WH40k:RT The Testing

Warhammer 40,000 Rogue Trader
The Testing

The Planetary Defence Force outpost at Hagley Gap is a lonely place with no obvious strategic purpose. Many recruits consider it a punishment posting, although there seems no pattern to the rotation of the small garrison.
For reasons best known to themselves, the Slann of Sicohyaxis’ 3rd Spawning have launched a raid on the outpost.


Armies

Planetary Defence Force

1st Squad

Lieutenant
 MWSBSSTWIALdIntClWPPV
Lieutenant4343313187770


Equipment: Communicator, Crack grenades, Flak & Mesh armour, Knife, Las pistol.

Lance Corporal
 MWSBSSTWIALdIntClWPPV
Lance Corporal4333313177770


Equipment: Auto-gun, Crack grenades, Flak armour, Knife.

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6 Privatesl4333313177770

Equipment: Auto-gun, Crack Grenades, Flak armour, Knife.

 MWSBSSTWIALdIntClWPPV
Special Weapon Private4333313177770


Equipment: Crack grenades, Flak armour, Grenade launcher, Knife, Targeter.

 MWSBSSTWIALdIntClWPPV
Medic4333313177770


Equipment: Auto-pistol, Flak armour, Knife, Medi-pack.

2nd Squad

Sergeant
 MWSBSSTWIALdIntClWPPV
Sergeant4434314277770


Equipment: Bio-scanner, Bolt gun, Chainsword, Communicator, Flak armour, Knife, Rad counter, 2 Stub guns, .

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8 Privates4333313177770


Equipment: Auto-gun, Flak armour, Knife.

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Special Weapon Private4333313177770


Equipment: Flak armour, Flamer, Knife, Stub gun, Targeter.

Sicohyaxis’ 3rd Spawning

Tactical squad

 MWSBSSTWIALdIntClWPPV
Leader4423423197990


Equipment: Artificial gills, Bionic eye with Energy-scanner, Bio-scanner, Communicator, Carapace armour, Displacer field), Knife, Las-cannon, Rad counter, 2 Suspensors, Tanglefoot grenades, Targeter.

 MWSBSSTWIALdIntClWPPV
3 Braves4323413187990


Equipment: Artificial gills, Carapace armour, Displacer field, Eye protection injection (3+ Save), Las-gun, Photon & Toxin grenades.

 MWSBSSTWIALdIntClWPPV
Special Weapon Brave4323413187990


Equipment: Artificial gills, Carapace armour, Choke, Haywire, Halucinogen & Smoke grenades, Displacer field, Eye protection injection, Las-cannon, 2 Suspensors, Targeter.

Assault squad

 MWSBSSTWIALdIntClWPPV
Leader443341321079100


Equipment: Artifical gills, Bio-scanner, Conversion field, Eye protection injection, Flak armour & Power shield, Knock-out grenades, Las-pistol, Suspensor.

 MWSBSSTWIALdIntClWPPV
Brave4323413187990


Equipment: Artifical gills, Choke grenades, Energy scanner, Eye protection injection, Flak armour & Power shield, Las-pistol, Rad counter, Refractor field.

 MWSBSSTWIALdIntClWPPV
3 Braves4323413187990


Equipment: Artifical gills, Displacer field, Eye protection injection, Flak armour & Power shield, Las-gun, Tanglefoot grenades.

Hover vehicle



Battlefield

The table is approximately 4½’ x 7’.
In the centre is a compound made up of five buildings linked by fences, walls, barricades etc., with an entrance at one end.
The courtyard should contain some scatter terrain such as vending machines, barrels, storage tanks etc.
Outside the compound, at the corners of one long edge, are a photovoltaic array and a collection of wind turbines. There are various patches of vegetation and a handful of other scatter terrain (wrecked cars, skips etc.) to provide further cover.
Deployment



The PDF set up first within their compound, including withi9n buildings. They do not have to comply by unit coherency rules, but these will take effect in the first turn.

The Slann can split their force as they see fit, and can set up anywhere with 6" of any table edge.

Special Rules

Up to five models (for PDF this is a half squad) can occupy any of the buildings. Access to the roof can be obtained from inside.
All buildings are T8, D3, and each side constitutes a section. Defending troops can fire out of windows; attacking troops in base contact can also fire in through a window.

Wire fences are T3, D3.

Walls are T8, D5.

Barricades are T8, D10.

Victory Conditions

The game ends after 4D3 turns or earlier if the Slann are driven from the table.

PDF Victory conditions

+1 each Slann killed
+5 Slann vehicle damaged
+15 Slann vehicle destroyed
+10 no Slann enter compound
-2 each section of perimeter destroyed
-5 Energy infrastructure damaged

Slann Victory conditions

+1 each Slann who shoots an enemy
+2 each Assault Slann who charges an enemy
+3 each Assault Slann that enters the compound
+10 if no PDF leave compound
+5 if Transport stays >12” from compound
-5 Tactical Squad leader taken out of action

Notes:

I have not included points values. I did work them out, but then deleted them from the final rosters given to the players, and their is little utility in doing it again. Suffice to say a third PDF squad would be required to make the two forces roughly equal (excluding the Slann's unarmed transport) in points, but even with their higher Toughness and better armour, this is too much firepower to give them much chance of success.
 

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