reggie grabs the wounded and you keep moving.
Brightwater’s team implements the same tactic.
Brightwater’s team turn 1: Brightwater hits and kills 1.
Branham hits another, but fails to wound.
The pulse rifles hit and kill 3.
The Ogryn hits and kills another.
The Gue’vesa flee.
Seeing he’s not being pursued Brightwater backtracks to help Curran. Having lost almost half his team Curran keeps running, but knows Brightwater’s team is closing.
Finally, with Brightwater in position, Curran turns and fights.
Brightwater’s team will get a single shot each before Curran’s team and any surviving Gue’vesa shoot each other simultaneously. As they are surrounded the Gue’vesa are assumed to be fearless.
Brightwater’s team turn 1: Brightwater hits, but fails to wound.
Branham misses.
The pulse rifles hit and kill 1.
The Ogryn hits and kills another.
Curran’s team and Gue’vesa turn 1: Curran hits and kills 1.
Krill hits 5, torching 3.
Reggie hits and kills the last Gue’vesa.
Simultaneously the fusion blaster misses.
The burst cannon hits and wounds Curran.
The lasguns hit twice, wounding Curran again.
Both fallen men are dead. Having learned that the Tau are modifying weapons to allow their human allies access to more fire power is information that high command will need to know ASAP. You must find a Tau communication device and inform them. Also your prolonged stay at the Tau facility is costing the team and getting noticed more, so you may need to leave soon. You efforts will not go unrewarded, and you’ll receive 40 points to spend once you return to base.
The “explosive solution” team along with supporting Space Marines reach the ridge, and the Marines uncover a verity of concealed heavy weapon emplacements. Before the Imperium was pushed off Moltlorus several sites similar to this one had been set up across the planet to allow any Imperial forces capturing the locations an instant firepower advantage. Sergeant Bester’s team are heading for this position with a mauled, but still dangerous Tau Cadre on his heels. Once they reach your position you’ll combine forces with them and crush the Cadre.
5 lascannon emplacements along with 5 heavy bolters were uncovered. All the storm troopers except for Plasma head and Melter took the heavy weapons as well as 2 Space Marines. Along with the weapons are fortifications (3+ cover save). The wood edge is 18” away, and this is where Bester’s men start. Knowing that there will be no escape from this fight both teams are fearless. Tau units will emerge from the wood each turn, but cannot move or fire until the next turn. Skimmers count as moving more than 6” on the turn they arrive.
Imperial turn 1: Bester’s team rushes forward as the Marines not on gun emplacements on the ridge move to join them.
Tau turn 1: The 6 Piranha skimmers emerge.
Imperial turn 2: Bester’s men rush forward to meet the other Marines.
The lascannons hit 4 times, glancing 3, destroying 1, immobilising and crashing another and destroying the burst cannon on a third.
The heavy bolters hit 14 times, glancing twice, destroying 1 and shaking another.
Tracey hits, but fails to damage.
Jones hits once, glancing and immobilising, causing 1 to crash. His weapon overheats, but he passes his save.
Plasma head hits the Piranha that lost its burst cannon, glancing and stunning it.
Tau turn 2: The mauled Piranha’s hold due to 1 of them being stunned.
2 Devilfish and a Hammerhead float into view.
Imperial turn 3: The Marines reach the fortifications.
The lascannons shoot the Hammerhead, 3 glancing, shaking, stunning and knocking off the railgun.
The heavy bolters aim for the last 2 Piranhas, hitting 13 times, glancing twice, stunning the damaged one and immobilising the other, causing it to crash.
Plasma head shoots a Devilfish, but misses.
Tau turn 4: The Devilfish advance and the Fire Warriors disembark.
Another Hammerhead and Devilfish arrive.
The Fire Warriors hit 23 times, causing 11 wounds, knocking down 4 Tactical Marines.
The Devilfish hit 4 times, all of them wounding, knocking down the fifth Tactical Marine.
Their drones hit 3 times, causing 1 wound, which is saved.
Imperial turn 5: Smee and Makay move to man the gun emplacements.
The lascannons hit the newly arrived Hammerhead twice, causing no damage.
Ignas hits, glances and shakes it.
Three heavy bolters shoot 1 Fire Warrior squad, hitting 5, killing 4.
The other 2 and Pardas shoot the other squad, hitting 6, and killing 4.
The snipers shoot a squad each, both hitting, but neither wounding.
Bester targets a squad, hitting and wounding a Fire Warrior, but it’s saved.
Tracey targets one of the empty Devilfish, hitting glancing and immobilising it, causing it to crash.
