WH40k:RT Road Block

Warhammer 40,000 Rogue Trader
Road Block

The Imperial Army garrison on St. Thomas has become aware that a Mercenary unit are seeking to smuggle Rad grenades on planet. Following local information roadblocks have been set up on the back streets of Spanglish Town to intercept the smugglers as they depart the Uplift Port.


Armies

Imperial Army

 MWSBSSTWIALdIntClWPPV
Corporal43333131877814


Equipment: Las gun, Breathing mask, Communicator, Flak armour, Rad counter, Rad suit.

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Lance Corporal43333141777713


Equipment: Las gun, Breathing mask, Energy scanner, Flak armour, Rad suit.

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5 Troopers43333131777710


Equipment: Las gun, Breathing mask, Flak armour, Rad suit.

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Special weapon Trooper 143333131777710


Equipment: Flamer, Breathing mask, Flak armour, Rad suit.

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Special weapon Trooper 24333313177779


Equipment: Shotgun, Breathing mask, Flak armour, Rad suit.

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Special weapon Trooper 343333131777710


Equipment: Auto-laser (Las gun with following fire trait), Breathing mask, Flak armour, Rad suit.

RH1 N0 Tracked Exploration and Multi-defence Armoured Carrier



Equipment: Auto-drive, Auto-fac, Ejector seats, Communicator, Sensor package (Bio-scanner, Energy-scanner, Rad counter), Medi-pack.

Vulture Company

 MWSBSSTWIALdIntClWPPV
Sargeant3344313177779


Equipment: Las pistol, Communicator, Flak & Mesh armour, Photochromatic visor, Crate of Rad grenades.

 MWSBSSTWIALdIntClWPPV
Corporal33333141777713


Equipment: Las pistol, Bio-scanner, Flak & Mesh armour, Photochromatic visor.

 MWSBSSTWIALdIntClWPPV
6 Mercenaries3333313177778


Equipment: Las pistol, Flak & Mesh armour, Photochromatic visor.

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Special weapon Mercenary 123333131777761


Equipment: Las cannon, Las pistol, Flak & Mesh armour, Photochromatic visor.

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Special weapon Mercenary 243333131777717


Equipment: Heavy stub, Las pistol, Flak & Mesh armour, Photochromatic visor.

Road Wheeler



Battlefield

The table should be approx. 4x5'.
A back street, ~9” wide runs the length of the battlefield with the backs of buildings on either side. Alleys between buildings should be blocked by fences, vegetation, parked vehicles, and/or other scatter terrain. Similar scatter terrain should likewise provide opportunities for cover at frequent intervals down either side of the back street, and there should be ways of accessing the rooftops of some of the buildings.
The Imperial Army have set up a flimsy barricade at one end of the back street.
Access to the main streets to either side should be possible for infantry, and these should also have some scatter terrain cover, but less dense than that in the back street.



Deployment

Both forces can split their forces as they see fit. The Imperial Army should be deployed around their barricade, The Rh1 N0 can be set up in an alley in front of, but close to the barricade if desired.
The Vulture Company set up at the opposite end of the back street, facing the barricade. Any or all of the mercenaries can be dismounted form their vehicle if they wish.

Special Rules

The main streets are well lit, but the back street is not. There is a 1 to hit penalty for targets 6-12” away increasing to -2 beyond 12”. The exception is vehicles driving with their lights on, and any figure who can reasonable be assumed to be illuminated by these headlights. Drivers attempting to drive a vehicle along the back street without lights must roll against Int, a failure meaning the vehicle is Out of Control.

Bio-scanner readings will show the following:
D4 signs each Apartment
2d6 + 6 signs in Dancehall
D3-1 signs in Storage units
D4-2 signs in Surgery
No signs in Bank
D3+1 signs in Supermarket
D4-2 signs in Broadcasting station

Energy-scanner readings will show multiple signs in every building, with particularly high incidence in the Dancehall, Surgery, Supermarket and Broadcasting station.

Models may attempt to hot-wire other vehicles on the board; assume they have the profile of a City Car (WH40K:RT p. 108) but with whatever capacity seems appropriate to the model. In order to hot-wire the vehicle a figure must sit in the driver’s seat doing nothing else for 1 Turn, at the start of the next turn they may make an Int test, and if successful drive the vehicle as normal. One test may be made in turn although a roll of double 6 will result in the vehicle being permanently immobilised.

Any Model carrying the crate of Rad grenades suffers a -1 M penalty; they cannot shoot or fight unless they drop the crate.
If the crate is dropped, either deliberately or through the model holding it becoming a casualty, roll 2D6. On a roll of 12 there is a catastrophic explosion. The game ends and everyone’s a loser.

Victory Conditions

The game ends when either side carries the crate of Rad grenades off the table. The side in control of the crate at this point can be considered the winner, with the VPs used to gauge the negative consequences of this result to each side.
The game also ends if the crate explodes. In this case everyone loses.

Imperial army VPs

+4 Mercenary Sergeant neutralised

+3 Mercenary Corporal neutralised

+2 each Mercenary Trooper neutralised

+4 Mercenary transport destroyed

+1 each 6” M taken from transport

-10 Rad grenades used

Vulture Company VPs

+2 Army Corporal / Lance Corporal neutralised

+1 each Army Trooper neutralised

+8 RH1 N0 destroyed

+4 Road Wheeler leaves opposite table edge
 

Attachments

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