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The Hunt for the Bringer of Woe

Historical Background:
In early M40 the fleet of Warmaster Niagan attempted an invasion of the Gravarian sector of Imperial space. The ultimate goal was to destroy the sector naval headquarters at Valors Triumph, and disable or better yet, capture the extensive shipyards and repair facilities circling the Gas Giant, Aleph 442, and lay siege to the Adeptus Mechanicus facilities on Beta Signium. It was believed that a simultaneous strike at the sector command intending to disrupt command and control ability of the Imperial forces would hamper strategic response and that the securing of the space docks would prevent repair and rearming of battle damage incurred in the ensuing campaign. Intelligence gathered that several Mar class battlecruisers, constituting the bulk of the sectors carrier force, were in dock undergoing refits during this time. Catching them in port would allow for the destruction or at least crippling of the ability of the Imperials to project attack craft in any counter attacks. With the initial goals met, it was believed that the rest of the sector star systems could be rolled up one by one, in the process hunting down and destroying any remaining enemy deployments piecemeal, never allowing the Imperials to stabilize the front lines; conditions that Chaos excelled in and Imperials suffered. Once consolidated into a pocket empire, the worlds could be fortified and able to defend any response from the typically slow Imperial reaction. Or so the warmaster thought While the attack group assigned to Aleph 442 was a partial success in that the facility suffered damage across the various docks, repair yards and foundries and the destruction of two aging but valuable gothic class cruisers and several escort squadrons during the assault, none of the damage to the facility was critical and within a Terran standard year the facilities were operating at full capacity again. While a setback, the course of the invasion may have been different provided that the expected carriers were in port at the time instead of conducting shakedown cruises light years away from the area of battle and formed the nucleus of the Imperial counter strike that followed. Without a doubt, the course of history would have been very different provided that core of the Chaos battlefleet sent to decapitate Imperial command and control didnt arrive from warp space scattered and worse, several heavy vessels, including the Warmasters flagship, The Bringer of Woe, a heresy era Desolator class battleship, transitioned to real-space inside a defensive cordon. Finding themselves in the middle of extensive minefields and defensive platforms protecting the outer veil of the system, the Chaos vessels were forced to fight their way out and regroup with the rest of the battlegroup. While the stations never had a chance of survival, the Imperials consigned their souls to the Holy Emperor, gunners and ratings in the torpedo rooms manned their stations, planning to sell their lives with a heavy price. The heavy cruiser Foe Bane ran afoul of the mine fields and was eventually hulked by repeated long range torpedo salvos from platform Ultima Delta before the defenders were ultimately destroyed by intervention of massed waves of Doomfire bombers sent by The Malignant, a Styx heavy carrier. However the victory was pyrrhic, as two cruisers were crippled, another hulked and fully half the bomber wings were lost in the battle or failed to return. Even the warmasters flagship experienced

minor damage to the warp engines and thrusters, the former able to be seen as flaring bale-light in the empyrean by any astropaths, a situation that eventually spelled doom for the Bringer of Woe. More importantly the Imperials were alerted to the presence and location of the Chaos fleet and ready for battle; the element of surprise being lost. The ensuing battle was long and in no way an assured Imperial victory, the outcome was that the back of the warfleet was broken and once defeat was inevitable, the individual Chaos ships scattered in order to escape the battlefield. Lacking the strict discipline of the Imperials, each captain looked after his own survival, as typical of the fallen; Honor, valor and comradery an anathema to those vile creatures. His line broken, even the Warmaster was forced to flee in a wild jump to escape. Now tracked and hounded by the Imperial counter attack led by the almost legendary Admiral Dartagn and his flagship, the Mars carrier, His Holy Wrath, the Warmaster is hiding in an area of warp disturbance and stellar phenomena known as The Badlands, attempting to repair the damage to his engines and alerting the Imperials to his whereabouts on each jump. He knows that time is running out before the Imperials eventually find him. He is counting on the ability to run his vessel as silently as possible risking only enough active sensors and systems as needed, slow burns for maneuvering and when possible, short jumps until he can escape his pursuers. However the noose is tightening

Scenario:
Players:
3; two players, one game master Playing Field: minimum 120cm x 60cm table top (or any dimensions equaling 7000 cm2) Forces: Player 1: 1 battleship, any class (preferably a Despoiler). The Bringer of Woe has suffered damage to its engines and only can affect a top speed of 20cm. In addition, it is unable to use the All Ahead Full order. Player 2: Any combination of escort vessels valued up to the following1 Tabletop Area (cm2) 7000 8000 9000 10000 Point cost 500 572 643 714

In addition, the player has the option to take up to one light cruiser for every 300 points of escorts.