Plasma head aims for the newly arrived Devilfish, but overheats his weapon, making the save.
Jones also overheats his gun, but makes the save.
One of the Fire Warrior teams flees.
Tau turn 5: The full Devilfish swoops in, the Fire Warriors disembarking.
The last Piranha move forward to support the Fire Warriors.
The Hammerheads hang back.
Another Hammerhead arrives.
The Fire Warriors hit 19 times, causing 13 wounds, dropping the scouts snipers and 2 storm troopers.
The Devilfish hit twice, wounding once, which is saved.
The vehicle drones hit 3 times, causing 1 wound, which drops a storm trooper.
The damaged Hammerhead fires its smart missiles, hitting twice, causing 1 wound, which is saved.
Imperial turn 6: Bester, Plasma head and Melter take over gun emplacements from the fallen storm troopers.
1 undamaged Hammerhead is hit by 2 lascannons, 1 glancing, stunning it.
The other is hit with a single lascannon, glancing and shaking it.
The other lascannons miss the damaged Hammerhead.
Ignas shoots at the damages Hammerhead, but misses also.
2 heavy bolters shoot the depleted Fire Warrior squad, hitting and killing 4.
The rest shoot the other Fire Warriors, hitting 12, killing 11.
Tracey and Melter miss the Devilfish.
Jones hits, glances and immobilises a Devilfish, causing it to crash. He also overheats his weapon, but makes the save.
All the Fire Warriors flee.
Tau turn 7: Another Devilfish arrives.
The closest Devilfish fires it’s burst cannon, hitting once, failing to wound.
The Devilfish and Piranha’s drones hit and wound twice, but both are saved.
The damaged Hammerhead’s smart missiles all hit, causing 3 wounds, all of which are saved.
Imperial turn 8: 2 lascannons shoot one of the undamaged Hammerheads, 1 of them hitting penetrating and destroying the railgun.
The other undamaged Hammerhead is hit by 3 lascannons, 1 of them glancing, shaking it.
Ignas shoots the newly arrived Devilfish, hitting, glancing and destroying it.
3 Fire Warriors are killed in the vehicle.
Tracey shoots the other Devilfish, hitting, but doing no damage.
2 heavy bolters shoot the Piranha, hitting 4 times, glancing twice, shaking and immobilising it, causing it to crash.
The others shoot the now exposed Fire Warriors, hitting 9, killing 6.
Jones shoots the Devilfish, hitting, but doing no damage. His weapon overheats, but he makes his save.
Tau turn 8: The last Devilfish arrives along with 3 crisis suits.
The surviving Fire Warriors extract themselves from the wreckage of their Devilfish.
The Hammerheads fire smart missiles, hitting 6, wounding 4, all of which are saved.
Imperial turn 9: The undamaged Hammerhead is hit, penetrated and destroyed by a lascannon.
The new Devilfish is hit, glanced and destroyed by another lascannon.
4 Fire Warriors are killed in the Vehicle.
The other Devilfish is hit, glanced and immobilised by a lascannon, causing it to crash.
The suits are targeted by the remaining lascannons, hitting and instantly killing 1.
Ignas aims for a damaged Hammerhead, hitting, but doing no damage.
Jones targets the last crisis suit, but overheats his weapon, injuring himself.
2 heavy bolters shoot the last of Fire Warriors hitting 4 times, killing them all.
The others shoot the crisis suit, hitting 6 times, causing 6 wounds, killing it.
Tau turn 9: 4 crisis suits, the last of the cadre, arrive.
The Hammerhead smart missiles hit 7, wounding 6, knocking down Tracey.
Imperial turn 10: The Hammerheads are targeted by the lascannons, hit 3 times, 1 glancing, 1 penetrating, shaking 1 and destroying the other.
The heavy bolters shoot the crisis suits, hitting 10 times, causing 4 wounds, killing a suit.
Ignas misses.
Tau turn 10: The crisis suits jet forward. Their plasma rifles and missile pods hit 6 times, causing 5 wounds, dropping Ignas.
Imperial turn 11: The Hammerhead is hit, penetrated and destroyed by a lascannon shot.
The other lascannons hit the crisis suits 3 times, killing 1.
The heavy bolters hit and wound 10 times, all bar 1 of which are saved.
Tau turn 11: The crisis suits hit and wound 4 times, all of which are saved.
Imperial turn 12: The lascannons hit 4 times, killing the last 2 suits.
Of the fallen Marines, only 3 Tactical Marines have been killed. 2 of the fallen storm troopers are dead. The 2 surviving Tactical Marines attach themselves to the guardsmen to replace their losses. Bester’s team is extracted by Thunderhawk back to the Strike Cruiser. While there you may spend your points, and also an Apothecary is assigned to you (armed with power weapon and bolter) incase any of your men should fall in battle.
