Battlefleet Gothic - Campaign - Battle for Antioc.pdf

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THE BATTLE FOR
ANTIOC
A narrative campaign in four battles by NATE MONTEZ.
311.M41- THE FALL OF ANTIOC
Located in the Prath Veil sub-sector, Antioc is a
remote Forgeworld on the edge of the Prath Veil
Nebula and a key Adeptus Mechanicus shipyard
for the Elaysion Sector. When contact with it was
lost completely, the highest likelihood was that
the tempests within the Veil were hampering
communications, but a small task force was sent
to investigate in case the foul greenskins had a
hand in their sudden reticence. Leading the
Flotilla Sylvanus in his flagship, the Overlord
battlecruiser Emperor’s Hammer , Flag-Captain
Marietus also commanded the Dauntless
cruisers Agrippa and Macedon as well as two
Firestorms and four Cobras of the 18th escort
squadron Sons of Ogala . Expecting to find little
out of the ordinary, he found himself badly
mistaken as they re-entered normal space.
Horribly mistaken…
The reconnaissance force found little out of the
ordinary as they entered in-system until
encountering a small unidentified escort force
at maximum sensor range moving away at high
speed that refused to answer hails. Assuming
them to be Ork raiders they gave chase but
were barely able to make headway even at
maximum speed. Sure that the raiding force
would spend themselves fruitlessly against the
vast orbital defence network above Antioc.
Disdain turned to concern when repeated
attempts to hail the planetary system command
resulted in only cursory replies stating all was
under control. The embarked chief Astropath
was unable to provide any insight, stating that
his queries remained unanswered, and more
specifically he couldn’t ‘hear’ anybody at the
station at all. Ordering battle stations, Captain
Marietus feared that the station was under
siege by a sizable Ork force and would need to
be relieved.
Changing course to use the third moon to
approach the planet out of sensor range, the
flotilla approached in-system, running silently
so they could round the moon and take any
orbiting enemy elements by surprise.
Rounding the moon with weapon ports open
and ready to fire, the recon force found itself
stumbling into the midst of a huge Chaos fleet!
Knowing they had been detected and were
hopelessly outnumbered, Captain Marietus
knew their only recourse was to flee. To do so
would mean leaving the system without
knowing the strength and composition of this
invasion force. It was imperative to know how
extensive this incursion was and whether or
not the vital forge world could be saved.
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“All ships, assume a wide formation line-abreast
and commence active scans! Stay the course as
long as your ships can hold, but you are
ordered to disengage and retreat once you
have recorded significant contact strengths. We
are not here to stay and fight; if we ascertain
their numbers now, we can return for victory
another day. I repeat, you are ordered to
disengage after completing sensor scans on
enemy contacts.”
Despite orders for the ships to disengage when
scans were complete, Marietus knew full well
that none of his ships would leave their fellow
sailors behind. When the time came the order
would have to be given for all the ships to
disengage or all the priceless data they were
now gathering would be lost pointlessly.
312.M41- GIRDING FOR WAR
Admiral Paris’s Battlefleet was five days out
from the starfort August Presence , heading to
counter increased Ork raiding, when an
astropathic message was relayed to him.
Looking down at the decoded message-slate,
he observed that it was brief, yet it hit him
harder than a ravening Cachalotan triceraptor
tearing for his gut.
Message Prefix: N12LA1376//1921312.M41
/DECRYPTION SEQUENCE PROFILE 11C21
//Task force engaged in Antioc system.
Report heavy casualties, force
attempting reconnaissance of system.
Confirm orbital defenses fallen. All
attempts to contact surface facilities
and installations failed. Primary
orbital facility intact but not
responding to hails. More than a score
of capital ships resolved, identities
uncertain. Enemy vessel
characteristics and deployment are
indicative of Chaos incursion. All
Naval vessels are immediately directed
to set Readiness Condition One and
await further orders. Message ends.//
The Admiral sealed the message tablet with the
ring on his right hand and handed it back to his
aide. “Captain, you have the bridge. I will be in
my battle quarters.”
