Krakens Jaws

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IN THE KRAKEN’S JAWS Mat Ward takes the Blood Angels on campaign to the Hive World of Hollonan. The Sons of Sanguinius are bold and mighty beyond compare, but are they up to the dread challenges posed by the forces of Hive Fleet Kraken? In response to a request for assistance, Chief Librarian Mephiston leads a strike force to the world of Hollonan. What at first appears to be a mere, if substantial, rebellion, is swiftly revealed to be a deep- rooted Genestealer infestation. Mephiston’s strike force purges the alien parasites from the hives of Hollonan, but it is too late – even as the last brood is purged, ships from a Hive Fleet Kraken splinter fleet arrive in the system. Recognising that his force cannot repel such an onslaught, Mephiston seizes control of Hollonan’s military and sends a request for aid to the Blood Angels, the Angels Encarmine and the Angels Vermillion. The ensuing battles in the depths of Hollonan Tertius strain even the battle-lust of the Blood Angels. The first Tyranid strike neutralises the planetary defence batteries and automated sentry guns. The second annihilates the chain of antiquated, but vital, fusion accumulators that provide Hollonan with much of its power. What results is a terrifying battle for survival in the guts of Hollonan’s underhive, with Mephiston’s Blood Angels stretched to the limit as they rally the planet’s defence force against the endless hordes of Termagants, Raveners and Carnifexes. Only where Mephiston fights do the forces of humanity hold. In those two dreadful weeks, the Chief Librarian proves his might time and time again, never once sleeping or taking rest, always carrying the fight to the alien invaders, though even his Battle-Brothers are weary to the bone. His deeds are legend. At the Chapel of the Emperor’s Repose, Mephiston tears a Carnifex to shreds with his bare hands. He holds the entrance to the filtration plant alone for six hours. And in the final stages of that invasion, in the refugee-thronged underhive of Hollonan Tertius, he cleaves his way through the brood spearheading the assault, laying low the Hive Tyrant and its guardians before a Trygon strikes him down. Mephiston’s fall, which could have so easily robbed the heart from the defenders, instead drives them to redoubled effort. Such is the battle-spirit roused in those weary Blood Angels and warriors of Hollonan that they survive long enough for the desperately awaited reinforcements to arrive. Like the avenging angels they are, fresh companies of Blood Angels, Angels Encarmine and the Angels Vermillion scream from the skies – but they are not alone. The Eldar of Ulthwé, led by the ancient Farseer Eldrad Ulthran, make planetfall alongside the Space Marines for their own enigmatic reasons. The Tyranids are crushed between the descending armies, this splinter of Hive Fleet Kraken scoured from existence. Eldrad Ulthran remains long enough to see Mephiston recovered from the rubble, wounded but alive – a second resurrection that only increases Mephiston’s legend. 76 WHITE DWARF BLOOD ANGELS

description

The 2nd Tyrannic War campaign in Warhammer 40k.

Transcript of Krakens Jaws

Page 1: Krakens Jaws

IN THE KRAKEN’S JAWSMat Ward takes the Blood Angels on campaign to the Hive World of Hollonan.The Sons of Sanguinius are bold and mighty beyond compare, but are they upto the dread challenges posed by the forces of Hive Fleet Kraken?

In response to a request for assistance, Chief Librarian Mephistonleads a strike force to the world of Hollonan. What at first appears tobe a mere, if substantial, rebellion, is swiftly revealed to be a deep-rooted Genestealer infestation. Mephiston’s strike force purges thealien parasites from the hives of Hollonan, but it is too late – even asthe last brood is purged, ships from a Hive Fleet Kraken splinterfleet arrive in the system. Recognising that his force cannot repelsuch an onslaught, Mephiston seizes control of Hollonan’s militaryand sends a request for aid to the Blood Angels, the AngelsEncarmine and the Angels Vermillion.

