Scenario 14: Operation Deathblow

Source: Imperial Armour III, p. 302

This is a Warhammer 40,000 Kill Team scenario. Part Two uses the Kill Team special rules rather than standard Warhammer 40,000.

The Wargame

This game is split into two parts. The first part is Blue Team's diversionary attack. The second part is the Eversor's attempt to kill Aun'Vre. The first part of the game establishes how long the Eversor has to complete the second part of the game.

Play Part One on a 6' x 4' table. In the centre is a collection of abandoned buildings and equipment. Deploy the defenders first in a 24" square area in the centre of the table.

The Imperium forces take the first turn and enter from any table edge.

The attack takes place at night; the Night Fight special rules are used throughout.

Part One lasts until all Imperial forces or all Tau forces have been destroyed. Keep track of how many turns have passed, as you will need this information in Part Two.

Part Two lasts as long as Part One did. If the Eversor has not killed the Ethereal by the end of that turn, then he loses.

Special Rules

Because this is a surprise attack, the Shas'o and his Shas'vre bodyguards have not had time to don their battlesuits. They have the following characteristics.

WS BS S T W I A Ld Sv
Shas'vre 3 3 3 3 1 3 2 8 4+
Shas'o 4 5 3 3 3 3 4 10 4+
Weapon Range Str AP Type Notes
Pulse pistol 12" 5 5 Pistol —

At the end of turn 6 the Valkyries must depart.

Objective

The Imperial forces must kill Shas'o R'myr and the Ethereal Aun'Vre to win the game. If they kill one, it is a draw; if they kill neither, it is a loss.

Part One: Forces of the Imperium

Blue Team

Colonel Scheja – Heroic Senior Officer, carapace armour, boltgun, plasma pistol, frag and krak grenades, Medallion Crimson. The Colonel is an independent character.

1st Volunteer Squad, 2378th Storm Trooper Company – Squad: 10 men, melta gun, grenade launcher, in a Valkyrie with a multi-laser, 2 fuel tanks, ejector seats, chaff launcher, infra-red targeting.

2nd Volunteer Squad, 2378th Storm Trooper Company – Squad*: 10 men, plasma gun, grenade launcher. *Led by a Veteran Sergeant carrying a bolt pistol and close combat weapon. In a Valkyrie with a multi-laser, 2 fuel tanks, ejector seats, illum flares, infra-red targeting.

3rd Volunteer Squad, 2378th Storm Trooper Company – Squad*: 10 men, flamer, grenade launcher. *Led by a Veteran Sergeant carrying a bolt pistol and close combat weapon. In a Valkyrie with a lascannon, 2 fuel tanks, ejector seats, chaff launcher, infra-red targeting.

All Storm Trooper squads have frag and krak grenades.

Part One: Tau Forces

Shas'o R'myr – 1 Shas'o with pulse pistol, photon grenades. Hard-wired drone controller and target lock. Accompanied by a Shield Drone. Note: the Shas'o is not equipped with his Crisis battlesuit; he wears Fire Warrior armour giving him a 4+ save. For characteristics see Special Rules.

Bodyguard Team (bonded) – 2 Shas'vre with pulse carbines, photon grenades. Hard-wired target lock. Note: the Shas'vre are not equipped with a Crisis battlesuit; they wear Fire Warrior armour giving them a 4+ save. For characteristics see Special Rules.

Fire Warrior Security Teams (each bonded, each led by a Shas'ui)

  • Team: 10 Shas'la with pulse rifles, photon grenades
  • Team: 10 Shas'la with pulse rifles, photon grenades
  • Team: 10 Shas'la with pulse rifles, photon grenades

Gun Drone Squadron – 4 Gun Drones with twin-linked pulse carbines

Gun Drone Squadron – 4 Gun Drones with twin-linked pulse carbines

3 Drone Sentry Turrets – with twin-linked plasma rifles, a missile pod and twin-linked burst cannons. Each has a disruption pod and shield generator.

Part Two: The Wargame

For this game, use the Kill Team special rules. This is an Assassinate mission (but use the Ethereal's normal stat line instead of the generic stat line in the 40K rulebook).

The table should be an area of corridors and rooms. If you have any, you could use Space Hulk boards or draw the command complex on a large piece of paper. Alternatively, it can be built from cardboard or polystyrene. The centre of the command complex should be the control room, in which is the Ethereal.

Part Two lasts for the same number of turns as Part One lasted.

Part Two: Forces of the Imperium

Red Team

Eversor Assassin with power sword, executioner pistol, neuro gauntlet, melta bombs, frag grenades.

Kill Team specialist kit: Backstabber, Distraction

Part Two: Tau Forces

Ethereal Aun'Vre with two close combat weapons.

Brute Squads – 6 units of Tau Fire Warriors with pulse rifles.

Brute squad specialist kit: All Points Bulletin.