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Tuesday, May 25, 2010

Pillars of Hatred: Round 5 - The Pillars

The scenario below is the battle that will be played for Round 5 of the Pillars of Hatred Campaign. They can be downloaded by clicking here.

Knowledge. It is the object which men and xeno alike seek, not realizing nor understanding its power until it is too late.

The biggest problem with knowledge is that once it is obtained, there is no giving it back.

Every being that set foot on Bein-Telu eventually obtained the knowledge of the Pillars. That knowledge killed the weakest beings with its depth. For the Pillars were not simply statues, they were living conduits of power and knowledge that had survived eons.

The foolish believed that the Pillars could be harnessed and their power and knowledge used for their own purposes.

The even more foolish believed they could be destroyed and their sanity would be left unharmed.

Such is the way of man and xenos. They have come and gone, civilizations born and died, as the Pillars of Hatred stood at evenly spaced intervals on the planet, surrounded by nothing other than the wreckage and waste of those who came to destroy or to harness.

"The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happens to them all."
~Inquisitor Lord Aki

The Pillars of Hatred Campaign
ROUND 5: The Pillar

The battles for the third round will be fought between:
Player 1:
Hambali 501st Regiment
Ed M (emlynar@hotmail.com)
versus
Player 2:
Salamanders 2nd Company
Andrew U (ushean01@gmail.com)
Player 1:
Cadian 17th Recon Division
Mike B (steelthunder@comcast.net)
versus
Player 2:
E'Co Sept, Ordo Xeno
Jon K (eosanalpha@yahoo.com)
Player 1:
Firestorm
Angel C (crespo0452@comcast.net)
versus
Player 2:
Army of Ten Rings
Erik A (eangel17954@yahoo.com)


Mission: Modified Annihilation
Deployment: 4'x6' table, 12" from table edge
Points: 1500

Scenario:

Your army arrives at one of the Pillars of Hatred. The Pillar stands alone surrounded by nothing put crater and wreckage.


The Pillar must either be destroyed or controlled and the enemy army must be destroyed.

Pre-Game:

Designate a Leader
Designate a leader for your army. This will be the leading HQ character. However, if there are multiple HQ characters in your army, you must select one as the leader. Notify your opponent as to who your leader is.

The Pillar of Hatred
The Pillar is a tall, narrow model. The base should be about 60mm (the size of a Dreadnought base) and the model should be at least 8" tall.

Set Up

The game will be played on a standard 4'x6' table with the Pillar model in the center of the board. The only terrain that can be placed within 18" of the Pillar is craters. There ground around the Pillar should be littered with at least five craters.
All other terrain must be set up beyond the 18" range of the pillar.

The player's deployment zones are within 12" of the long table edges. Both players will roll off and the winner will chose table side, deploy first, and will move first. Stealing the Initiative is allowed to be attempted.

The Pillar

At the beginning of every game turn, starting on the first turn, both players will roll a single dice and add the results. The Pillar will then make a shooting attack with the profile listed below. This attack will be taken against every unit within 18” of the Pillar. Roll 2: BS:3, Heavy 20, S:3, AP:--


If the army being targeted has succumbed to the influence of the warp in previous battles (used a warp upgrade), then no cover saves are allowed. If the army being targeted did not take ANY warp upgrades in previous battles, then they will receive a 4+ invulnerable save against the attacks made by the Pillar. This save can also be used for vehicles.

The attack is even taken against units in base contact with the Pillar and the Pillar still attacks normally if a unit is in base contact. Any template attack fired by the Pillar that hits the Pillar has no effect on the Pillar itself.

The Pillar can also attack units that are within range and locked in close combat. Each unit locked in close combat is attacked separately.

Units mounted inside transports cannot be targeted individually as they are protected by the vehicle itself.