HQ awards Hicks 40 points to spend on troops and supplies that can be dropped in (as making this list would take to long I’m asking you use your common sense, and if you select something I don’t intend you to I’ll say so).
You have located a Tau refugee column, fleeing from the Imperial advance to the east. Having escaped from the rapidly closing pocket the Tau civilians have disembarked and are proceeding on foot. They are guarded by a Devilfish, presumable full of Fire Warriors, and a Kroot Kindred. Wiping out the convoy would deal a heavy blow to Tau morale.
The Devilfish is at the head of the column. 16 Kroot are at the rear. There are 50 Tau civilians (profile below) in the column. When you attack the civilians will be pinned for the duration of the battle. As they are trapped the enemy are considered fearless. You attack the column in two groups. Temion, Hellas, the scouts and 2 Tactical Marines will attack the front, the rest attacking the rear. You start 12” away.
Tau Civilian
WS: 1
BS: 2
S: 2
T: 2
W: 1
I: 1
A: 1
Ld: 5
Sv: -
Space Marine turn 1: Emerging form their concealment the Marines attack.
Validus leads his group towards the Kroot.
Temion hitting, glancing and shaking it.
The scouts both hit civilians, but fail to wound.
Hellas hits once, failing to wound.
The Tactical Marines hit and kill a civilian.
Validus, Mandeus and Barakiel shoot the Kroot, hitting 1, but failing to wound.
Validus’ group charge the Kroot.
Mandeus hits, wounds and kills a Kroot.
Barakiel and the Tactical Marines hit 6, killing 4.
The Kroot hit 11, wounding 4, dropping a Tactical Marine.
Validus hits and kills 3.
Tau turn 1: 12 Fire Warriors disembark from the Devilfish.
The Fire Warriors hit 11 times, causing 4 wounds, dropping a tactical Marine.
In combat Mandeus, Barakiel and the Tactical Marines all hit, killing 4 Kroot.
The 4 remaining Kroot hit 3 times, causing 1 wound, which is saved.
Validus hits 2, killing 1.
The outnumbered Kroot lose another of their number.
Space Marine turn 2: Hellas, the scouts and accompanying Tactical Marine advance.
Temion aims at the Devilfish, hitting, penetrating and immobilising it, causing it to crash.
Hellas, the scouts and Tactical Marine charge.
They hit and wound 4 times, killing a Fire Warrior.
The Fire Warriors hit 5 times, failing to wound.
Mandeus Barakiel and the Tactical Marines hit twice, killing a Kroot.
The 2 surviving Kroot hit 3 times, causing 1 wound, which is saved.
Validus hit with all his attacks, killing the last of the Kroot.
His group consolidates into the civilians.
Tau turn 2: Against the Fire Warriors the scouts and Tactical Marine hit 4, wounding 3, killing 2.
The Fire Warriors hit 3 times, failing to wound.
Mandeus hits 3, killing 2.
Barakiel and the Tactical Marines hit and kill 4.
The civilians hit 8 times, causing no wounds.
Validus hits 3, killing 1.
Space Marine turn 3: Temion moves towards the combat and charges.
Temion and his group hit 6 times, wounding 4, killing 2.
The Fire Warriors hit 3 times, failing to wound.
Mandeus, Barakiel and the Tactical Marines hit and kill 4.
The civilians hit 12 times, causing 3 wounds, dropping a Tactical Marine.
Validus hits 3, killing 2.
Tau turn 4: Temion’s group hits 4, wounding 3, killing 1.
The Fire Warriors hit 4 times, causing 1 wound, which is saved.
Mandeus, Barakiel and the Tactical Marine hit 4, killing 3.
The civilians hit 10 times, causing 1 wound, which is saved.
Validus hits and kills 3.
Space Marine turn 5: Temion’s group hit 3, wounding 2, killing 1.
The Fire Warriors hit 4 times, causing 1 wound, which is saved.
Mandeus, Barakiel and the Tactical Marine hit 5, killing 4.
The civilians hit 12, wounding 3, dropping the Tactical Marine.
Validus hits and kills 2.
Tau turn 5: Temion’s group hit and wound 4, killing 2.
The Fire Warriors hit once failing to wound.
Outnumbered they taken a wound, which is saved.
Mandeus and Barakiel hit 3, killing 2.
The civilians hit 9 times, wounding once, but it’s saved.
Validus hits and kills 3.
Space Marine turn 6: Temion’s group all hit and wound, killing the Fire Warriors and consolidating into the civilians.
