Star Quest Mission Book II
Total Page:16
File Type:pdf, Size:1020Kb
Star Quest Mission Book II: Sin of Damnation A Rogue Trader has made a chance sighting of a hulk, apparently inert, and drifting through Real Space along the edge of the Segmentum Obscura. Its captain approached the hulk but, fortunately for the Imperium, decided against a boarding action. Instead, he returned to human space, and notified Battlefleet Obscura. From the Rogue Trader’s data, the vessel has been conclusively identified as a Genestealer infested space hulk, and code‐named ‘Sin of Damnation’. The vessel is still dormant, relying on its near invisibility to escape detection. Like all hulks it is a unique combination of technologies that could yield enormous valuee to th Imperium. Three Gothic‐class battlecruisers have been despatched to investigate, and boarding parties of Blood Angel marines have penetrated the Hulk. However, against fearsome resistance they have been pushed back and all but defeated. As the war ships prepare to nuke the hulk in case of outright failure, the Emperor has despatched his personal agents to take one last chance at recovering the hulks secrets before it is destroyed… (Each board should be laid out in full at the start of the Mission) Mission One: Suicide Mission Primary Mission: Scans of the hulk have revealed numerous protuberances on its skin. They appear to be small boarding craft or escape pods. We can not risk any planet‐side contamination – no Genestealers can be allowed to escape. It is imperative that the pods are destroyed or disabled before nyour missio continues. Computer analysis reveals that the pods are all linked to a central control room situated well beyond the Blood Angel defensive perimeter, in the centre of several large cryogenic clusters… One Mission Point will be awarded to the hero who destroys the Launch Controls. They have Def3 and 3Bp. Secondary Mission: None The heroes begin at the deployment mark. Genestealers marked on the map are visible from set up – revealed by the mothership scans. Each round on Rds 1‐7, three more Genestealers enter the map from any marked access point. This decreases to 2 Genestealers per round on Rds 8‐11,e and on Genestealer per round on Rds 12‐19. No further Genestealers enter from Rd 20+. A: These are the Launch Controls. Mission Two: Exterminate Primary Mission: Analysis has identified that the main Stealer assault is coming from a cryogenic cluster 1 click from the Blood Angels entry point. The Space Marines have not yet hardened their perimeter and are vulnerable. If you can bottle the Stealer advance at a junction about 300 metres from ethe Spac Marine perimeter then it will buy time for the Blood Angels to set up a killing ground… The Mission is completed once 30 Genestealers have been killed. One Mission Point will be awarded to each hero who survives, providing he killed at least one Genestealer. Secondary Mission: None Each round on Rds 1‐4, six Genestealers enter the map from any marked access point. This decreases to 4 Genestealers per round on Rds 5‐6, and two Genestealer per round on Rds 7‐10. No further Genestealers enter from Rd 11+. A: One hero begins in each of these rooms (players choice). Mission Three: Rescue Primary Mission: The Blood Angels have sent a Cyber‐Altered Task spy robot into the hidden depths of the hulk. It has connected to the hulk’s computer network and amassed vital intelligence data. You have slipped into the hulk and retrieved the CAT, but have now been cut off – it is vital that the Cat is returned to the Intolerance so that its data can be analysed. One Mission Point will be awarded to each hero who exits the board at the double arrows, as long as the CAT is retrieved. Secondary Mission: None The heroes begin at either of the deployment marks. One hero (players choice) carries the CAT, which reduces that heroes movement by one. It may be passed between adjacent heroes as a free action. If the carrying hero is killed, roll one combat dice. On a black skull, the CAT is destroyed. On any other result place the CAT on the board. Each round it is unattended roll one Combat Dice, on a skull, Horus may move the CAT three squares in any direction. On any shield the nearest Hero may move it up to three squares. The CAT may be picked up by a hero as a free action by moving into its square. The CAT does not block line of sight, and will be ignored by the aliens. Each round on Rds 1‐3, 9 Genestealers enter the map from any marked access point. This decreases to 6 Genestealers per round on Rd 4, and 3 Genestealers per round on Rds 5‐7. No further Genestealers enter from Rd 8+. Mission Four: Cleanse & Burn Primary Mission: Scans have detected a group of Space Marines showing nearly zero lifesigns moving away from the perimeter. The Emperor will not allow the Blood Angel’s geneseed to fall into enemy hands – you must locate the prisoners and put them out of their misery and leave no viable biological components for genestealer mutation. The Mission ends when all of the captured Marines have been killed. One Mission Point will be awarded to each hero who grants the Emperors mercy to at least one captured Marine by using a heavy weapon or grenade weapon to totally destroy the body. Each marine has Def1 and 1Bp, but ignores Melee attacks and attacks from normal Ranged weapons. Secondary Mission: None The heroes begin at either of the deployment marks. Each round on Rds 1‐4, 6 Genestealers enter the map from any marked access point. This decreases to 4 Genestealers per round on Rds 5‐6, and 2 Genestealers per round on Rds 7‐10. No further Genestealers enter from Rd 11+. A: These are the captured marines. Mission Five: Decoy Primary Mission: Analysis of the CAT data has revealed at least 35,000 Genestealers still in Cryo‐sleep. The Blood Angels are going to attempt to flood these chambers with toxic gas before the stealers completely awaken – however, they are already stirring, and almost 4,000 stealers are closing on the Blood Angels position. You must draw them away to allow the poison attack a chance to succeed… One Mission Point will be awarded to each hero who leaves the board at the double arrow. Secondary Mission: None The heroes begin at the deployment mark. Genestealers marked on the map are visible from set up – revealed by the mothership scans. Each round on Rds 1‐3, six more Genestealers enter the map from any marked access point. This decreases to 4 Genestealers per round on Rds 4‐5, and 2 Genestealers per round on Rds 6‐9. No further Genestealers enter from Rd 10+. Mission Six: Defend Primary Mission: The toxic canister has been attached to the air pumps, but the Blood Angels have all but exhausted their strength getting the toxin into place. You must defend the duct room from Genestealer assault until the gas has time to reach the sleeping enemy… The Mission lasts for 16 complete rounds. One Mission Point will be awarded to each hero who survives, as long as the Toxin Canister remains in place throughout. Secondary Mission: None The heroes may set up anywhere on the board that they choose. They know that no heavy weapons may be fired in, into or out of Room A for fear of disrupting the pumping machinery. Genestealers marked on the map are visible from set up – revealed by the mothership scans. Each round on Rds 1‐3, six more Genestealers enter the map from any marked access point. This decreases to 4 Genestealers per round on Rds 4‐5, and 2 Genestealers per round on Rds 6‐9. No further Genestealers enter from Rd 10+. A: This is the Toxin Cannister.5 It has Def and 1Bp. .