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HOSTAGE RESCUE
mission

UNIT ATTACKER DEFENDER
HQ 1-2 1-2
ELITES 0-3 0-3
TROOPS 2-6 2-6
FAST
ATTACK
0-3 0-3
HEAVY
SUPPORT
0-3 0-3

OVERVIEW

A commander has been captured by the enemy. Fortunately for the commander, he/she/it is being held in a relatively unsecure Imperial Holding Block/Tyranid Biotrap/Dark Eldar Slave Corral (take your pick) until he/she/it can be moved to a more secure location. A rescue force has been dispatched.

SCENARIO SPECIAL RULES

Reserves, Infiltration, Deep Strike, Sentried and Hidden Set-Up special rules are used.

SET-UP

1 Determine whether or not the holding area should be marked by scenery & place it a third of the distance from one of the long board edges & in the centre between the two short board edges. The long board edge closest to the holding area is the Defender's. The opposite edge is the Attacker's.

2 Players roll a D6. The player with the highest result is the attacker & it is he/she who has lost his/her HQ unit. Place the HQ unit in the holding area.

3 The Defender deploys up to three units (Troops and/or Heavy Support) allocation anywhere no closer to the enemy's board edge than the holding area and not within 12" of the holding area. He/she may also place sentry models anywhere within 12" of the holding area.

4 The Attacker may deploy up to three units (Troops, Elites and/or Fast Attack) within 12" of the Attacker's board edge. If any of these units are Infiltrators, they may be moved an additional 2D6" after initial deployment.

5 Defending units may not move until the alarm has been raised (see the rules for Sentries in the 40K rule book) and may not attack the prisoners unless they have been rescued.

6 The Attacker always takes the first turn.

MISSION OBJECTIVE

The Defender wins if:

Any other outcome is a victory for the Attacker. The captured HQ unit is rescued by moving a friendly unit into base contact. The HQ unit may move, shoot & assault that turn & assumed to recover any weapons & wargear from his guards, or have them replaced by the rescuers. The alarm is automatically raised if the model is rescued.

RESERVES

Any units not placed on the board at the start of the game are Reserves. Reserves move onto the board by the player's own board edge via the normal rules (see the rule book). Any units on either side that can Deep Strike may do so.

GAME LENGTH

The game lasts 7 turns.

LINE OF RETREAT

Units falling back do so towards their own board edge.




The Holding Area
It is suggested that the holding area should be represented by a building. If this is the case, then the HQ unit may be rescued by moving into the building, or alternatively, moving into base contact with the door (decide which is best before deciding who is Attacker and Defender). Alternatively, a corral or walled area may mark the holding area.

What if the HQ unit...?

1