He went into his cabin adjoining the bridge,
staring rigidly out of the expansive viewport at
the two Imperial ships joining his fleet to face
the Ork attacks. Knowing them to be the old
Cardinal heavy cruiser Invictus Astra escorted
by the light cruiser Agamemnon , he hoped this
force would be enough to hold until
reinforcements arrived. As his aide departed
and the door shut behind him, he sank into his
recliner, pondering as he fingered the huge
scar on the right side of his face he’d earned as
a watch officer during the Karnak Pacification.
He offered a prayer for guidance.
“Lord Emperor, how many more lives must be
sacrificed to end this scourge? How many more
worlds must crumble to dust before the galaxy
is again cleansed for the children of Humanity?
We go now to face the alien scourge, and the
foul agents of destruction and heresy are
lunging at our backs!”
He sat up, stiffening his resolve. He had faced
down, overcome and survived hopeless odds
before. He and his fleet would do so again.
Paris stood up and straightened out his
uniform. “There will be time enough to rest
when I die,” he mused. “I have a war to prepare
for.”
SPECIAL CHARACTER
ADMIRAL NATANICO PARIS. . . 175 points
A shrewd tactician and highly respected
Imperial fleet commander, Paris is a veteran
of several campaigns over his many decades
of service to the Emperor. He has made a
name for himself as always being in the right
place at the right time.
He is always Ld10, gets two re-rolls and can
command the Imperial fleet for scanrios 2 or
3. He must command the Imperial fleet in
scenario 4.
Admiral Paris is fanatical in his constant
drilling of his ships to keep them in a high
state of readiness. The ship aboard which he
is embarked can make two Crew Skills rolled
randomly at the start of the battle. The ship
keeps these Crew Skills in the campaign, and
the Admiral will remain embarked on the
vessel for the remainder of the campaign
unless it is destroyed.
Admiral Paris commands his vessels
aggressively in combat and expects his
subordinate commanders to do the same.
No ship in his fleet may use his re-rolls for a
failed Brace For Impact test.
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SCENARIO 1 - RECONNAISSANCE RUN
Antioc is a remote forge world on the edge of
the Prath Veil Nebula and a key Adeptus
Mechanicus facility in the Prath Veil sub-sector.
When contact with it was lost completely, the
highest likelihood was that the frequent
tempests within the Veil were hampering
communications, but a small task force was
sent to investigate in case the foul greenskins
had a hand in their sudden silence.
A small task force, codenamed Flotilla Sylvanus
was sent to investigate. Expecting to find little
out of the ordinary, the flotilla commander,
Captain Marietus, found himself badly
mistaken as they re-entered normal space
stumbling into the midst of a massive enemy
host.
Note: This scenario fleshes out and playtests an
idea presented for the Space Marines in Warp
Storm (p.51) and can be used by any fleet.
FORCES
Imperial forces are attacking, Chaos defending.
The Imperial fleet represents Flotilla Sylvanus.
It is limited to a force 33% the size of the
defending Chaos fleet and cannot take any
battleships. For example, if defenders are
playing with a 2000 point fleet, the flotilla are
limited to 660 points.
Space Marines or Eldar fleets are limited to 25%
of the enemy points total.
BATTLEZONE
This scenario is set in the Mercurial Zone and
must include at least one planet on the table.
SET-UP
Use Scenario Four: Surprise Attack on page 72
of the rulebook for Set-up.
FIRST TURN
Flotilla Sylvanus takes the first turn.
SPECIAL RULES
The same special rules as described for
Surprise Attack are used with the following
modifications.
Only one additional defending ship or
squadron in orbit may roll against its
leadership to change to Alert Status per
defender’s turn. This is not a Command check,
so if one ship or squadron fails, another may
try until one succeeds. The flotilla are
hopelessly outnumbered and are seeking only
to gather as much information on the massing
fleet’s size and composition before escaping.