Roll 3: BS:3, Heavy D6, S:5, AP: 4
Roll 4: BS:3, Heavy 1, S:10, AP: 2, Ordnance Barrage
Roll 5: Warped Confusion. All units within 18" of the Pillar will all available weapons against the closest friendly that is in range. If no friendly unit is within range, the unit will fire against the closest opposing unit within range. This attack does not count as a normal shooting attack (meaning the unit can fire as normal during the player's turn).
Roll 6: BS: 3, Heavy 5, S: 7, AP: 2 Small Blast
Roll 7: BS:3, Heavy 1, S: 8, AP: 1 Melta
Roll 8: BS: 5, Heavy 1, S:4, AP: 3 Sniper
Roll 9: Warp Shift. Every unit within 18" of the Pillar will scatter 2D6" in a direction determined by the scatter dice. Normal Deep Strike rules (including Deep Strike Mishap rules) apply. If the unit suffers a "delayed" mishap result, the controlling player will need to make a reserves roll for the unit to come back onto the table during subsequent player turns. However, the unit can move, shoot, and assault as normal during the player's turn.
Roll 10: BS: 3, Heavy 20, S:3, AP: 5, Rending
Roll 11: BS: 3, Heavy D6, S: 9, AP: 2, twin-linked
Roll 12: BS: 5, Heavy D4, S:10, AP: 2, Ordnance Barrage, Lance
Destroying or Controlling the Pillar
The Pillar has an armor value of 14 and two structure points (SP), meaning that two wrecked or explodes results are required to destroy it. The Pillar is destroyed by the player that reduces the SP value to zero.

Use the following damage table to determine the type of damage done to the Pillar if a successful hit is made.

1 - No effect
2 - No effect
3 - Cannot shoot next turn
4 - Cannot shoot next turn
5 - Loses 1 SP
6 - Loses 1 SP

A unit can control the Pillar by assaulting it and moving into base-to-base contact during the assault phase, declaring that he is attempting to take control of the Pillar, and staying in base-to-base contact for two consecutive player assault phases. The unit cannot shoot, move, or assault until it has control of the Pillar. For example, if a player moves a unit into base contact in one assault phase, he will not control the Pillar until the end of HIS second assault phase.

A unit that is in base to base contact with the Pillar can be attacked with ranged weapons as normal, but cannot be assaulted (the warp currents around the unit become too strong). The Pillar will attack the unit at the beginning of every game turn as normal.

If a unit has control of the Pillar, all shooting attacks made by the Pillar towards the unit's army will cease. The attacks made by the Pillar towards the opposing army will continue.

Only one army can control the Pillar at a time.

Alternatively, a unit can assault the Pillar as normal as if it were attacking a vehicle.

Warp Squalls

The barrier between reality and the warp on the planet of Bein-Telu is weak. This causes many atmospheric disturbances that are enhanced by the summoning ritual.

At the beginning of each GAME turn (not player turn) both players will roll 1D6. If the combined total is 8 or above, reality is ripped, resulting in blinding light, hurricane winds, and blowing debris. Night-fighting rules are in effect for the entire game turn.

Night fighting rules have no effect on the shooting attacks made by the Pillar.

Game Length

The game ends at the conclusion of turn 6 or unit both armies are destroyed. If only one army is completely destroyed, the game will continue as the Pillar will still make attacks against the surviving army.

Winning and Scoring

10 points are awarded to the army that destroys the Pillar.

15 points are awarded to the army that controls the Pillar for at least one game turn.

One point is earned if your opponent's designated leader is killed or falls back off the table.

Points are also earned by determining the amount of the opposing army destroyed or fall back off the table. This is done by taking the total number of points of the units destroyed and divide the results by 10. For example, if 790 points of your opponent's army was destroyed, then you would earn 7.9 points.

Immobile, wrecked, and destroyed vehicles count as fully destroyed and receive full point value. Weapons destroyed, shaken or stunned vehicles to not count as any points.

Units at half strength or below receive half of their point value. Completely destroyed units receive full value.

Independent characters, even if they are part of a unit or retinue, always count independently.