The ratio of points to area should be as close to 1/14 as possible for table sizes larger or smaller than provided

Setup:
Each player will pick turns to set up 1 stellar anomaly. The decision as to what the anomaly will be (Gas clouds, asteroid fields, etc) will be left to the players (it is recommended that the tables supplied in Armada pg ??? should be used baring an agreement from the player or the GM should decide). Regardless, at least 3 anomalies or stellar hazards/elements should be present in each quadrant (more if using a larger space). Player A will roll a dice to determine which quadrant of the board the Bringer of Woe will start in. A roll of 1, setup will be in Quadrant A; 2, Quadrant B; 3, Quadrant C; 4, Quadrant D. A roll of 4 or 5 means Player A can choose which quadrant to begin in. The Bringer of Woe must be set up with 10 cm of any table edge in the quadrant. Secretly record with the GM the location of the vessel. NO MODEL SHOULD BE PLACED ON THE TABLE. In addition, 1D3 1 blips should randomly be placed in each quadrant (more if extra-large tables are used). Player B vessels will enter along a table edge in a random quadrant (use the same process for determining location of the Bringer of Woe) on a heading determined by the player. In addition, up to of Player B vessels may be held back in reserve till turn 2.

Special Rules:
The Imperials do not precisely know where the Bringer of Woe is located. They are attempting to scan and search the area to flush the Warmaster out and bring the superior weight of Imperial forces to bear. Only Imperial vessels are placed normally on the table top. They are pinging away with active scanners looking for anything that may betray the Warmasters position. A sensor roll is automatically made on for each vessel (not squadron) at the end of their movement phase (unless ineligible). Sensor range is 15cm for any destroyer/raider classed vessel. Anything larger is 10cm; The scanning vessel speed is o 1/3 or less of max speed: +/-0 o 2/3 or less of max speed: -1 o > 2/3: unable to scan The scanning vessel made a turn: -1 The scanning vessel is in base contact with an anomaly or blast marker: -1 The scanning vessel is within o 5cm of a sensor blip: + 1 o 10cm of a sensor blip: +/-0 o 15cm of a sensor blip: -1 if the vessel is raider/destroyer; all others are unable to scan at that distance o >15cm: unable to scan at that distance A blip is a silent vessel moving o Up to 1/3 of max speed or 10cm, whichever is less: +/-0

o Up to 2/3 of max speed or 15cm, whichever is less: +1 A blip is a silent vessel on special orders: +1 A blip is a silent vessel making an turn: +1

Take the vessel (or squadron) leadership value and have the GM secretly modify the required according to the above rules. Player B should roll a 2D6 roll and the GM should indicate the success or failure of the scan. Any value above the adjusted leadership fails. Any 11 or 12 result automatically fails and causes an additional sensor blip to randomly be placed on the tabletop. Use the scatter dice to represent the direction of the blip and will be placed 2D6cm away from the vessel. Anything else is a success. If a successful scan is made the following table should be consulted to determine the level of effectiveness of the scan. Take the difference of the value rolled and the modified leadership value. Difference 0 Effect Nothing but static sir No effect. Con-Sensorium! Contact! Any silent ships within 10cm (15cm if destroyer class) should be exposed as a blip on the table. Any blips within range, should be exposed as a vessel or empty space. Any exposed ships should be placed within 5cm of the blip according to Player A. Con-Sensorium! Target Acquired! Any silent ships without blips should be exposed! Any blips within range are uncovered as normal. Any exposed ships should be places exactly at the blip location.