Flotilla ships score 25% Victory points for each
defending ship on Alert Status approached
within 45cm for scanning and identification, or
within 30cm of ships remaining on Standby
Status or still in orbit of the planet for one full
turn.
Regardless of how the flotilla ships are
organized, they must be within 15cm of each
other to share reconnaissance information via
datalink, for at least one turn.
For example, if the flotilla force is spread out to
gather as much information as possible, the
disengaging ship must have been within 15cm
of each ship after resolving a new contact to
have received the information and have those
Victory points count.
If carriers are used, they may launch fighters on
reconnaissance patrol, but at least one fighter
squadron marker (if several are used together
in a wave) must physically return to the carrier
vessel’s base to successfully relay its data.
Counters removed from play for any reason
before physically returning do not count.
Any ship that successfully scans at least one
enemy vessel suffers a -1 modifier when
attempting to roll dice to disengage, after all
other modifiers are taken into account, since
enemy ships will be closely tracking detected
vessels to prevent them from escaping.
Defenders do not gain any Victory points for
reconnaissance ships that disengage, but both
sides gain victory points for crippling or
destroying enemy ships as normal.
GAME LENGTH
The game ends when all flotilla vessels
disengage (by rolling or leaving the table edge)
or are destroyed.
VICTORY CONDITIONS
Victory points can be tallied normally for
crippled and destroyed ships and as described
in the Special Rules to determine the winner in
addition to the following modifiers.
Defenders Win (+1 renown)
Reconnaissance force is completely
destroyed with no ships escaping. The
Chaos fleet can continue making war
preparations with their secret safe for
now…
Raiders Win (+2 renown)
Raiders overcome incredible odds despite
being hopelessly outnumbered, to identify
the entire enemy fleet and escape with vital
intelligence with at least one squadron or
capital ship (even if crippled).
Raiders Marginal Win (+1 renown)
Raiders identify entire enemy fleet and
escape with at least one escort, or they
identify at least 50% of the enemy fleet and
escape with at least one squadron or capital
ship (even if crippled).
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DESPERATE SEARCH - SCENARIO 2
The sudden fall of Antioc to the massing Chaos
fleet boded ill to the population of Guidus
Prime, a Hive world of eleven billion people.
The only warp route between Antioc and the
rest of the Prath Veil sub-sector was through
the Guidus star system, and it was widely
believed that the Chaos fleet could easily take
the Guidus star system before an Imperial fleet
could position itself for an effective defence.
The system was written off by Imperial
planners.
The real concern for the Imperial Naval
commander and his Adeptus Mechanicus
advisors was an untested experimental ship
still being developed from a captured Fra’al
battlecruiser that was being hidden in the
extensive and dense asteroid field between
Guidus Two and Three. Should the rebels get
their hands on such a weapon system, they
might prove to be unstoppable, and more
systems would have to be written off.
FORCES
This battle scenario will suit two equally sized
forces between 750-2000 points. In addition,
there is an experimental ship that is not
counted in either fleet. It can be a Fra’al
battlecruiser, an Eldar cruiser or something
even more exotic (or mundane, like a
Dauntless or Slaughter cruiser modified as an
experimental ship). If the ship is something
outside the ordinary, use the Smotherman
calculator in BFG #2 to determine its value.
Any agreed upon special weapons (like the
Fra’al ether cannon in Planet Killer) are each
worth the cost of a Nova cannon.
BATTLEZONE
This scenario is set in the outer reaches, but
any celestial phenomena set on the tabletop
must include an asteroid field as described in
the set-up.
SET-UP
Arrange the table so that one entire long edge
of the table extending 1/3 the width of the table
is an asteroid field. Each opposing fleet enters
the table from opposing corners of the table,
along the table edge opposite the asteroid field
facing the centre. The experimental ship is not
placed on the table at this time.
FIRST TURN
The first turn can be decided by dice roll as
normal or by renown in a campaign.