Mandeus and Barakiel hit and kill 3.
The civilians hit 5 times, causing 1 wound, which is saved.
Validus hits and kills 3.
Tau turn 6: Temion, Hellas, Mandeus, Barakiel, the scouts and the Tactical Marine hit 9, killing 7.
The civilians hit 3, failing to wound.
Validus hits and kills 2.
The outnumbered civilians take another casualty.
Space Marine turn 7: Temion, Hellas, Mandeus, Barakiel, the scouts and the Tactical Marine hit 7 times, wiping out the rest of the civilians.
2 of the Tactical Marine are dead, but the others regain their feet. When Validus reports of the teams success, and Mandeus and Barakiel’s heroic fighting both are awarded Terminator honours. Also Captain Tenoch believes that you are lacking in anti-heavy infantry fire power, and has the Imperial Navy drop a supply crate with a plasma gun, along with extra ammunition and frag and krak grenades for all.
Un’no’s team have been flown back to the north east front and they are about to embark on a joint operation with Omutu’s kindred. Tau reconnaissance has located a Warhound Titan that is being prepped for combat. You are being sent in to destroy, or at least damage, the titan.
The titan has 3 enginseers around it, each with a heavy bolter gun servitor, a combat servitor and 2 technical servitors. The titan begins with it’s shields down, but an a roll of a 6 (rolled at the start of each turn) the void shields will come online. A squad of guardsmen with grenade launcher are at the edge of camp (18” from the titan) on guard duty. Each turn another squad of guardsmen with grenade launcher will arrive next to the titan. You will fight until either the titan is destroyed, or enemy resistance becomes too great and you’re forced to withdraw. You start 12” from the edge of the camp and are approaching the titan from behind.
Tau turn 1: The Vultures swoop up next to the guardsmen, with the rest of the Kroot along with the Tau following, except for War’co and Briana, who are already in range of everything.
The Fire Warriors shoot the guardsmen, hitting 5, killing 4.
The Pathfinders also shoot them, hitting 1, but failing to wound.
The gun drones fire, hitting and killing 1.
The heavy gun drone hits and kills another.
Kii’ri hits and kills 1.
Kroot rifles hit 5, wounding 3, killing 2.
Omutu hits and kills the last 1.
War’co aims for an enginseer and his retinue, but misses.
Un’no targets the same group, hitting and killing 2 servitors (technical and combat) with his missiles. His plasma rifle misses.
Briana shoots the same group, hitting, but failing to wound.
The suits and the drone move alongside the Vultures.
Imperial Guard turn 1: A squad of guardsmen arrive but the titan’s shields are still down.
The 3 gun servitors target the forward group, hitting 5, knocking down the gun drones and 2 Vultures.
The grenade launcher misses.
The front group pass their leadership test.
Tau turn 2: The Vultures fly into charge range of the enginseers. The suits and heavy gun drone advance, the rest of the Kroot, Fire Warriors and Pathfinders following behind.
The heavy gun drone strafes the guardsmen, hitting and killing 1.
The Pathfinders also shoot them, hitting and killing another.
Kii’ri shoots the titan, hitting, but doing no damage.
War’co shoots the guardsmen, but misses.
Briana hits a guardsman, but fails to wound.
Un’no targets the guardsman, hitting and killing 1 with a missile and 1 with a plasma bolt.
The guardsmen are pinned.
The Vultures charge the enginseer with reduced retinue while the suits and drone advance to put Kii’ri in optimal range for the fusion blaster.
The Vultures hit 10 times, causing 6 wounds, killing the servitors and enginseer.
Simultaneously the enginseer and servitors missed with their attacks.
The Vultures consolidate into the next enginseer and retinue.
Imperial Guard turn 2: Another guardsman squad arrives, but the shields are still down.
The guardsmen hold fire so they can charge the Vultures.
The gun servitor hits and wounds with all shots, knocking down the heavy gun drone, but the suits armour protects them.
The guardsmen charge.
The Vultures hit 11 times, causing 9 wounds and wiping out the enginseer and retinue.
Simultaneously the enginseer hits and knocks down a Kroot while the servitors hit once, failing to wound.
The guardsmen hit 7 times, causing 2 wounds and knocking down 2 Kroot.
The guardsmen fail their leadership test and are caught and killed.
Tau turn 3: The Fire Warriors, Pathfinders, Omutu, Kroot hounds and Carak advance into rapid fire range.
Kii’ri shoots the titan, hitting, but doing no damage.
The Fire Warriors shot the pinned guardsmen, hitting 2, and killing 1.
The Pathfinders target them also, hitting and killing 1.