1-5

6+

Player Bs vessels will have the following additional special order rules: Active Ping The vessel is providing additional power to the sensors and activating long range scanners attempting to locate the enemy. The vessel may not turn and may only travel 1/3 its movement distance or 10cm, whichever is lower. The vessel may either add +1 or reroll any one dice (the second roll stands) to any sensor rolls. If the vessel is squadroned and all vessels are on Active Ping, they may act in a coordinated manner allowing an additional +1 to each vessel dice roll. The vessel will suffer penalty to its firepower in the shooting phase.

In addition, Player B may not use Lock On until an enemy vessel is on the board (after all, without a target, what is there to lock on to? )

Game Sequence:
Player A has the initiative and may choose which order to take turns at the start of the game. Player A will secretly record heading, speed, orders and location of each of his vessels / squadrons with the GM (it is recommended that Player B leaves the room and enjoys a beer while movement occurs). In addition, 1D3 -1 additional blips will be added to the table (not quadrant) the start of Player As turn to reflect the background static, astral flares and other sensor ghosts to be encountered in The Badlands. Follow the standard random quadrant selection rules per blip. Player A gets to place any blips inside the quadrant. During their movement phase, Player A is able to move each blip not representing a ship up to 10cm in a random direction (use the scatter dice, a direct hit means Player A chooses direction). Any blips representing a ship can be moved by the player normally. Any silent ship that moves greater than 2/3 max speed or greater than 15cm, whichever is less, is automatically located. Place the model on the tabletop and it thereafter will be treated as normal BFG rules. At the start of any movement phase, a Player B vessel may elect to drop out of silent running (no leadership test is required). A vessel that is dropped out of silent running, regardless of reason, may not return to silent running. A vessel that drops out of silent running for any reason suffers firepower penalty on the next shooting phase (representing the need to spin up the reactors and targeting systems to full power). Any vessel on silent running cannot fire during the shooting phase. During the Player A end phase, remove 1D3 1 blips from the table, including blips for ships. At any point the Bringer of Woe is discovered all Imperial ships will make intercept course with all due haste. To represent this, at the start of Player Bs movement phase, role a 1D6 to determine any reinforcements that arrive that turn (they are placed in the same random manner described above). Dice Roll 1-2 3 4 5 6 Vessels No vessels are in range, yet One escort squadron up to 75pts One light cruiser or escort squadron up to 150pts One cruiser or 2 light cruisers Two cruisers or one battlecruiser, Grand Cruiser, or battleship

Objective:
Escape! The goal is for the Bringer of Woe to evade the searching vessels and escape the battlefield (and eventually return to the Eye of Horus to regroup and hopefully, rebuild his power base). The Bringer of Woe must make exit the opposite table edge from where it started. If the ship successfully evades detection and escapes the Chaos player wins. Warmaster Niagan has escaped to rebuild and plague the Imperium again.

If the ship is detected but successfully escapes without being crippled, a minor victory is achieved: The Warmaster escapes this trap but still must find his way out of the sector. If the Bringer of Woe escapes but is crippled the Imperial player should receive 150% victory points for any damage made to the Bringer of Woe. This will usually, but not always, result in an Imperial minor victory but perhaps the Chaos gods smile and grant the Warmaster favor based on the wanton destruction inflicted on the Imperials? If the ship is detected and destroyed or hulked the Imperial player wins regardless of losses. In addition, the warmaster has only 20 turns (or longer for larger tables) to escape the area before the net closes around him and no chance of escape exists.

Variations:
Just because the Bringer of Woe was operating alone and unsupported does not mean it had to be that way. Perhaps if chance had worked out differently the Warmaster may have had additional attendant vessels? To represent this option, allow Player A the ability to take additional vessels, cruiser size and lower. Each cruiser/light cruiser vessel should randomly roll start location and cannot be squadroned (after all, a formation of large vessels would be too easy to locate). Escorts may be squadroned as the player wishes and the squadron will be randomly positioned. Total the cost of the additional forces taken by Player A. If any vessels are above escort sized, Player B will gain 1.5 times the points to add to their forces representing the greater danger of the Warmasters remnant fleet and the corresponding deployment of more ships to hunt him down as opposed to being assigned defensive patrols. If all vessels are escort class an even number of points should be awarded to Player B. Any squadron suffers a +1 penalty for detection on the sensor table due to their collective larger size. In addition, squadrons are uncovered if any one of their members are discovered.