The ensuing battles in the depths of Hollonan Tertius strain eventhe battle-lust of the Blood Angels. The first Tyranid strikeneutralises the planetary defence batteries and automated sentry guns.The second annihilates the chain of antiquated, but vital, fusionaccumulators that provide Hollonan with much of its power. Whatresults is a terrifying battle for survival in the guts of Hollonan’sunderhive, with Mephiston’s Blood Angels stretched to the limit asthey rally the planet’s defence force against the endless hordes ofTermagants, Raveners and Carnifexes.

Only where Mephiston fights do the forces of humanity hold. Inthose two dreadful weeks, the Chief Librarian proves his might timeand time again, never once sleeping or taking rest, always carrying thefight to the alien invaders, though even his Battle-Brothers are wearyto the bone. His deeds are legend. At the Chapel of the Emperor’s

Repose, Mephiston tears a Carnifex to shreds with his bare hands.He holds the entrance to the filtration plant alone for six hours. Andin the final stages of that invasion, in the refugee-thronged underhiveof Hollonan Tertius, he cleaves his way through the broodspearheading the assault, laying low the Hive Tyrant and its guardiansbefore a Trygon strikes him down.

Mephiston’s fall, which could have so easily robbed the heartfrom the defenders, instead drives them to redoubled effort. Such isthe battle-spirit roused in those weary Blood Angels and warriors ofHollonan that they survive long enough for the desperately awaitedreinforcements to arrive.

Like the avenging angels they are, fresh companies of BloodAngels, Angels Encarmine and the Angels Vermillion scream fromthe skies – but they are not alone. The Eldar of Ulthwé, led by theancient Farseer Eldrad Ulthran, make planetfall alongside the SpaceMarines for their own enigmatic reasons. The Tyranids are crushedbetween the descending armies, this splinter of Hive Fleet Krakenscoured from existence. Eldrad Ulthran remains long enough to seeMephiston recovered from the rubble, wounded but alive – a secondresurrection that only increases Mephiston’s legend.

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ARMIESThis battle is fought between BloodAngels and Tyranid armies of equal size,and of at least 1500 points. The BloodAngels army should include Mephiston,and can also include units chosen fromCodex: Imperial Guard, if you wish(these units take up their normal ForceOrganisation slots).

OBJECTIVESThe Blood Angels are seeking to destroycritical synapse creatures, to buy time bythrowing the Tyranids into disarray. TheTyranids are attempting to push past theBlood Angels to consume the civiliansthey protect (see Victory Conditionsbelow).

BATTLEFIELDThe underhive is a tangle of industrialbuildings and fortifications, now muchruined by the battles that have tornthrough Hollonan Tertius. The battlefieldshould therefore be as densely packedwith city ruins and buildings as you canmanage.

DEPLOYMENTSplit the table into halves and roll-off tosee which player picks the half they willdeploy in. The opposing player deploysin the opposite half. The Blood Angelsdeploy first, anywhere in their table half,at least 9" away from the centre line. TheTyranids deploy second in their half ofthe table, at least 18" away from thecentre line.

RESERVESThe Blood Angels cannot keep any unitsin reserve – all available troops arealready in place as the battle begins.Additionally, due to the tightly guardedperimeter the Blood Angels have set up,Tyranids units with the Scout andInfiltrate special rules cannot outflank.

FIRST TURNThe Blood Angels player rolls a D6. On aroll of 2 or more, the Blood Angels gofirst. On a roll of 1 the Tyranids seize theinitiative and go first.

GAME LENGTHThe Blood Angels player rolls a dice atthe end of game turn 5. On a 1-2 thegame ends immediately, and on a 3 or

more the game continues. If the gamecontinues then the Blood Angels playerrolls a D6 again at the end of the 6thgame turn, and this time the game endsimmediately on a roll of 1-3, and continues for a 7th and finalturn on a roll of 4+. The game endsautomatically at the end of game turn 7.

VICTORY CONDITIONSThe Tyranids score 1 kill point for everyBlood Angels unit they completelydestroy, regardless of type. Additionally,they score a further 2 kill points for eachTyranid unit that exits the battlefield viathe Blood Angels’ table edge, torepresent the havoc wrought behind thelines. The Blood Angels score 3 killpoints for each unit of Tyranid SynapseCreatures they completely destroy, and 1kill point for every other type of Tyranidunit they completely destroy. The sidethat scores the most kill points wins thebattle.