Carak rapid fires at the enginseer and retinue, hitting, wounding and killing a technical servitor.
Omutu fires a shot at the retinue as well, hitting, wounding and killing the combat servitor.
War’co fires at the retinue, hitting and killing the gun servitor.
Briana hits, wounds and kills the technical servitor.
Un’no fires on the titan, both missiles hitting, 1 glancing, 1 penetrating, resulting in shaking the crew, taking off a structure point and damaging the plasma blast cannon.
His plasma bolts miss.
The guardsmen are pinned again.
Omutu, the Kroot hounds and the Vultures charge the guardsmen.
The hounds hit 10 times, causing 7 wounds, killing the guardsmen.
The Kroot consolidate into the enginseer.
Imperial guard turn 4: Another guardsman squad arrives, and the titan activates its shields.
The guardsmen charge the Kroot.
The hounds hit the guardsmen 7 times, causing 6 wounds and killing 4 of them.
Omutu attacks the enginseer, hitting twice, causing 1 wound, killing it.
Simultaneously the enginseer misses.
The Vultures hit 5 times, causing 1 wound, killing a guardsman.
Simultaneously the guardsmen hit 6 times, causing 3 wounds, knocking down 3 hounds.
The guardsmen fail their leadership test and escape into the facility.
Tau turn 5: With the titan’s shields up and casualties mounting (especially for the Kroot) the team begins to fall back. The Kroot gather their wounded and fall back to Carak and the battle suits.
The Pathfinders markerlight the titan, hitting once.
Un’no tries to knock down the shields, a missile hitting and overloading 1, a plasma bolt deflecting off the other.
War’co takes a shot at the shield, but misses.
Kii’ri shoots the shield with the markerlight aiding his shot. He hits, knocking the shield down.
Imperial Guard turn 5: More guardsmen arrive and the titan regenerates a shield.
The guardsmen fire, the grenade going wide, but 11 lasgun shots hit, causing 3 wounds, knocking down the last hound and Ki’rii.
Tau turn 6: Un’no and the Kroot pull back to the Fire Warriors, bringing the injured with them.
The Fire Warriors shoot the guardsmen, hitting 5, killing 3.
The Pathfinders hit and kill another 2.
War’co misses.
Briana hits, but fails to wound.
Kroot rifles hit 4, wounding and killing 2.
Omutu misses.
Un’no hits and kills 2 with missiles and kills the last 1 with a plasma bolt.
Imperial Guard turn 6: Another squad arrives.
The grenade hits, catching a Fire warrior and wounding him, but it’s saved.
The lasguns hit 5 times, causing 2 wounds, knocking down a Fire Warrior.
Tau turn 7: The team pulls back to the edge of camp.
The Pathfinders miss.
War’co misses.
Briana hits, wounds and kills a guardsman.
Un’no hits and kills 1 with a missile, hitting but failing to wound with a plasma bolt.
The guardsmen are pinned.
Imperial Guard turn 7: More guardsmen arrive.
With their lasguns out of range they fire the grenade launcher, hitting, catching 2 Fire Warriors in the blast, but wounding neither.
Tau turn 8: The team keeps falling back, bringing the wounded with them.
War’co hits and kills 1 from the full strength squad.
Briana hits wounds and kills another from the other squad.
Un’no targets the depleted squad, killing 1 with a missile and 1 with a plasma bolt.
The large squad is pinned and the smaller squad flees.
Imperial guard turn 8: Another squad arrives, but its weapons are out of range.
Tau turn 9: The teams reach the woods and pull out.
Of the Tau casualties, Kii’ri survives, but all the drones are damaged beyond repair. For the Kroot, 2 hounds and 2 vultures are dead. While the titan wasn’t destroyed, the damage you caused means that its deployment will be delayed. You are both extracted by Orca dropship and brought to the Tau base in the north east peninsular, where you are both awarded 40 points to spend on reinforcements. There is a Kroot camp nearby for Omutu to gather more troops.
Having just spotted that I forgot to include gorgan’s reinforcements from last turn I’m going to award Brian and extra 10 points and gorgan an extra 15 for my oversight, as this battle will take far too long to redo.
Getting back in the boat you sail around the Tau island. Making your way to the base you spot several shadowy figures creeping in. Moving closer you find them to be Orks, trying to infiltrate the base. Virtually on top of them you attack without hesitation.
12 Ork Kommandos are sneaking into your base. Both sides will shoot, and then charge. Those with rapid fire or heavy weapons will use them, but not gain the +1 attack for charging.
Tau turn 1: Kuil’las hits with both missiles killing an Ork. His plasma rifle hits and kills another.
