Rapid Penetration

Part 1 - Expunge Campaign

Scouting a deserted outpost, the Marines were not sure what they would find, or encounter. As often happens, it was only by good fortune that a detachment of the chapter were in the nearby vicinity when the local planetary defence forces were alerted by locals about "Nightmare creatures". Suspecting that something more powerful than pirates may be behind the unrest, Sergeant Lenja was ordered to enter the compound for an initial sweep. With very little other information, the Marines were cautious, but not afraid.

Tense minutes passed until their sensoriums burst to life with multiple readings, almost impossibly fast and converging on their position. They were in the middle of an approaching wave of death by claws and fangs. Lenja's transmitter offered the scratchy signal of hope for his squad. Push forward, fight through the throng and enter the next sector. CAT units and X-Ray scanners confirmed it to be enemy free, for now...

Lenja's squad rallied, and fought forward. Knowing that their brothers had smashed into the next sector ahead from the planetary surface, they would join with them. Rapidly penetrate, or stay and die where they stood.

OBJECTIVES

The Marines are caught in the entry sector, but can not retreat as they have been cut off from behind. They need to move forward into the next sector, at all costs.

The Genestealer player is attempting to isolate Squad Lenja and prevent as few of them as possible from entering the next sector.

FORCES

Marines
The Marine player has 12 Points to spend on his Force. He may ONLY purchase POWER ARMOUR Marines. He must have only one Sergeant (Lenja) who is leading the initial assault.

Genestealers
The Genestealer player uses the Standard Blip set. He may not choose Ambush Blips.

DEPLOYMENT

Marines
The Marines set up by squads in the marked blue corridor sections.

Genestealers
The Genestealer player has 2 starting blips which must be placed at different areas. He receives 1 reinforcement blip per turn. The Marines can not secure Genestealer entry areas in this mission.

The Marines move first.

VICTORY

The Marine player needs to exit 4 Marines from the board to win the mission.

If the Marine player only exits 2 or 3 Marines, then the mission is drawn.

The Genestealer player wins the mission if he manages to prevent all but 1 Marine escaping.

CAMPAIGN NOTES

If you are playing the campaign as the series of linked missions then you should note the consequences of the above victory conditions.

If the mission was drawn, then the Marine player suffers a casualty from his forces for the next mission. He must purchase his force for the next mission, then decide which Marine is removed. This reflects the lack of support that Sergeant Julinon received from Squad Lenja's approaching move.

If the Genestealers won the Rapid Penetration mission, then the Marines have already lost the campaign. Sergeant Julinon's squad was over-run in their attempt to hold the breach alone without any support from Squad Lenja. All entrances to the compound are sealed and guarded until more Marines arrive with heavy bombing equipment.

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Last revised: November 12, 2005.