Scenario 6: Night Raiders

Source: Imperial Armour III, p. 295

The Wargame

The game should be played on a 6' x 4' table. Position the terrain, including the grounded aircraft, as shown on the map. Deploy the Imperial forces as follows.

The Security Platoon Command section and Sentinel powerlifter start the game in or next to the command post.

The 1st security squad starts the game in the sandbag bunker by the gate, along with the turret emplacement.

The Trojan starts the game parked next to the fuel tank.

The Tau player takes the first turn, with the Orca automatically arriving over the table. All Tau forces deploy from the Orca.

Roll for Imperial reserves using the normal Reserves table. Roll an additional D6 to determine which point each squad enters the table, as shown on the map.

The game lasts until all the aircraft are destroyed, until the Tau forces have escaped the table in their Orca, or until the Imperial forces prevent this.

It is dark. The Night Fight rules apply throughout this scenario.

Objectives

The Tau forces must destroy all the aircraft and escape in their Orca. The Imperial forces must prevent this.

Notes

Use this scenario as the basis for other Tau surprise raids. The Imperial Guard force should be limited to security forces and equipment like Trojans, Sentinel powerlifters etc, not their front-line equipment like tanks and artillery. The Tau will only use their mobile forces, like Pathfinders and Gun Drones.

Forces of the Imperium

Security Platoon

Unit Composition Equipment
Command Section Lt+4 men Medi-pack
1st Squad 10 men Grenade launcher, sniper rifle

All squads carry frag grenades. Each squad has 1 Guardsman equipped with a vox-caster. The Lieutenant is armed with a laspistol and close combat weapon.

Sentinel Powerlifter

Hydra Platform in a sandbagged position.

Turret Emplacement with multi-laser and searchlight.

Trojan with searchlight, rough terrain modification (dozerblade).

2 x Minefields, positioned outside the perimeter fence.

Reserves (roll separately for each squad)

Sentinel Squadron

  • 3 Sentinels with multi-laser, searchlight, smoke launchers (1 has a hunter-killer missile)

2nd Security Squad – 10 men, melta gun, sniper rifle

3rd Security Squad – 10 men, plasma gun, sniper rifle

4th Security Squad – 10 men, flamer, sniper rifle

All squads carry frag grenades. Each squad has 1 Guardsman equipped with a vox-caster.

Tau Forces

Crisis Battlesuit Team (bonded)

  • Commander Shas'el K'irri in XV81 Crisis battlesuit, fusion blaster, flamer, smart missile system, hard-wired target lock and blacksun filter

Bodyguard

  • Shas'vre Crisis battlesuit, plasma rifle, missile pod, multi-tracker. Hardwired target lock and blacksun filter.
  • Shas'vre Crisis battlesuit, plasma rifle, flamer, shield generator. Hardwired target lock and blacksun filter.

Fire Warrior Teams (all 3 bonded)

  • Team: 8 Shas'la, half pulse rifles / half pulse carbines
  • Team: 8 Shas'la, half pulse rifles / half pulse carbines
  • Team: 8 Shas'la, half pulse rifles / half pulse carbines

Each team is led by a Shas'ui. All have photon and EMP grenades.

Gun Drone Squadron – 8 Gun Drones with twin-linked pulse carbines

Heavy Gun Drone Squadron – 3 Heavy Gun Drones with twin-linked burst cannons

Orca Dropship with blacksun filter, decoy launchers, disruption pod