SPECIAL RULES

CITIES OFDEATH MISSIONThe In the Depths of theUnderhive mission usesthe Cities of DeathExpansion. Cities ofDeath allows you to fightbloody street battles andgames of deadly urbanwarfare. Featuringbattlefields covered withlayer upon layer of denseterrain, the large amountof cover makes long-ranged weaponry lesseffective, favouring boththe Blood Angels andTyranids’ propensitytowards close assault.

DEPTHS UNDERHIVEIN THE

As Mephiston leads the retreat through the underhive ofHollonan Tertius, the Tyranids spring forward once again. Can the Blood Angels hold the line while the citizens escape?

OF THE

THE RED THIRST RISESThe call of battle echoesthrough the Scions ofSanguinius, awakeningbloodlust in even the mostcontrolled heart.

• At the start of the game,before rolling for theRed Thirst, nominate D3Blood Angels units ofyour choice – these unitsare automatically subjectto the Red Thirst, there isno need to roll.

• The Voice of Mephiston:Such is his inspiringpresence, that whilstMephiston is still alive,all friendly units (not justBlood Angels units) canuse his Leadership valuefor both Morale andPinning tests.

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ARMIESThis battle is fought between BloodAngels and Tyranid armies of equal size,and that are of at least 2000 points. TheBlood Angels are the defenders, and theTyranids are the attackers.

The Blood Angels army can alsoinclude units chosen from Codex: Eldar,if you wish (these units take up theirnormal force organisation slots). Notethat the Blood Angels army cannotinclude more Eldar units than it hasBlood Angels units.

BATTLEFIELD & OBJECTIVESAs this is a Planetstrike game, the BloodAngels player can set up the table as hewishes, including whatever city ruins,buildings, bastions and defence lines hewants to represent the improviseddefences prepared against the Tyranidonslaught. In reality, of course, thesefortifications wouldn’t be quite as

effective as the embedded bastions wenormally use in Planetstrike games, butthey’ll be close enough for ourpurposes. As part of this set-up process,the Blood Angels player must nominateat least three separate city ruins,buildings or bastions to act as objectives.

ATTACKER PREPARES INVASIONTyranid units arrive from reserve asnormal for a game of Planetstrike – wecan safely assume that they’re burrowingthrough from the level above.

DETERMINE STRATEGEMSBoth sides have 3 stratagem points tospend in this scenario. One of the BloodAngels stratagems must be PlannedArrival.

DEFENDER DEPLOYS FORCESBoth armies deploy following the usualPlanetstrike rules, with the following

AGAINST THE SWARMMephiston has fallen, but the fight goes on. As the BloodAngels mount a final defence at the heart of the underhive,their salvation comes from an unexpected source.

PLANNED ARRIVALThough the defendersknow it not, the tides ofbattle are about to turn –allies are nearby and haveplanned their advancemeticulously. At the startof the game, choose atable edge and up to halfthe units you have held inreserve. When thenominated units passtheir reserve roll, theywill arrive from thechosen table edge, ratherthan determining theirarrival point randomly.

Angels Vermillion Assault Marine

Blood Angels Devastator of the 4th Company

Eldar Fire Dragons of the Khaine’s Heart Shrine

TO STAND

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exceptions. Half of the Blood Angelsunits (rounding up) must be kept inreserve. If the Blood Angels armyincludes any Eldar units, representingthe Ulthwé allies, then these must beamongst those units that are kept inreserve.

ATTACKER LAUNCHESFIRESTORMThe firestorm proceeds using all thenormal Planetstrike rules.

BEGIN THE PLANETSTRIKEThe Tyranids take the first turn!

