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Follow that LANDRAIDER!
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Saturday 6th November doors open 9.00 am game ends 5pm |
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Scenario An improved Landraider has been developed. Possibly the key to winning many battles against humanities enemies. However before the design specifications can be transmitted to Mars for the updates to be incorporated into the STC Landraider, a force of Chaos Marines have captured the research facility and are looking to escape with the proto-type Landraider and the development team responsible for it. Your mission, should you choose to accept it, is to capture the proto-type and the design team and get them safely away from the forces of Chaos. Should circumstances dictate, elimination of the design team is an acceptable option, as their task has been fulfilled, praise the Emperor. However should the Chaos forces manage to hold onto the Landraider for long enough, they will be able to bring a transport vessel and take the Landraider to their slave worlds and soon mankind - and the universe - will be faced with an irresistible storm of steel. This cannot be allowed to happen.
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Players You may either bring a 1,000+ point army and attempt to help rescue (steal) it back, or just turn up and be given command of some of the Chaos defenders. If you bring your own army, make a 1,000 (or more) list of your troops. You may use up to 400 points of your force (no more than 400 points) when the game starts. More units from your list will be added, to your army as you destroy enemy units. Your army can be any race in the known 40K universe, even opposing Chaos Marines! The victor is the person who drives the Landraider, off any table edge, thus capturing it for further study. You may also win if you manage to capture the design team and keep them alive for the rest of the game. The Chaos defending forces win if they manage to stop the Landraider from being diven off and/or holding on to the design team. We will be using the 40K version 4 rules. The Landraider cannot be destroyed, any destroyed result instead kills the crew and forces the passengers to exit. Any player (except the Chaos defenders may take control of the un-crewed vehicle simply by moving into contact with it. Next turn, they may happily drive it away. If two (or more players) contact the Landraider in the same turn, then a big melee is fought until only one team are declared the winners of the melee. All the figures in the units fight and there may be multiple rounds of combat in the same turn. (call this rule: There can only be One). Summary Bring your own army and start with 400 points, adding forces from your army as the game goes on or Join the forces of Chaos defending the Landraider and you will be given troops to use. |
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The Improved Landraider stats Normal speed, so max move 12 inches. All round armour value of 15. Armed with 2x twin linked strength 10 las-cannons, one twin-linked assault cannon (normal stats) Extra armour Uses BS of the crew manning it - no machine spirit I am afraid. Requires a crew of 5 from the unit capturing it to operate fully; commander, driver and 3 gunners. Needs at least 2 crew (commander and driver) to move and of course without gunners cannot shoot! Can transport 15 other figures in addition to the crew.(except monsterous creatures, no demon princes!) with terminators and jump pack troops counting as 2 figures each. Cannot be destroyed - instead destruction kills all the crew (dead) and forces passengers out as per normal rules. It can then be re-occupied by the first player to move into contact (see Players above). Immobilisation only stops it for one turn (after the turn in which it is shot).
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