Sucundus

 

 

The trapped imperial guard's men in the east now face almost certain doom. They are surrounded by Orks with no hope of being exfiled. Their only hope now lies on the west side of the city, with the other regiments. However, even the guard's men that managed to stay together are in no position to attempt a rescue mission. The only hope for the doomed soldiers is to risk their lives in the chance a few can punch their way to the safe zone in the imperial palace. As for those trapped in and around the palace its self, they must hold up as best they can until the order for evac or reinforcements arrive.

The Orks are starting to get re-motivated after the abysmal fight put up by the planet. As word spreads of the big rumble many battle hungry Orks start to head towards the city.


If you wish to play a battle for/against the western imperial guard, then the guard's men will be the defending player. Battles using the eastern guard's men will have to be breakthrough missions as these ideally represent the desperate attempt to make contact with other survivors. All imperial guard players suffer a -1 LD penalty to their army commanders LD to represent the confusion and chaos as the higher ranks give contradictory, or even worse, no orders. This problem is only extenuated by the inquisitorial purge of officers on the orbital HQ's. If you are playing these battles as part of a sub campaign, then Ork players should receive extra reinforcements.

I didn't have a single battle fleet gothic battle report last month, which means I am still unable to say what happens to the Ork fleet. If anybody out there plays Gothic then I beg you, PLEASE do me a big favour and fight a battle, if I don't have a result by the end of this rotation, then I'm going to have too learn how to play my self!

Please send all your campaign results to wh4ok@hotmail.com. Please have all results to me a.s.a.p.


Below are some additional rules to use during your games to represent the sudden and violent storms that wreck havoc on the surface of Sucundus.

At the beginning of every turn, roll 2D6. On anything but a double carry on as usual. However if a double is rolled then apply the following conditions to the battlefield. Although storms can be very brief, or last for days on Sucundus, for gaming purposes you can assume the storm lasts until the end of the battle.

All ranges are cut down to a maximum of 12" due to the bitterly hard rain obscuring views. All units halve their roll when seeing how far they can move through difficult terrain as even the smallest wall becomes a burden to climb as rain and wind pound the assailant.

Lightning is supposed to strike the easiest root to ground, be it a high point or chunk off metal. On the battlefield this rule can go berserk, the highest point becomes a vehicles comm-ariel, the chunk of metal can be a heap of buried slag several foot beneath your feet. And given the wide range of metals and plastics that can be found on the battlefields of the 41st millennium, there is not guarantee that any one would be more conductive than a lump of rubber.

Given these facts, I have devised a way to (fairly) represent lightning during a storm (hopefully not causing too much confusion or arguments). At the start of a storm, both players pick a number within the dimensions of the gaming area (typically 1-48). One player now rolls the scatter dice and whichever side the arrow points to, measure in from that edge the number that player picked. Now the other player rolls a D6, on a 1-3 measure their number from the left-hand side, on a 4-6 measure it from the right. Where the two points cross is where the lightning strikes. Place a small marker their to remind yourself later. Now at the start of every subsequent turn the lightning will strike again 2D6 in a random direction. Move the marker with every new lightning blast. If the marker is moved off the table then at the beging of next turn start as if the storm had just struck. For larger battlefields you may like to use more lightning strikes per turn.

Where the lightning hits, place a blast marker. Everything under it takes a S4 hit, and the model directly below a S7 hit.

 

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