MISSION SPECIAL RULESThe mission uses the Shock Tactics andScramble! special rules as detailed in thePlanetstrike book. Additionally, thefollowing special rule applies

The Endless Swarm: The Tyranids areeverywhere. For each brood destroyed,another takes its place. Any TyranidTroops unit removed from play can bebrought back into play from the Tyraniddrop zone at the start of the next Tyranidturn.

GAME LENGTHThe Blood Angels player rolls a dice atthe end of game turn 5. On a 1-2 thegame ends immediately, and on a 3 ormore the game continues. If the gamecontinues then the Blood Angels player

rolls a D6 again at the end of the 6thgame turn, and this time the game endsimmediately on a roll of 1-3, andcontinues for a 7th and final turn on aroll of 4+. The game ends automaticallyat the end of game turn 7.

DETERMINING THE VICTORFor the Blood Angels, this is astraightforward battle for survival. If theTyranids wipe out the Blood Angels andEldar, they win. If both the Blood Angelsand Eldar hold out until the end of thegame, without being eliminated, theywin.

If the Tyranids can capture enoughobjectives, they can prevent furtherreinforcements reaching thebeleaguered defenders and so force adraw. Therefore, if the Tyranids holdmore objectives at the end of the game,the Blood Angels can no longer win thegame. The Blood Angels player thereforeneeds to stay alive AND hold ontoobjectives to win. Remember:

• A Blood Angels unit controls anobjective if it is in base contact withthat objective and no Tyranid unitsare in base contact with thatobjective.

• A Tyranid unit controls an objective ifit is in base contact with thatobjective, regardless of the presenceof any enemy units.

PLANETSTRIKEMISSION Planned Arrival is amission that uses therules from Planetstrike,which allows you to fightintense planetaryinvasions. The Tyranidsare particularly nasty inPlanetstrike, literallyappearing right on top ofthe foe. The Blood Angelsare up to the task,however, able to launchdaring counter-attacks.

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STRIKE FORCE: SANGUINATUSOriginally tasked to eliminate a Genestealerinfestation, Strike Force Sanguinatus is notoptimally equipped to coordinate thedefence of Hollonan Tertius. Nonetheless,with Mephiston at its head, the strike forcedoes Chapter and Primarch proud, rallyingthe Imperial Guard defenders of Hollonanlong enough for reinforcements to arrive.

Commander: Chief Librarian MephistonAngels of Baal (Sanguiniary Guard)

Tactical Force: Winged RageThe main body of the strike force, Winged Rageoperates under Mephiston’s direct commandfor the duration of the Hollonan campaign.

Sub Commander: Veteran Sergeant DelaelTactical Squads Arvo, Delael and Golaro.Assault Squads Garibaldi and Chalael.Devastator Squad Alcoro.(All from 2nd Company)

Tactical Force: Blood StrikeWith a high incidence of Black Rage and battle-lust within Strike Force Sanguinatus, Mephistonformed a separate tactical force from the mostaffected Battle-Brothers. Blood Strikeconsistently suffers higher casualties than otherformations and is almost wiped out during theassault on the underhive.

Sub Commander: Chaplain OnazioBlack Harbingers (Death Company)Tactical Squad Icaral (5th Company)Assault Squad Ventro (3rd Company)

IMPERIAL GUARD 508TH ARMYWhen the call goes out to defend Hollonan,only the 508th is in range to assist in time.Already under-strength after a sustainedcampaign in the Derion Sector, and arrivingtoo late to construct any meaningfuldefences, the 508th are brutalised by theattackers. By the time of Mephiston’s finalbattle in the underhive, only the most quick-witted Guardsmen remain.

Commander: Lord General Bolvar Heldstrak3 Regiments, Catachan Jungle Fighters3 Regiments, Mordian Iron Guard (2 mechanised)2 Regiments, Vostroyan Firstborn (1 mechanised)1 Armageddon Steel Legion1 Remnant battalion, Kaledon Hunters1 Remnant battalion, Athonian Tunnel Rats

Banner of the Blood Angels 2ndCompany, recovered from the ruinof the underhive of HollonanTertius and restored by theChapter’s artificers.

