BETRAYAL AT CALTH
Scenario VII: Rise
Kurtha Sedd has embraced
damnation, and in so doing damned his traitorous followers along with him. The
Dark Chaplain has summoned a tide of Warp-spawned obscenities from the void
below. Sedd believes that the Daemons of Chaos are his to command - but he is
to be sorely disappointed. Boiling up from the pit, a swarm of abominations
falls upon loyalist and traitor alike, embroiling them in desperate battle...
Pftarad Kol leaned
around the fluted pillar and fired at the approaching Ultramarines. The
holt-rounds caught a Cataphractii Terminator in the chest, striking sparks from
his armour. Even these direct hits did little more than stagger the blue and
gold armoured behemoth. Cursing, Pharad Kol swung back into cover, teeth
gritted behind his faceplate as return fire blew chunks of rubble from the
pillar.
Sedd had led them to this, he
thought bitterly. The Chaplain had sworn that the Oded would deliver them. As the Cataphractii's pounding footfalls drew close Pharad Kol hoped that
deliverance would be swift.
As though his thought had summoned
it, a voice screamed out over the clangour of battle.
Daemons! Daemons'.
From behind
the lunatic yell came a terrible cacophony of gibbering and screaming that no
human throats could have made. Pharad Kol had a split second to relish the
sudden confusion amongst the Ultramarines, and the sight of a hideous tide
spilling up over the lip of the abyss.
Then the pillar at his back exploded,
hurling the Word Bearer onto his face.
He rolled
over, ears ringing, and fired his bolter wildly at his assailant. The
Cataphractii waded through stone dust and bolt shells, not even trying to duck
aside from the point-blank shots. One contemptuous swipe of a lightning claw
ripped the weapon from Pharad Kol's hands, sending most of the Word Bearer's mangled left hand sailing
after it. With a curse, the traitor tried to rise, but the Ultramarine's next
swipe hit him full in the chest and threw him through the air.
Pharad Kol landed with
a bone-breaking crunch in a heap of rubble. Vision swimming, the Word Bearer
looked up at the Ultramarine looming over him. The Cataphractii raised his
talons for the killing blow, but before he could strike a surging wave of
horror engulfed him. Flailing tentacles and shimmering claws tore at his limbs.
Ethereal fangs sank through armour and flesh into the soul below, and the
Ultramarine roared in horror as he was borne off his feet and buried in a
heaving mass of daemonic flesh.
Slowly, painfully, Pharad Kol began to laugh,
blood gurgling in every exhalation, yet he could not help himself. Damned. They
were all damned. This was their deliverance. When the twisted shape of the
daemon flowed over his mangled body and poured itself into his mind, Pharad Kol
did not even resist.
The
Ultramarines Force consists of one Legion Veteran Tactical Squad and one Legion
Terminator Squad. The Word Bearers Force consists of Kurtha Sedd and two Legion
Veteran Tactical Squads.
You will also
need 20 models to represent the Daemons Kurtha Sedd has summoned from the
abyss. Bloodletters of Khorne, Plaguebearers of Nurgle, Daemonettes of Slaanesh
or Horrors of Tzeentch are ideal. They are not part of either force at the
start of the battle.
SET-UP AND INITATIVE
First, the
Ultramarines player sets up his Cataphractii Sergeant and one other model from
his Legion Terminator Squad in the deployment zone closest to the Abyss. Then
the Word Bearers player sets up his force, split however he wishes between the
three Word Bearers deployment zones.
Next, the Ultramarines player sets up the rest of his
force, split however he wishes between the three Ultramarines deployment zones.
Finally, set
up two Daemons in each hex of the Daemon Deployment Zone.
The Word Bearers
player takes the Initiative in the first round.
COMMAND CARDS
The
Ultramarines player takes three random cards into his hand. Then each player
creates a Command Deck of six random cards.
SPECIAL RULES
The
Abyss: Models cannot move into Abyss hexes. Any model that is
forced to Retreat while in a hex that is adjacent to an Abyss hex is removed as
a casualty.
Chaos and Carnage: At the start of each round, roll a dice for each unit
of Daemons. If the result is a Hit, Critical Hit or Blank, mark the unit with a
Word Bearers Tactical Marker showing two Tactical Points - they are treated as
part of the Word Bearers Force this round. If the result is a Shield, mark the
unit with an Ultramarines Tactical Marker showing two Tactical Points - they
are treated as part of the Ultramarines Force this round.
Daemons: Players can
take actions with Daemon units that are part of their force during their turn
as normal. However, Daemon units cannot attack other Daemon units, and are
never pinned by them. Furthermore, Daemon units cannot make Consolidate
actions. Daemons have the following characteristics:
Armour 1
Stamina 1
Assault 2
Bulk 1
If a unit of Daemons is forced to retreat, it must
make a Desperate Last Stand.
Daemonic Weapons: When
Daemons make Melee Attacks, they have the following Critical Effect: The first
target model reduces its Armour value by 1 when making its Defence Roll.
Wave of Abominations: At the end
of each round, more Daemons claw their way out of the abyss. The Word Bearers
player rolls a dice for each hex in the Daemon Deployment Zone. Set up 3
Daemons there on a Critical Hit, 2 on a Hit and 1 on a Shield. If there is not
enough space, any excess Daemons are not set up. There can never be any more
than 20 Daemons on the board at once.
VICTORY
The Word Bearers player must take advantage of the
tide of Daemons and obliterate the Ultramarines before they can rally and
launch a counter-attack. If the last Ultramarines model on the board is removed
as a casualty, the game ends and the Word Bearers player is victorious. If the
Word Bearers player has no cards in his Command Deck at the start of any round,
the game ends and the Ultramarines player is victorious.
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