Mytr misses.
Kjut hits 2, killing 1.
The Fire Warriors hit 3, killing 1.
The Pathfinder hits, but fails to wound.
The Kroot hit and kill 4.
The Orks hit twice, wounding, but it’s saved.
Charging the Orks fail their Waaagh test.
The Kroot hit 5 times, killing 3 Orks.
Kuil’las hits once, failing to wound.
The Ork hits 3 times, causing 1 wound, which drops a Kroot.
The stealthsuits hit twice, failing to wound.
The Fire Warriors and Pathfinder hit twice, failing to wound.
The Ork fails his leadership test, flees, and is caught and killed by the Kroot.
The wounded Kroot recovers. Returning to base you get some well earned R&R. As well as getting to spend you allotted points a pair of Vespid Stingwings are assigned to your team.
Having gathered new Warriors you return to the site of Jakrau’s death. By his Jetbike is a techpriest accompanied by a retinue of servitors. With them are 2 squads of cyber enhanced guardsmen.
The techpriest (with 2 combat and 2 technical servitors) and guardsmen squads (with Chem-inhalers, Carapace Armour, Cyber-enhancement, Sharpshooters, Hardened Fighters and a grenade launcher) are by the Jetbike 18” from your starting location.
You have the first turn.
Eldar turn 1: The Spiders teleport close to the cyber-guardsmen with the Dragons and Banshees following.
The Reapers open fire, hitting, wounding and killing 4.
Jaycin shoots the same squad, hitting, but failing to wound.
The Dragons hit, wound and kill another from the squad.
The Spiders hit 5, wounding 4, killing 2 more.
The Banshees fleet 3” closer.
The cyber-guardsmen pass their leadership test.
The Spiders charge the depleted cyber-guardsmen squad.
They hit 5 times, inflicting 4 wounds, killing another 2.
The surviving cyber-guardsman misses.
He passes his leadership test.
Imperial Guard turn 1: The other squad of cyber-guardsmen shoot the Banshees, hitting 11 times, causing 6 wounds and dropping 2.
The techpriest shoots Hox, hitting and causing a single wound, which is saved.
The Spiders hit the cyber-guardsman 3 times, causing 1 wound, killing him.
Eldar turn 2: Hox moves up to join the Spiders.
The Reapers shoot the cyber-guardsman squad, hitting and wounding 3, killing 2.
Jaycin hits but fails to wound.
The Dragons hit 2, wounding and killing 1.
The Spiders target the techpriest and retinue, hitting with all their shots, causing 6 wounds, killing both technical servitors and the combat servitor.
Hox shoots them as well, hitting, wounding and killing the other combat servitor.
Both the cyber-guardsmen and the techpriest pass their leadership tests.
Hox and the Spiders charge the techpriest.
Hox hits twice, but fails to wound.
The Spiders hit 6 times, causing 4 wounds, killing the techpriest.
The team consolidates into the cyber-guardsmen.
Imperial Guard turn 2: Hox hits once, failing to wound.
The Spiders hit 4 times, causing a single wound, which is saved.
The cyber-guardsmen hit 6 times, causing 1 wound, which is saved.
Eldar turn 3: Jaycin, the Dragons and the Reaper all move towards the combat.
Jaycin fleets 5”, leaving him just out of charge range.
The Dragons charge.
Hox hits, wounds and kills 1.
The Spiders and the Dragons hit 4, wounding 3, killing 1.
The cyber-guardsmen hit twice, failing to wound.
They fail their leadership test and flee.
Both Banshees are dead. In the distance you spot a pair of black vehicles heading this way. Space Marine rhinos. Rather than tangle with Space Marines you gather the spirit stones and leave. Rather than leave it behind Hox mounts Jakrau’s Jetbike and brings it with her. Upon reaching the Webway gate the Farseer takes the spirit stone and the Autarch, after reviewing you team, assigns you a trio of Requlius’ students and a pair of Howling Banshees, to bolster you combat abilities. He also tells Hox to keep the Jetbike, the shuriken cannon may be needed.
The reason for the Vyper being deploys is that you cannot afford to go into combat in your next mission. Two Nobz have risen up as the predominant leaders to take the Warboss’ place. Each have gathered a huge mob of Orks to them, and are going to battle for supremacy. You are to make this battle as costly as possible, without killing the victor, for a leader who only just wins will have less support.
The red side has 100 slugga boyz and a Nob with a power klaw. The blue side has 120 Orks and a Nob with a power klaw. They will start in close combat. During the Eldar turn you can fire into the combat, targeting the side with the most Orks.