Monday, May 24, 2010

Storm Raven WIP For Sale

Here is a custom built Storm Raven I began a few weeks ago based on the Tunderhawk design. Its very sturdy is about ready for paint after the addition of weapons. I want to build another one with some changes I have decided to make ater getting this far. Rather than toss it I figured someone might want to have one that doesnt have the time to build one themselves.

I am starting this auction out at the cost of materials and time I have in.

Two access doors on each side that will fit spare landraider doors or FW ones

The landing gear is magnitized so that you can remove it during "flight"

There is a stong magnet in the hull for attaching the included flight stand

Like I said this is an extremely well built and awesome version of the stormraven. If you really wanted to this could be used for a Thunderhawk in Apoc games.

I will ship this item with proper packing and UPS shipping only. Any quesitons please feel free to ask.

Saturday, May 22, 2010

Berks Events

Here are the upcoming and ongoing events that the members of the Berks Warhammer 40K Club are participating in:


Triumph of Will
4000 point per player Apocalypse Game
May 29th at 1:00 PM
8 spaces available
The Adventurer's Guild, Harrisburg, PA
Contact theadventurersguild.mail@gmail.com for more info.

Berks Kill Team Tournament
The Battle for Helios Prime
May 29th at 11:00 AM
8 spaces already filled. Contact Erik A for info in case someone cancels.
HobbyTown USA, Reading, PA

MECHANICON 2010
5 Game 1850 Points Warhammer 40K Tournament
November 5-7, 2010
West Chester, PA
Click here for more details



Pillars of Hatred Campaign
Closed campaign
Currently on Round 5 of 6

Wednesday, May 19, 2010

Storm Raven WIP

by Erik A
Here are some pictures of Erik A's Storm Raven. The man has too many projects going on at once!

Tuesday, May 18, 2010

Yet another project I decided to do.....sigh

by Erik A
True Scale Marines for kill team.  So the idea is to do a 5 man squad of marines for kill team games.  I started work on my sgt tonight and quite like the way its going so far.  This is about 2 hours of work to find the pieces I wanted to use and then start with the putty work.  I still got a ways to go but actually like where its going.

But I am torn on what chapter to make them.  I am thinking of actually detailing them as pre hearasy armor.  So that gives me some ideas right now as to either being Imperial Fist, Iron Warriors, or Emperors Children.  How about i let you guys decide?  Which of those three would look better on a kill team game?

Monday, May 17, 2010

Model of the Week

by Keith T

Spearhead models are now available for advanced order!

First is the Eldar Fire Prism/ Night Spinner Kit

Eldar Fire Prism

Next is the IG Manticore/Deathstrike Kit

Imperial Guard Manticore / Deathstrike
Imperial Guard Manticore / Deathstrike

Next up is the IG Leman Russ Kit that makes the Leman Russ Battle Tank, Eradicator, Exterminator or Vanquisher.

Imperial Guard Leman Russ Battle Tank
Imperial Guard Leman Russ Battle Tank
Imperial Guard Leman Russ Battle Tank

Also Eldar get a new Support Weapon Platform
Eldar Support Weapon

and lastly, IG get Knight Commander Pask
Knight Commander Pask


I hope you Eldar and IG players saved your pennies.

Saturday, May 15, 2010

Berks Events

Here are the upcoming and ongoing events that the members of the Berks Warhammer 40K Club are participating in:
Warhammer 40,000
'Ard Boyz Tournament
2010 Season
The Adventurer's Guild, Harrisburg, PA
"Who is the best 40K player in North America?"
Preliminaries Round
2,500 point tournament
Only 16 spots available!
TODAY!!!!!
Contact theadventurersguild.mail@gmail.com for more info.

Triumph of Will
4000 point per player Apocalypse Game
May 29th at 1:00 PM
8 spaces available
The Adventurer's Guild, Harrisburg, PA
Contact theadventurersguild.mail@gmail.com for more info.

