The Wargame
This game should be played on a 6' x 4' table. The terrain is basically open desert, with a few rocky outcrops for cover. In the centre of one long table edge, place the missile silo. The rest of the terrain should be deployed as shown on the map, with the perimeter fence, razor wire, Hydra and gun emplacements and two underground bunker entrances. The entire area has already been shelled, so scatter 4 or 5 large craters about.
The Space Marine player takes the first turn, deploying Strike Force A via deep strike. The defender's security platoon enters the board on turn one using both of the bunker entrances. Roll for the arrival of the Space Marine Thunderhawk gunship and its passengers on the normal Reserves table.
The game ends when either the silo is destroyed or the missile is launched.
Special Rules
Demolition Charges. The Space Marines can only destroy the silo by using the demolition charges issued to the Tactical squads. The silo can be assaulted like a normal vehicle and has an Armour Value of 14 all round.
| Weapon | Range | Str | AP | Notes |
|---|---|---|---|---|
| Demolition Charge | — | 9 | 2 | Can only be used against silos |
Objectives
The Space Marines must destroy the missile silo before the missile launches. From the end of the defender's turn 4 onwards, roll to see if the missile is prepped and ready to launch. On a 6, the missile is launched and the game ends.
Diagram: Map/tactical display of the silo compound, perimeter fence, gun emplacements and bunker entrances.
Notes
This scenario covers the major part of the mission, but could be expanded to include a second table with the second silo and a second Thunderhawk carrying 2 more Tactical squads and Captain Orelius and his command squad. In this case, increase the size of the defending force with more gun emplacements, a second security platoon and minefields. In the expanded game, the Space Marines must destroy both silos to win.
Forces of the Imperium
Raptors Strike Force A
Assault Squad (deploys via Deep Strike)
- Veteran Sergeant Igis with purity seals
- 9 Space Marines with bolt pistols, close combat weapons, frag grenades, melta bombs and jump packs
Reserves – Raptors Strike Force C
Thunderhawk Gunship with turbo-laser, carrying the squads below. Once the Thunderhawk has deployed the infantry, its orders are to return to orbit — it cannot return to the table for subsequent attack runs.
Tactical Squad
- Sergeant with boltgun
- 1 Space Marine with missile launcher
- 1 Space Marine with plasma gun
- 2 Space Marines with boltguns, demolition charges
- 5 Space Marines with boltguns
- All have frag and krak grenades.
Tactical Squad
- Sergeant with boltgun
- 1 Space Marine with missile launcher
- 1 Space Marine with melta gun
- 2 Space Marines with boltguns, demolition charges
- 5 Space Marines with boltguns
- All have frag and krak grenades.
Devastator Demi-Squad
- Sergeant with boltgun
- 1 Space Marine with heavy bolter
- 1 Space Marine with multi-melta
- 2 Space Marines with boltguns
- All have frag grenades.
Devastator Demi-Squad
- Sergeant with boltgun
- 1 Space Marine with heavy bolter
- 1 Space Marine with lascannon
- 5 Space Marines with boltguns
- All have frag grenades.
Planetary Defence Forces
The silo security platoon, deployed anywhere on the table. They are Imperial Guardsmen.
Security Platoon
- Command Section: Lt+4 men
- Squad: 10 men, missile launcher, medi-pack
- Squad: 10 men, melta gun
- Squad: 10 men, grenade launcher
- Squad: 10 men, plasma gun
- Squad: 10 men, flamer
- All have frag grenades.
Gun Emplacement with battle cannon
Gun Emplacement with twin-linked heavy bolters
Hydra Flak Emplacement
| Flak Emplacement | Front Armour | Side Armour | Rear Armour | BS |
|---|---|---|---|---|
| Type: Immobile | 11 | 11 | 11 | 3 |
Crew: (3) Imperial Guard. Weapons: 2 x twin-linked, long-barrelled autocannons on an AA mount. Options: None.