Ork turn 1: The red Orks hit 159 times, causing 45 wounds, killing 40 Orks.
The blue Orks hit 168 times also, inflicting 62 wounds, killing 54 Orks.
The red Nob misses.
The blue Nob hits and kills 2.
Red Orks: 44 + Nob
Blue Orks: 80 + Nob
Eldar turn 1: The team targets the blue Orks.
Requlius hits a blue Ork, but fails to wound.
Shuriken pistols hit 7 blue Orks killing 4.
The Avengers hit and kill 2.
The Dragons hit and kill another 2.
The Vyper’s weapons hit 6 times, killing 4 Orks.
Red Orks: 44 + Nob
Blue Orks: 68 + Nob
Ork turn 2: The red Orks hit 67 times, causing 20 wounds and killing 17 blue Orks.
The blue Orks hit 101 times, causing 26 wounds, killing 24 red Orks.
The red Nob hits and kills 2.
The blue Nob hits and kills 2.
Red Orks: 18 + Nob
Blue Orks: 51 + Nob
Eldar turn 2: You keep shooting the blue Orks.
Requlius hits and kills 1.
Shuriken pistols hit 6, killing 2.
The Avengers hit once, failing to wound.
The Dragons miss.
The Vyper hits and kills 6.
Red Orks: 18 + Nob
Blue Orks: 42 + Nob
Ork turn 3: The red Orks hit 38 times, causing 11 wounds, killing 8 Orks
The blue Orks hit 61 times, causing 22 wounds, killing all the red Orks and wounding the Nob
The red Nob hits and kills 1 blue Ork.
The blue Nob hit the red Nob 3 times, killing him.
Red Orks: 0
Blue Orks: 34 + Nob
Eldar turn 3: You fire one more time before withdrawing.
Requlius hits 2, but fails to wound.
Shuriken pistols hit 6, killing 4.
The Avengers hit 4, killing 1.
The Dragons hit and kill 1.
The Vyper hits 5, killing 4.
Red Orks: 0
Blue Orks: 24 + Nob
The blue Nob is victorious, but at the cost of almost 100 Orks from his side. The loss of so many Orks, coupled with the time the new leader will need to solidify his position will bring the Ork advance to a halt. Your victory awards you with 50 point to spend when you next meet the Autarch.
Having sabotaged the Ork Meks you are relocated to the south west islands after contact with Exarch Tyrrilion was lost. The location of a large Ork explosive device has been discovered. The explosive capabilities of it are enough to destroy one of the smaller islands. We believe that the Orks are planning to completely annihilate one of the Tau islands, taking a significant number of troops and equipment with it. You must not only stop this, but detonate the bomb on the Ork island, thereby completely stalling the Ork offensive. The bomb is guarded by a large contingent of Orks, however you’ll be able to sneak in close and providing that you attack with enough ferocity you should be able to overwhelm them.
There are 30 fearless slugga boyz around the bomb. You will get a volley of shooting, then into combat. To represent the ferocity of your assault every time a member of your team hits they will get to roll to hit again, and again until they miss, allowing them to score multiple hits per attack.
Eldar turn 1: Aspect Warrior shuriken pistols hit 6, killing 2.
The Avengers hit 4, killing 2.
The Dragons hit 1, failing to wound.
Canune misses.
The team charges.
The Banshees hit 6 times, killing 3 Orks.
Waylun hits 11 times, killing another 3 Orks.
The Scorpions hit 11, wounding and killing 4.
The Dragons and Avengers hit 15 times, wounding 5, killing 3.
Canune hits 9 times, wounding 3, killing 2.
The surviving Orks hit 10 times, causing 6 wounds, knocking down and Avenger and a Banshee.
Ork turn 1: Waylun hits 6 times, killing 2 Orks.
The Banshees hit 11 times, killing 2 more.
The Scorpions hit 4, wounding 1, but it’s saved.
The last Avenger and the Dragons hit 3, wounding and killing 1.
Canune hits 7, wounding and killing the remaining 5 Orks.
With the Orks dealt with the Fire Dragons set melta bombs and you retreat to the Webway. The resulting explosion destroys half the island, and can be felt across the planet. Canune’s impressive display has seen him improve yet again, gaining +1 I and +1 A.
http://aycu14.webshots.com/image/17573/2000524247579562085_rs.jpg (http://allyoucanupload.webshots.com/v/2000524247579562085)
Note: Both Dooks and Sword’s team are in the Webway and Penitent Man’s in their strike cruiser in orbit, so not shown on the map.