SPECIAL RULES
Besides the obvious objective of slugging it out
with the opponent, the experimental ship must
be located, boarded and escorted off the table.
At the beginning of each player’s turn, each
ship or squadron entering or still within the
asteroid field must pass a Leadership test on
2D6 as described on page 44 of the rulebook,
with ships or squadrons that fail taking D6
damage per ship (shields work against hits as
normal, and ships can Brace for Impact).
Escorts can automatically re-roll the test if they
fail it, but the second roll stands.
After rolling for leadership and assessing
damage, a D6 can be rolled for each of their
ships that entered the asteroid field during a
previous turn (including each individual ship
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1/3 rd
Board width
Asteroid Field
Force A enters
via this corner
Force B enters
via this corner
in a squadron) that remains within it during
the current turn and is not crippled or
destroyed.
Each player must indicate individually which
ship they are rolling for before each roll. On
the first roll of 6, the experimental ship is
discovered by both sides simultaneously and is
to be placed 10cm from the ship that
discovered it, off its side closest to the table
centre. The first side that boards the vessel
boards it for free (uncontested) and can begin
navigating it out of the asteroid field and
toward the opposite table edge, with a nominal
leadership of 6, at the beginning of the next
turn, and more than one friendly ship can
participate in the boarding action if desired.
The ship or escort squadron involved in
boarding the experimental ship loses one
Leadership point because so many of its crew is
dedicated to the boarding party. The opposing
side can then attempt to take the vessel, at
which time normal boarding rules apply.
Space Marine strike cruisers can board the
vessel with all additional modifiers intact, and
if Space Marines board the vessel initially, the
vessel is counted as having a Space Marine
contingent aboard for any further enemy
boarding actions. For teleport actions, the
vessel counts initially as having shields down,
but the first boarding crew can raise shields.
Escorts cannot teleport sufficient numbers to
make teleporting effective.
Both sides gain Victory points for crippling or
destroying enemy ships as normal. The
experimental ship cannot disengage using a
dice roll, since every ship on the tabletop
within range will probably have sensors closely
tracking it. It must escape via the table edge
opposite the asteroid field in order to
successfully disengage.
Admiral Paris awaited the arrival of the Adeptus
Mechanicus delegation alone in his ready room, surveying
the charts of the Prath Veil subsector pinned to the
surrounding walls. Beyond the confines of the room he
could hear the clammer of the ship readying for battle.
Sirens and klaxons blaring, orders barked to passing work
parties, a constant stream of announcements broadcast
over the ship’s tannoy.
The door swung open, and the two armed sentries parted
to allow the Tech - Priest’s entry. Three small robed figures,
each heavily cowled, swept into the room with the hiss and
whirr of mechanical parts.
“My masters do not believe that the Imperial Navy has
grasped the full seriousness of the situation on Antioc”, the
first Priest rasped through a vox-box mounted in place of
his Adam’s apple.
“I can assure your venerable master that I do, and I am
doing everything in my power to contain the incursion.
The fleet is already moving.”
“But there are matters to which even an Admiral of His
Most Holy Emperor’s Navy is not privy”, the second priest
addressed him in an electronically adapted voice through
a hail of static. The third priest clicked and whirred
robotically in some machine code, no doubt recording the
conversation for later transmission. Paris noted that the
two were connected via a bundle of cables.
“Our logis engines predict that the Guidus system cannot
be held, is this correct?”
“I have already taken the decision to withdraw what
forces I can from Guidus Prime. I cannot muster enough
forces to mount a worthwhile defence. Any defence we
could establish in time would be no more than a wasteful
gesture. I’ll conserve my fleet strength until I’m ready to
strike”
“Then you must know that Guidus is the location of a
secret weapons development, a blessing from the Machine
God. An alien vessels is kept in store within the asteroid
fields of that system. Our predictions calculate that the
enemy already know of its existence and will attempt to
recover it. You must act to recover it first … there is
knowledge there that the enemy cannot be allowed to
utilise.”
Paris grimaced at this new development, “Tell me more” …
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