Space Crusade Mission 3: Interception

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Maturin
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Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 9:40 am

Image

Image

Available Enemy Blips: All BUT ONE of the following:
Spoiler
14 x Gretchins
8 x Orks
3 x Chaos Space Marines
1 x Chaos Space Marine w/ Missile Launcher
1 x Chaos Marine Commander
4 x Androids
1 x Dreadnought

Enemy Reinforcements: All Green Reinforcement Tokens (14 x Gretchins & 8 x Orks)

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Enemy Stats:
Spoiler
Image
Notes:
Chaos Marine w/ heavy weapon carries a Missile Launcher.
Chaos Commander carries a Heavy Bolter.
Dreadnought carries a Missile Launcher, Assault Cannon and a Bolter. And can make an attack with each weapon every turn! (But for every health point it loses, one of the heavy weapons gets destroyed)

Mission Stats:
Spoiler
Blood Angels: Commander Gorman - Armed with the Power Glove and Power Sword
Rank: Lieutenant Senioris
Honour Badges: 0
Order Cards: Fire! - Photon Grenades!
Equipment Cards: Bionic arm - Forcefield - Melta bomb
Kills:
Gretchin x 7
Ork x 6
Android x 2
Losses:
Bolter Marine
Assault Cannon
Missile Launcher
Points: 27


Ultramarines: Commander Valius - Armed with the Power Glove and Power Sword
Rank: Lieutenant Senioris
Honour Badges: 0
Order Cards: Fire!
Equipment Cards: Medi-Kit - Melta Bomb - Digital Weapons
Kills:
Gretchin x 6
Ork x 1
Chaos Marine x 1
Chaos Marine Heavy
Android x 1
Losses:
Bolter
Points: 35

Imperial Fists: Commander Trusst - Armed with the Heavy Bolter
Rank: Sergeant
Honour Badges: 3
Order Cards: Fire!
Equipment Cards: Melta bomb - Suspensors - Targeter (Plasma) - Targeter (Missile) - Bionic Eye - Combi Weapon
Kills:
Gretchin x 11
Ork x 8
Chaos Marine x 2
Android x 1
Chaos Commander
Losses:
Missile Launcher -10pts
Bolter
Points: 61

Marines/Weapon reference cards:
Spoiler
(Red dice deal more damage and have a greater chance to hit than white dice)

You can only carry 1 of each type of heavy weapon amongst your 4 Marines, but may carry multiple Bolters.
Your Commander has access to 1 of 3 specialist weapons:

Image Image

Order/Equipment Cards:
Spoiler
The card front is above, the back of the card is below.

Blood Angels:
Spoiler
Orders:
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Equipment:
Image
Ultramarines:
Spoiler
Orders:
Image

Equipment:
Image
Imperial Fists:
Spoiler
Orders:
Image

Equipment:
Image
Last edited by Maturin on Tue Jun 18, 2019 8:20 pm, edited 14 times in total.

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 9:40 am

Notes on the mission:

* On the map below, there is now a Reinforcement tracker which tells you how many I have left to bring on. I can bring on a maximum 6 per turn.

* You must kill all standard enemy blips AND all reinforcements to be able to claim the Primary Objective.

* The squad with the highest total value of enemies killed will receive the Primary Objective Token at the end of the mission (30 pts). And then we'll work out the winner the usual way.

* Consider your Order Cards/Commander weapons on this occasion. This mission is a race. Imperial Fists should at least consider the Heavy Bolter + Combi-Weapon + Bionic Eye here.

Mission Map:
Spoiler
Image
Last edited by Maturin on Tue Jun 11, 2019 5:10 pm, edited 2 times in total.

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 9:41 am

So Commanders, your docking claws await you. I will need from each of you:

1. Your choice of heavy weapons + Commander's weapon.
2. Your choice of Order & Equipment cards. (See below)
3. The starting order of your Marines in the docking claws.
4. A D20 dice roll to determine which order you will take turns.

Mantis - you get to choose 3 Order Cards and 4 Equipment Cards.
Sly Boots - you get to choose 3 Order Cards and 4 Equipment Cards.
Animalmother - you get to choose 1 Order Card and 7 Equipment Cards.

