Scenario 2: Attack on the Governor's Palace

Source: Imperial Armour III, p. 291

The Wargame

This game should be played on a large (6' x 6' or 6' x 8') table. The terrain represents the Planetary Governor's Palace. In the centre of the table is a large courtyard, surrounded by various buildings, towers and a few statues.

The defender deploys first, placing his Planetary Defence Forces and Administrators. The Space Marine player takes the first turn using only his Deathwind drop pod. The rest of the Space Marine forces arrive using the normal Reserves rules.

The Tau forces arrive using the normal Reserves rules and move on from a random point. Entrance points are numbered 1-4. Roll a dice to see which point each Tau unit moves on from.

The game lasts 8 turns or until all the Administrators are dead.

Special Rules

The Planetary Governor is the target of this raid. He is represented by 5 single miniatures placed anywhere on the table. These are actually various administrators caught up in the battle — none are actually the Governor himself. They are independent characters with the following stat line.

Administrator WS BS S T W I A Ld Sv
Equipment: Laspistol, bionics 3 3 3 3 1 3 1 8 5+

Objectives

The Space Marines must find and kill the Planetary Governor; to be sure, they must kill all the Administrator miniatures (none of which are actually Governor Aulis, but they don't know this). They must also inflict as much damage as possible on the Tau forces. The Tau should attempt to wipe out the Space Marines.

Diagram: Table with tactical map showing entrance points labelled 5-6, 2, and 3-4.

Notes

This scenario is an amalgamation of events surrounding the First Taros Intervention — two days of fighting rolled into one battle. As a battle in an urban location, use of the Cityfight rules is recommended.

Forces of the Imperium

Avenging Sons 'Taros Intervention Force'

Arriving on Turn 1

Deathwind drop pod armed with missile launchers

Reserves

Command Squad (in a drop pod)

  • Captain Armaros with artificer armour, bolt pistol, powerfist, Terminator honours, teleport homer
  • Apothecary Actium with bolt pistol, narthecium, reductor, auspex
  • Sergeant with bolt pistol and close combat weapon
  • 1 Space Marine with plasma gun
  • 1 Space Marine with melta gun

Assault Demi-Squad (in a drop pod)

  • Sergeant with bolt pistol and close combat weapon
  • 4 Space Marines with bolt pistols and close combat weapons
  • All have frag and krak grenades and melta bombs. Note: they do not have jump packs.

Assault Demi-Squad (in a drop pod)

  • 5 Space Marines with bolt pistols and close combat weapons
  • All have frag and krak grenades and melta bombs. Note: they do not have jump packs.

Tactical Demi-Squad (in a drop pod)

  • Sergeant with boltgun
  • 1 Space Marine with missile launcher
  • 3 Space Marines with boltguns
  • All have frag and krak grenades.

Tactical Demi-Squad (in a drop pod)

  • 1 Space Marine with melta gun
  • 4 Space Marines with boltguns
  • All have frag and krak grenades.

Tactical Demi-Squad (in a drop pod)

  • Sergeant with boltgun
  • 1 Space Marine with heavy bolter
  • 3 Space Marines with boltguns
  • All have frag and krak grenades.

Tactical Demi-Squad (in a drop pod)

  • 1 Space Marine with flamer
  • 4 Space Marines with boltguns
  • All have frag and krak grenades.

Terminator Squad (teleports onto the battlefield)

  • Terminator Sergeant with storm bolter, chainfist and purity seals
  • 1 Terminator with assault cannon
  • 3 Terminators with storm bolters and powerfists

Mk IV Dreadnought – Brother Hakael (in a drop pod) with powerfist, storm bolter and twin-linked heavy bolters. Smoke launcher.

Planetary Defence Forces

The Palace security platoon, deployed anywhere on the table. They are Imperial Guardsmen.

Unit Composition Special Weapon
Command Squad Lt+4 men Heavy bolter
Squad 10 men Melta gun
Squad 10 men Flamer
Squad 10 men Grenade launcher
Squad 10 men Plasma gun

All squads have frag grenades.

5 Administrators (see Special Rules).

Tau Forces

All Tau forces are reserves, moving on from a random entry point.

Fire Warrior Teams

  • Team: 12 Fire Warriors, pulse rifles
  • Team: 12 Fire Warriors, pulse rifles
  • Team: 12 Fire Warriors, pulse rifles
  • Each team is led by a Shas'ui with a Markerlight. All teams have photon and EMP grenades.

Gun Drones

  • 8 Gun Drones with twin-linked pulse carbines
  • 8 Gun Drones with twin-linked pulse carbines

Hammerhead Gunship with missile pods, two burst cannons, flechette discharger, 4 Seeker missiles

Hammerhead Gunship with railgun, smart missile system, decoy launchers, target lock, 4 Seeker missiles

Broadside Battlesuit Team

  • Broadside with twin-linked railguns, smart missile system, multi-tracker

Broadside Battlesuit Team

  • Broadside with twin-linked railguns, twin-linked plasma rifles, shield generator

Barracuda with 4 Seeker missiles