The Imperium has finally closed the pocket of Tau, and while many Tau escaped, many more are trapped. They’ve been forced to destroy their facilities and larger vehicles and withdraw to the mountains. In response the Imperial High command has sent teams into the mountains to harass the Tau forces.
Despite the delayed deployment of one of the two Warhound titans on the north east front, the Imperium continues to advance, as the Tau are poorly supplied and cannot stand up to a head on engagement. The Tau’s attempted counter attack to join up with the peninsular has all bur ground to a halt in the face of stiff imperial resistance.
In the west the Ork advances have both been halted, with the removal of their leader of the push towards the mountains and the destruction of large numbers of troops and supplies (not to mention half an island) on their southern front. The Ork have to regroup before they can make any further advances.
Dooks Dizzo
20th Jun 07, 3:40 PM
Awesome sauce again! Round 3 is half way written up, I will try to finish it tonight!
Edit: Man, some serious work went into those challenges! If you need a hand with anything Nappa, please just let me know.
ssj4nappa
20th Jun 07, 3:44 PM
Will do, but as I've only 3 exams left then a long summer with nothing to do I'm pretty much set.
Dooks Dizzo
20th Jun 07, 4:02 PM
Woohoo! More challenge! :)
I am really pumped about the idea's we're throwing around for the 3rd one...
Edit again: If Gorb doesn't make it can I get a summary of his death? It'll give the rest of us Eldar players something to write about...and avenge.
ssj4nappa
20th Jun 07, 4:12 PM
If Gorb cant salvage his team (which means getting in contact with me by the end of the week) I'll write up his death from the Ork's point of view, give me a chance to exercise my own writing muscles.
Dooks Dizzo
20th Jun 07, 4:41 PM
Heheh, coolio.
My round 3 is up and done. I might have set the bar pretty friggin high for myself with round 2. Please excuse if 3 isn't as good. I will work harder in the future.
Also I am thinking of dropping the Fire Dragons from my team (not asking for replacements). I am not writing well for them and without seriously needing to blow up tanks they are cramping my teams style.
They can either die gloriously or just return to their shrine, their services preformed honorably.
AHH! MOTHERLAND
20th Jun 07, 6:03 PM
One 4 hour physics exam.... two proms (Yes I was invited to a friends).... One graduation later.... And too much coffee. My story is the result. I would like to say that going to a prom the night before your graduation is very fun, but very trieing.
I have finished. I decided to add a duel in the middle between the two Ork nobs... I thought it flavourfull that it was done so.
Dooks Dizzo
20th Jun 07, 6:10 PM
I happen to like your story. :)
BrianGeneral
20th Jun 07, 6:12 PM
Hmmm.......
Nappa, I probably need more time to finish this round since I'm a bit busy in the last week, along with the coordinations needed with Gorgan.
Dooks Dizzo
20th Jun 07, 6:13 PM
Oh yeah, I am ready for round 4 whenever you are Nappa :twisted:
AHH! MOTHERLAND
20th Jun 07, 6:38 PM
I am ready for round 4 as well.... Yay... lets see what happens next.
PenitentMan
20th Jun 07, 7:01 PM
seems jones needs some strip his plasmagun down and do some maintainence....every round he took a shot he overheated (bar one)
@nappa: GOOD WORK!
not gonna be easy to write up considering the ''assistance'' from the explosive solution boys.
nareik123
20th Jun 07, 11:27 PM
I was thinking that. I'm still cunningly planning how to incorporate the story into both teams write ups.
How are we going to post it? Will both of us post the same thing?
Oh, and thats some storm trooper squad. 2 look like, wait, they're marines! Well there you go. Oh and finally, we killed a Tau Cadre! Well, some of it at least.
gorgan01
21st Jun 07, 1:18 AM
Is it just me or is the tau empire have the crap beaten out of it by a large stick with a nail in it? (the nail is what seperates the imperium's sticks from the ork's) Cool round, though like BG said it will take awhile to get this writeup done, trying not to contradict each other whislt still writing well could be a little difficult :P
Cannon_Fodder
21st Jun 07, 1:22 AM
So we crashed the Valk, got shoot at by a Tau Cadre and came close to being stomped on by some Warhound Titans...
Just an ordinary day at the office then! :D
ssj4nappa
21st Jun 07, 2:49 AM
Glad you all like the increase in tempo, things are really hotting up. And while yes, the Tau are getting hammered at the moment, they've got too much ground to cover with too few men. They're currently trying to fall back and regroup at points of strength and attack back form there. With the Orks completely halted by Eldar strikes the Tau have got some breathing room. Also, Gorbs team wasn't killed, merely lost (he contacted me this morning) and so he's missing round 3 but will be back for round 4.
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