Berks Kill Team Tournament
The Battle for Helios Prime
May 29th at 11:00 AM
8 spaces already filled. Contact Erik A for info in case someone cancels.
HobbyTown USA, Reading, PA

MECHANICON 2010
5 Game 1850 Points Warhammer 40K Tournament
November 5-7, 2010
West Chester, PA
Click here for more details



Pillars of Hatred Campaign
Closed campaign
Currently on Round 4 of 6

Friday, May 14, 2010

Librarium Online's 40K Quiz

How well do you know Warhammer 40k background and history? Here's your chance to find out! Take the LO 40k Quiz by clicking here.

Tuesday, May 11, 2010

BATTLE REPORT: Pillars of Hatred game 4: The Keepers

by Steel Thunder
Caidan 17th Imperial Guard vs. Tau force: Firestorm (Angel Crespo)

Mission: Capture the Keepers....5 individual models spaced out along the middle of the board, 12" from the side edges, and 12" apart. Each Keeper moves randomly d6"+ scatter dice each turn. Until they are captured or within 3" of any unit.

Any infantry or walker unit can capture a keeper in an assault, than may move away with them or load them into a transport.

Escape off your own table edge, score 5 points. Kill a Keeper, -3 points. Kill enemy HQ commander, +1 points, your commander lives: +1 point.

After having helped prevent evil and chaotic summoning by some rogue members of the Salamander’s 2nd company, Colonel Colwyn Dray and his forces found themselves in a predicament.

They had just opened fire upon allied forces of the Imperium. Col. Dray gave his men instructions to capture forces of the summoning renegades alive and at all costs. This ended up pitting his forces against Loyalist Salamander Space Marines.

Col. Dray was ready to face the worst. Fearing Captain Ver’Asa of the 2nd company would probably see to it that he and the rest of the Cadian 17th recon forces were to face execution for opening fire upon their forces. The only saving grace was that Col. Dray’s forces had obtained some strong neuro-bombs and the shocking blast waves from some of their munitions, while deadly on weaker foes, were non-lethal to the Astartes warriors.
The saving grace came in the form of a direct message relay that was transmitted to both the Salamander units as well as the Cadian 17th.

"...again we repeat.....all forces loyal to the Emperor of Mankind, stand down! This is by order of Vulkan Hes’tan himself and the 1st company of the Salamanders. You are to stand down and await further orders. This is emissary Bel’tior of the Salamanders 1st company, you are to stand down and await our arrival...".

The message came right after Colonel Dray saw Captain Ver’Asa put a bullet from his bolt pistol into the head of the last traitorous marine. Breathing a sigh of momentary relief, Colonel Dray just assumed it would only be a short stay of execution.
During the interim that followed, Colonel Dray and his forces were actually commended for remaining loyal during this expeditionary campaign on Bein-Telu. Captain Ver’Asa and his men were called into disciplinary matters and were to join the forces of the Salamanders First Company for debriefing and perhaps a visit by the Inquisition, who were rumored to be sending more forces this way to contend with the mysterious Inquisitor Lord Aki.

The Salamanders also were rumored to be bringing in additional forces to clean up in this sector. Rumors of Space Marines from the Blood Angels, Space Wolves, as well as the Salamanders leaving a detachment of the 6th company supporting the rebuilding Lamenters marines were all due to arrive in the next month.

For now, additional intelligence revealed some interesting information for the current forces involved in the battles on Bein-Telu.

It had come to the attention of monitoring units that a strike force of Tau from the Firestorm division were tracking the Cadian 17th. Intelligence shown that these were similar forces that the Cadian 17th had expunged before when they were called in to deal with a large force of Kroot Mercenaries. Perhaps the Tau were seeking revenge?

As for the Salamanders, they were to join 1st Company and proceed to intercept another Tau force, a questionable unit called : E’Co Sept. of Order Xenos...an experimental "loyalist" Tau force that claims to be allied to the Imperium. Not wanting to take any chances, the Salamanders would be dispatched to cut them off and eliminate them altogether.