Admirals Tactics:
Slow and quiet wins this oneor does it? Perhaps the Imperials suffer retribution at the hands of the Warmaster and the hunters become the hunted? If the attendant vessels variation is played, it opens opportunity for the Chaos player strategic use of his escorts to keep the Imperials chasing sensor ghosts while the Bringer of Woe quietly slips away. The key to success will be knowing when to increase speed and when to creep by the enemy. Also, resist the temptation to automatically remove blips on your ships. A clever opponent will pay attention to a long string of blips moving in one direction being removed by you. The Imperials have to balance the increased scanning power of squadrons with their more limited flexibility to fan out and cover area. In addition, the player will need to balance the better picket ability of light vessels like destroyers against the greater resilience of frigates once the prey is located. And let us not forget that once you uncover the enemy you will need to deal with a demonstrably superior

vessel (and one that no longer needs to be quiet), somehow. Reinforcements are another issue; do you take the more powerful vessel on the hopes that you will get lucky and get the right quadrant to enter or the speed of smaller vessels and the hope that you can swarm the target? Dont forget, the bulk of the Bringer of Woe is one that cannot easily handle the navigational issues The Badlands presents to a vessel of its size. Use the environment and your torpedoes to force your opponent into your trap.

Designer Notes:
This scenario is one thats been poking around in the back of my mind for years now that Ive finally got around to writing down. While the author has personally never seen something quite like it (or cannot consciously remember that I did) I fully admit this is in no way a novel concept (just that its, hopefully, a novel implementation in the BFG world ). Anyone that plays BGF is hopefully well familiar with movies like Das Boot and other WW2 films with a lone, damaged sub attempting to slip through enemy lines that played a critical role in inspiring this scenario. In addition, I need to point out other stories such as The Beast wherein a superior force is trapped behind enemy lines and surrounded needs to escape against an inferior but large force attempting their destruction. And let us not forget The Hunt for Red October. I can hear Sean Connery right now saying, one ping only To anyone old enough (or lucky enough to get the limited rerelease) will see exactly how the sensor blip idea was stolen borrowed from Space Hulk. Of course we all owe James Cameron a debt for Aliens really. I also found myself enjoying the obvious need for a GM in this scenario. It is a bit of nostalgia to the old Rogue Trader days, oh how the GM presence is missed. In my opinion, the most important role to making this work is going to be the GM. They really need to keep the stress on the Imperials by their actions/role playing as ALL KNOWING GAME MASTER. By constantly rolling dice, with no clue as to the actual goal makes them question their effectiveness. Did those blips get added because I found something or because I just blew my scan? It is important to keep them guessing and second guessing themselves about what is the proper balance of speed vs effectiveness even if you know they cant find anything or nothing is in range KEEP ROLLING ANYWAYS WITH THAT SLY SMILE. I dont quite feel the Chaos player needs any pressure from the GM, theyre already outgunned and outnumbered and fail to have the benefit of time on their side. I felt it was important in this scenario to give players a demonstrable benefit to pick escorts (and the smaller the better) that seems to be lacking in BFG still. In fact the only reason most players do is that they either have to in the fleet list they are using or they have no other option (Im looking at you Marines). If you look back to WW2 naval strategy, destroyers play an exceptionally important role in forward observation and protection of larger vessels from aircraft and submarines and I wanted to reflect their superior detection abilities herein. In addition, while I personally like where some of the class abilities Ive seen in BFG:R and the improvements in the 2010FAQ, I didnt want to tailor the scenario for any one rules variation (evidenced in the special rules and the fact were talking about a Desolator not a Defiler being hunted) and thought it should work for the widest range of player groups.

To the Emperor Triumphant, Admiral Zimms

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