The Wargame
This is a pitched battle, with the Kroot attacking downhill through the rocks. The only terrain on the table are areas of rocky ground; these should be scattered liberally across the entire board. Rocky areas count as difficult ground. There is no other terrain.
Deploy the Imperial scout force first. The Recon squad and Sentinel squadron may be placed anywhere in the Imperial player's half of the table.
The Kroot deploy second. Position the entire Kroot force within 6" of their table edge. This is the Kroot warband emerging from hiding behind the ridgeline, ready to charge.
The Imperial player takes the first turn, moving the rest of his forces on from his board edge. Reinforcements enter from their board edge on the turn noted in the force lists.
The game lasts 6 turns, after which heavy artillery fire starts to fall and both sides must withdraw.
Special Rules – Rock Slide Trap
The Kroot have been preparing to defend the high ground for some time and have booby-trapped the slopes with rock slide traps. This is a pre-prepared avalanche of boulders which tumble down the slope to crush those trying to climb up.
During the game the Kroot player can attempt to trigger one rock slide trap. At the start of the enemy turn, the Kroot player nominates an enemy squad in rocky ground; this squad triggers the trap on a roll of 4+.
If the trap is triggered, the unfortunate squad takes 2D6 Str 3 hits from the rock avalanche; normal Armour Saves are allowed. If the trap is not triggered, then the Kroot player may try again on another squad next turn. Once the rock slide trap has been triggered it cannot be used again.
Objectives
This is a pitched battle. The side that has inflicted the most damage wins.
Forces of the Imperium
Scout Force
Hardened Veterans Recon Squad
- Squad*: 6 veterans, melta gun, sniper rifle. All carry frag and krak grenades. 1 Guardsman is equipped with a vox-caster.
- *Led by a Veteran Sergeant with a laspistol, close combat weapon and the Medallion Crimson.
Sentinel Squadron
- 2 x Sentinels with multi-laser, searchlight
Reinforcements – Arriving on turn 2
5th Company Command Section
- Command Section – Cpt*+4 men, melta gun
- *The Captain has a laspistol, power weapon and refractor field. 1 Guardsman carries the Company Standard.
Mortar Squad – 6 men, 3 mortars
Fire Support Squad – 6 men, 3 heavy bolters
Priest with shotgun, close combat weapon, holy relic
3rd Platoon, 5th Infantry Company, 17th Tallarn Regiment
| Unit | Composition | Equipment |
|---|---|---|
| Command Section | Lt*+4 men | Missile launcher, medipack |
| Squad | 10 men | Melta gun, sniper rifle |
| Squad | 10 men | Grenade launcher, sniper rifle |
| Squad | 10 men | Flamer, sniper rifle |
| Squad | 10 men | Plasma gun, sniper rifle |
All squads carry frag grenades and krak grenades. Each squad has 1 Guardsman equipped with a vox-caster. *The Lieutenant is armed with a laspistol and close combat weapon.
Arriving on turn 3
OP Team – 2 men with lasguns and vox-caster
Artillery Strike – Basilisk (spotted by the OP team)
Arriving on turn 5
1 Basilisk with armoured crew compartment, pintle-mounted heavy stubber, track guards, smoke launcher.
Kroot Forces
Master Shaper – Kroot rifle, frag and krak grenades, hyper-active nymune organ. Accompanied by 2 Kroot Hounds.
3 x Kroot Carnivore Squads
| Squad | 14 Kroot* | Kroot rifles |
|---|---|---|
| 6 Kroot Hounds | ||
| 1 Krootox | Kroot gun |
*each squad includes a Shaper with frag and krak grenades.
Knarloc Riders Herd – Squad: 6 Knarloc Riders, Kroot rifles
Goaded Great Knarloc Herd – 2x Squads: 1 Goaded Great Knarloc, Kroot rifles, goad stick; 8 Goads
The 2 Great Knarlocs and their Goads operate independently of each other. 1 Knarloc herd includes a Shaper with frag and krak grenades.
1 x mounted Great Knarloc with a Kroot bolt thrower and explosive bolts.