“For our brothers, the lure of bloodhas become too strong. Honourthem, for while they cannot nolonger live as men, they will surelydie as heroes.”

- Chaplain Onazio

Angels of BaalBanner of Mephiston

Squad Arvo

Tactical Force: Winged Rage

Mephiston, Lord of Death

Veteran Sergeant Delael

Tactical Force: Blood Strike

Imperial Guard 508TH ARMY

Chaplain Onazio Black Harbingers

Squad Icaral

Catachan JungleFighters

ArmageddonSteel Legion

KaledonHunters

Athonian Tunnel Rats

Mordian IronGuard

VostroyanFirstborn

Squad Ventro

Squad Delael Squad Golaro

SquadGarbibaldi

Squad Chalael

Squad Alcoro

IN THE DEPTHS OF THE UNDERHIVE - HISTORICAL FORCES

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WAR HOST: SHAPERS OFUNFOLDING DESTINYAfter initial insertion throughHollonan Tertius’ fusion exhausttunnels, the war host bypassesmuch of the perimeter fighting andarrives at the underhive in time toseal victory.

Commander: Farseer Eldrad Ulthran

Striking Scorpions of the Shadow’sPassage Shrine

Striking Scorpions of the HoodedClaw Shrine

WAR HOST: SWORD OFUNYIELDING FLAME Autarch Malan Ulanismasterminds a series of daringhit-and-run attacks to drawTyranid forces away from theunderhive. Surviving forces thenconverge to assist Strike ForceDeliverance.

Commander: Autarch Malan UlanisGuardian Host Isha’s HopeFire Dragons of the Khaine’s Heart Shrine

BLOOD FORCE:ALPHALanded in force at theAechi skydrome. Sufferedheavy losses duringsustained hand-to-handcombat against theTermagant hordes.

Tactical Squads Balar, Fierenzo and Pattrazi. Devastator SquadPrimario.(Angels Vermillion, 2nd Company)

ASSAULT FORCE:ENCARMINEConducted the shock assaulton Brakas hab-block and theSynapse Brood entrenchedwithin. There are nosurvivors.

Heralds Encarmine(Sanguinary Guard)

Sanguinius Honorum, Sanguinius Nobilus(Angels Encarmine Death Company)

TO STAND AGAINST THE SWARM - HISTORICAL FORCES

Squad Balar Heralds EncarmineSquad Fierenzo

Squad Pattrazi

Squad Naelas Squad Vargo Squad Zincael Squad Corleas Squad Azpharon

Squad Borael Squad Zapharan Squad Alars Squad Caelon Squad Ephraem

Squad Zastor Squad Balael Squad Alaesto Squad Haelar Squad Triam

Squad Amael

Guardian Host Isha’s Hope

Autarch Malan Ulanis

Fire Dragons

Squad Patizo Squad Aloni Squad Edristo Squad Cantivori

Squad Primario Sanguinius Honorum Sanguinius Nobilus

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Strike Force: Deliverance

Striking Scorpions of theHooded Claw Shrine

Striking Scorpions of theShadow’s Passage Shrine

STRIKE FORCE: DELIVERANCEThe main relief force. Landed amongst theruins of Darkspire spaceport and foughtthrough twenty Tyranid-infested levels ofHollonan Tertius. Captain Castigon leadsthe charge against the Tyranid Warriorslurking on the perimeter of the underhive,but is incapacitated in the final momentsof the assault. Sergeant Borael takescommand of the strike force.

Commander: Brother-Captain Castigon(Blood Angels 4th Company)

Tactical Squads Naelas, Vargo and Zincael.Devastator Squads Corleas and Azpharon.(Blood Angels 3rd Company)

Tactical Squads Borael, Zapharan, Alars,Caelon, Ephraem and Zastor.Assault Squads Balael and Alaesto.Devastator Squads Haelar and Triam.(Blood Angels 4th Company)

Tactical Squads Amael, Patizo and Aloni.Assault Squads Edristo and Cantivori.(Blood Angels 5th Company)