The mission was simple. There are 5 native aliens to Bein-Telu in a location nearby that the Tau were looking to intercept. Emissary Bel’Tior of the Salamanders had issued orders for Col. Dray to lead his forces and capture some of these "Keepers of the secrets" and return them for processing before the Tau of force Firestorm could.
Organizing his forces, Col. Dray had already sent Lt. James "Jumpin’ Jim" Gavin of the 005th Stormtrooper squad to lead a recon unit to scout ahead. Lt. Gavin’s forces had already detected the Tau insurgents and had infiltrated behind enemy lines.

Colonel Dray organized a strike team that he would lead personally, not wanting to disappoint the Salamander’s Emissary and keep his forces in the "good graces" of the Imperium. He rallied a veteran sniper team and Capt ? (Master of Ordnance) to form his command squad.

Colonel Dray had sent for Lt. Belkan, the somewhat cowardly junior officer who sometimes led and infantry platoon into battle. The Colonel figured this was the Lieutenant’s last chance to redeem himself before having a Commissar assigned to him. Joining him were to infantry squads and two heavy weapons teams, one with Autocannons and one with Lascannons and Missle Launchers.
Filling out the Cadian forces were a Chimera transport for one infantry squad, to ride forward and capture a "Keeper" as well as an outfitted Valkyrie Assault Carrier. Two Sentinel Scout Walkers would provide some flank protection, a squad of ratling snipers would infiltrate and join the stormtroopers in getting behind enemy lines. Heavy support came in the form of a Leman Russ Battle Tank, and Leman Russ Executioner Plasma cannon tank.

Having moved his forces into position, Col. Dray gritted his teeth in anticipation. The Tau were known for their firepower and he knew he would be in for a fight. Scout reports came in on three squads of battle suits, including a squad known as Broadsides, that packed lethal anti-armor in the form of twin-linked rail guns.
The Cadian Sentinel walkers strode into the woods, taking advantage of natural cover along the West flank. They were supported by the anti-armor heavy weapons squad and Lt. Belkan with his infantry squad toting 4 grenade launchers.
Central to the field of battle a Chimera Transport and a the Leman Russ Excecutioner took up position with rocky outcroppings for cover. In front of them, somewhere amidst rock and brush were the Stormtroopers of Lt. James Gavin’s band. Taking up the East flank was Colonel Dray and his command squad along side the heavy weapons team with autocannons. To his left, by the Eastern flank was the Valkyrie Assault Carrier and the Leman Russ Battle tank. Beyond the tank on the Eastern flank, a small unit of Ratling snipers had taken up cover, sneaking up on one of the roaming Keepers.
Tau Turn 1: As the Valkyrie made it’s scout move and turbo boosted halfway across the table, between two of the keepers, Tau Battle Suits armed with twin-linked Smart Missles managed to bring it down as the vehicle failed it’s cover save and they rolled a 6 (-2)=4 Immobilized result. The vehicle flying so fast was brought down into a crash landing. The Ratling snipers took some casualties and failed their morale test and decided to fall back. All other units tried to gun down the Stormtroopers located in the middle of the board, behind a rocky outcropping. Many of the Tau forces were just out of range for their smart missles and did not have line of sight to them with any other weapons.

Railguns either failed to penetrate armor on the Chimera or hit the rocks in front of it, sparing it for the moment.
Cadian 17th Turn 1: The Ratlings continued to fall back. The Leman Russ Battle tank broke from cover and fired it’s main gun and a heavy bolter and stubber into the twin-missle armed battle pods. The blasts took out 1 full suit, damaged another and took out both gun drones. The Executioner tank did similar damage to the next squad of Battle Suits in the central part of the enemy forces.

Scout walkers stepped up and immobilized one of the Tau Devilfish transports. Stormtroopers stepped up and captured a Keeper and started to pull back. The Chimera rolled forth and popped smoke launchers.
The squad inside the Valkyrie was pinned. The anti-armor squads moved forward to grab cover in the tree line as Lt. Belkan moved his men into the woods as well.