No rush, so whenever each of you has the spare time.

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Sly Boots
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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Tue Jun 11, 2019 5:43 pm

What are the mechanics behind the reinforcements? Can they spawn anywhere on the map, or are there set (but currently unknown to us) spawn points? Do they come at regular intervals, or do you have to draw a particular card on the enemy turn?

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Tue Jun 11, 2019 5:54 pm

As for deployment, will go with the same setup as the first mission, I think, but with the addition of the Move it order.

Orders - Fire!, Move it, Photon grenades

Gorman keeps his beloved power gauntlets and sword
Apone keeps his bolter
Hudson keeps his missile launcher
New Vasquez takes her namesake's gore-splattered plasma rifle
New Drake takes up the assault cannon

Equipment - Bionic arm, forcefield, blind grenades, melta bomb

Starting positions:

Gorman, Vasquez
Hudson, Drake
Apone

Initiative roll: 14

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 5:58 pm

Thanks Gorman! Orders received. You're going to have more tactical options this mission but fewer toys to play with.

As for the reinforcements.. If you cast your eye over the top right sector of the map, you'll see 3 additional doorways along the edge. At the very end of my turn, I get to place new reinforcements on the map squares in front of those doorways (but I can't actually use them till my following turn). I may decide not to place any at all, or I can choose to put down the full 6.

Also, they won't be blips but they'll be revealed enemies as soon as I place them. So you'll always know what they are once they enter the map.

Spoiler
Image

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Mantis
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Re: Space Crusade Mission 3: Interception

Post by Mantis » Tue Jun 11, 2019 6:52 pm

Fire! Move It! and By Sections! for my orders.

Valius will keep his power glove and sword.
I'll take all three heavy weapons and one bolter.
Starting position of Valius and rocket, Plasma and Assault, Bolter.

Equipment: Med-Kit, Melta Bomb, Blind Grenades, Digital Weapons

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 7:00 pm

Wise choice on By Sections, Commander Valius. It can effectively be used as an extra Move It order, which could be useful with your starting position.

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Animalmother
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Re: Space Crusade Mission 3: Interception

Post by Animalmother » Tue Jun 11, 2019 8:43 pm

So can I pick multiple targeters or melta bombs for my kit since I now have 7 slots?

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Re: Space Crusade Mission 3: Interception

Post by Sly Boots » Tue Jun 11, 2019 8:46 pm

Animalmother wrote:
Tue Jun 11, 2019 8:43 pm
So can I pick multiple targeters or melta bombs for my kit since I now have 7 slots?
Your cards are in the drop down thingy on the first post - stand to be corrected but while you have two targeters available it's just the one bomb.

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 8:48 pm

Aye. Of the 8 cards available you can only pick each one once. But it just happens there are 2 Targeter cards amongst them - so you can take both of them and have 2 weapons with a Targeter. Which I highly recommend!

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Animalmother
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Re: Space Crusade Mission 3: Interception

Post by Animalmother » Tue Jun 11, 2019 8:57 pm

Fair nuff

Sgt Maximus Trusst - Heavy Bolter
Marine Surge Ultimus - plasma gun (targeter)
Marine Ganicus Rex - assault cannon
Marine Thrace Sternshaft - rocket launcher (targeter)
Marine Talon Ironstag - bolter

Order - Fire!
Equipment - melta bomb, blind grenade, suspensors, targeter X2, eye thingy, combi weapon

Assault & commander at front
Plasma & rocket
Bolter

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 8:59 pm

Nice to see you going for the Heavy Bolter. Be interesting to see how that plays out. You're going to have loads of firepower. :D

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Maturin
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Re: Space Crusade Mission 3: Interception

Post by Maturin » Tue Jun 11, 2019 9:01 pm

Animalmother & Mantis, I just need a D20 dice roll from the two of you to determine the starting order.

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Re: Space Crusade Mission 3: Interception

Post by Animalmother » Tue Jun 11, 2019 9:02 pm

17

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