The intensity of the incoming fire from the leman russ forced the Smart missle armed Battle Suits on the Eastern flank to fall back and leave the field of battle.
Tau turn 2: Much to the chagrin of the Battle Tank crew, a squad of 20 Kroot mercenaries arrived on the Eastern Flank. The Horde of creatures leaped and clambered and fired into the rear of the tank, forcing crews to close all hatches and dive for cover. (60 attacks, 26 hits, 2 glances, both crew stunned).
On the Western side of the battlefield, the unit inside the immobilized devilfish deployed and started running on foot. The second Devilfish transport zoomed forward and deployed another squad that prepared to capture a Keeper on the West flank.

The Tau Hammerhead tank opened fire with an Ion cannon, joining the Braodsides in trying to gun down the Stormtroopers who were making away with a Keeper. Four of the brave soldiers fell to their fire, but kept moving.
The other squad of Tau battlesuits fired missles and gunfire into the squad that had to disembark from the downed Valkyrie. Their downed transport provided ample cover to allow them to hold out under heavy fire.
Cadian 17th turn 2:
Colonel Dray ordered his squad and the autocannon team to fire on his target, bringing their guns to bear on the Kroot squad that was climbing all over the Leman Russ Battle Tank. The Commander’s fears were two fold. 1: They could take out his tank. 2: They were dangerously close to his command unit. The gunned down 7 of the Kroot mercenaries.

The Leman Russ Executioner tank turned it’s guns onto the Kroot as well, hoping to chase them off their allied tank. The plasma blasts scored 17 hits, but the Kroot saved 14 of them with cover saves! Stray shots from the plasma cannons though took out the main gun of the Leman Russ and one of it’s drive wheels, thus immobilizing it.

Still, it forced the Kroot to retreat. The Valkyrie team stepped up and captured another keeper and tried to make their way back. The Stormtroopers kept running as Cadian forces tried to provide additional firepower into their side. The Sentinels managed to stun and shake the crew of the other Devilfish on the Western flank.

The Chimera rolled forward and deployed it’s team, with the Armored fist squad hoping to capture yet another keeper.

The Ratlings failed to heed the commands of Col. Dray and fled the field of Battle.
Tau turn 3: A second squad of Kroot mercenaries arrived, this time on the Western flank. Their arrival took the anti-armor team by surprise and they soon found themselves beset upon by Kroot and their hounds, and they died in a cry of agonized screams.

The fleeing Kroot on the Eastern Flank regrouped and prepared to support the Battlesuits taking the fight to infantry squad by the Valkryie. Their combined firepower forced the squad to abandoned their position and leave the Keeper behind as they were forced to fall back.

The Hammerhead took out six of the Armored Fist squad as the Broadsides wrecked the Chimera tansport.
Cadian 17th turn 3: With the Kroot taking out the anti-armor team, and Lt. Belkan and his men breaking from cover and running toward the keepers and away from the Kroot, the Executioner tank pivoted and brought all of it’s Plasma Cannons to bear upon the Kroot in the woods. 9 of the 20 Kroot and hounds fell to plasma fire as the woods were set ablaze.

Under their cover fire, Lt. James "Jumpin’ Jim" Gavin made his escape with the first Keeper of the fight. Colonel Dray ordered the Autocannon squad to break cover and they moved forth and captured another Keeper as the squad from the Valkyrie continued to flee, also not heeding the commands of Col. Dray.

The Walkers managed to immobilize the second Devilfish.
Tau turn 4: The Tau forces on the Western flank combined their firepower effectively. They had gunned down the rest of the Armored Fist squad from the Chimera. Lt. Belkan and his platoon squad were caught in the open and his men were gunned down around him. He turned to run, but cut into the path of a pulse cannon from the immobilized Devilfish, and Lt. Belkan was cut down.

Gunfire from the Kroot took out one of the Sentinel Walkers. As the Squad of Tau firewarriors who had the Keeper in their possession fled to escape, they tripped up on their own feet, rolling a (1) on their run, stopping them less than 1 inch from the table edge. This would prove to be a fatal event.
On the Eastern side, the Tau Commander showed up, deep striking into the opening between Col. Dray and his command squad and the Leman Russ Executioner tank. Commander Brightblade leveled his Fusion Blaster at the rear of the Executioner hitting it directly in the capacitors of the Plasma Cannon generator and caused the vehicle to explode in a shower of shrapnel and sparks.
Cadian 17th turn 4: Seeing his beloved tank blown to smitherines, Colonel Dray ordered his squad to step up. Col. Dray leveled his pistol at the Tau commander and put a shot into the rear of his suit, penetrating the neck armor and injuring the enemy commander. Col. Dray than unsheathed his power sword and ordered a charge as he and his command squad assaulted the Enemy Brightblade in his battle suit.
As his own men provided cover, the Heavy Weapons team heard their commander’s orders to "Move!, Move!, Move!" and ran their way to escape with a second Keeper. The Immobilized Leman Russ poured firepower from it’s lascannon, heavy bolters and stubber into the remaining Kroot on the Eastern flank, causing them to break and run for the hills.

Than came the coup-de-grace. In the far North West corner, as the firewarriors were running towards their escape, their reason for pulling up short became evident.
Guardsman Dutch (my version of Marbo), stepped up from behind a rocky outcropping smiling evily at the Tau. Before they could step back, Dutch had tossed a demolition charge into their midst. All but one of the warriors were blown to the ground, the last holding the Keeper behind him. Dutch unsheathed his envenomed blade and dove into combat and sliced the poor fool’s throat before he know what had hit him. The Keeper was now in possession of Dutch.
Tau turn 5: Tau Battlesuits on the Eastern side gunned down the last of the squad that came in the Valkyrie. Their commander was engaged in a combat with Col. Dray and was slowly taking out his support squad one by one with his enhanced battle suit. Col. Dray scored another wound, driving his power sword into the battle suit of the enemy Commander Brightblade.

The Broadsides gunned down Dutch or chased him off (only time will tell if he truly escaped) and the Keeper was left to wander on it’s own as the remaining squad of firewarriors tried to pull back to capture it before it could wander away.

The remaining troops of the Armored fist squad made their escape but were not in possession of a keeper.
Cadian 17th turn 5: Kroot forces on the Western side of the battlefield made it to the center of the field and captured a Keeper. With time running out and no mobile transports, they were not going to have enough time to escape (Game ends on turn 6).

On the Eastern side, the two surviving battle suits joined into battle with their commander, taking out another of the command staff guard. The Kroot mercs on the east had fled the battlefield, the Leman Russ continuing to pour fire into their ranks as they fled.
Tau Turn 6: No where to go with the Keeper, the Tau only had 2 targets left to shoot at. The Leman Russ battle tank in the far south east corner that many of them could not draw line of sight to. The other target was Cadian Col. Dray and his command staff, but they were engaged in a desperate fight with Commander Firestorm and 2 more battle suits in an assault. They moved closer to see if their commander could take out the enemy.
Cadian 17th turn 6: In an epic finish to the battle, two of his squads escaped with Keepers, 2 more squads have run away (Ratlings and Armored Fist), Colonel Colwyn Dray was the only one with half of his command squad left in the fight.

Bringing his power sword in a coup-de-grace, Col. Dray cut down the Tau commander dropping him in a near fatal blow. The strike to their commander cause the two battle suits engaged with Col. Dray to break off to cover their commander.

The momentary confusion allowed Colonel Dray and his men to take leave of the battlefield as the Leman Russ fired off it’s smoke launchers to cover their commander’s victory. Crews abandoned the tank and fled with their commander, his units suffering heavy casualties, but scoring a victory none the less.

A tough battle that came down to the very end. Cadian 17th scored +5 points per Keeper (x2), +1 point for taking down the enemy commander, and +1 point for their Commander surviving for a total of 12 points.

The forces of Firestorm (Tau) scored zero points. If this was a battle based upon victory points, the Tau would have had a decisive victory, but that wasn’t the mission and in the end, the Cadian 17th have won yet again against the Tau of Firestorm.