Wednesday 5 August 2015

Final Week - Doom of a World

Daemons from the warp burst into the realm of  reality, overwhelming the Imperial defenders and forced them into retreat. 

The Whisperer moves on to the final phase of his plan: to summon the energies needed  to create a solid link between this world and the warp. 

While the forces of the Space Marines and the Imperial Guard were beaten, they have held off the invasion force long enough for their biggest reinforcements to arrive. Commander Augustus, knowing that Chaos will likely take the Starport, advised his incoming allies to divert course to the City, where his forces still maintained control. His actions ensured most of his allies arrived without harm.

In the 11th hour, the time has come for action. The Artifact entrusted to the Grey Knights must be used to throw the Malefic forces back to where they came from. A team of the finest Grey Knights have been chosen and blessed by the Emperor to accomplish an almost impossible task: to venture into the heart of the Chaos circle and use the key to reverse the portal. 

The Armies

The final battle is a game played using the Apocalypse rules.

Each Team can field up to 12,000 points. Armies can be unbound, but they must be from the same faction, or come from other factions that counts as Battle Brothers.

The Necrons count as Allies of Convenience for this mission, regardless of which side they have joined.

The 12,000 points per side consists of:
  • Up to 6000 points on Super Heavy and/or Gargantuan Creature units.
  • 2000 points for Warlords + Retinue belonging to 4 players.
  • Remaining points can be shared between members in the Team.

The Forces of Disorder

Warmaster: Soo the Whisperer Marc
Members: Darryl, Somjai, Nick

The Forces of Disorder Team must ensure the portal is up and running and prevent the Imperial reinforcements from encroaching their Summoning Ritual site. The Team count as the Defenders for this mission.

In addition, the Forces of Disorder receive the following units/items for free: 


  • Kor'Lath, the Axe of Ruin
  • The Sorcerer from Week 1
  • The Warp Smith from Week 3

The Forces of Order

Warmaster: Abdullah (Commander Augustus)
Members: Aaron, Bernard, Jun*

The Forces of Order must ensure they deliver the Suicide Squad to the Summoning Ritual site and turn the portal inside-out to prevent a total Daemonic infestation. The Team count as the Attackers for this mission.

In addition, the Forces of Order receives the following units/items for free: 

  • The Vindicare Assassin from Week 2 
  • The Suicide Squad 

The Scenario

The Apocalypse scenario used will be Final Assault (PG. 46 of Warhammer 40,000: Apocalypse). Any exceptions to the rules for the scenario will be listed below. The battlefield is set up as follows: 


Deployment

Forces of Disorder deploy first. Their units can be deployed anywhere in their deployment zone, or may be kept in Strategic Reserve. Once they have deployed, the Forces of Order does likewise.

Forces of Order may deploy anywhere in their deployment zone that is more than 12" away from a defending model, or may be kept in Strategic Reserve (PG 37). After both sides have deployed, Infiltrators may deploy and Scouts redeploy using their special rules.

Strategic Objectives

  • The Force of Disorder will always have the Summoning Circle as their Strategic Objective in their deployment zone. 
  • The Forces of Order will always have the Necron Tomb Ship as their Strategic objective in no-man's land. 
  • The rest of the Strategic objectives are placed normally.

First Turn

Forces of Order get the first turn.

Game Length

The battle continues until the time limit is reached (PG 21).

Victory Conditions

The side that has the most Strategic Victory Points at the end of the game wins the battle (PG 22). If both sides have an equal number of points then the battle is a draw.

Should the Suicide Squad secure the Summoning Circle objective at the end of any Game Turn, the game ends and the Forces of Order win.


Mission Special Rules

Divine Intervention, Finest Hour, Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points, Unnatural Disasters (PG 22-41).

A Warped World Scape: For tables used to resolve Unnatural Disasters, only the Warp Storm Breach or Magma Storm Disaster Tables are used for this mission

Ultimate Victory: In this mission, all Strategic Objectives in the Forces of Disorder's deployment zone are worth double points. 

Narrative Special Rules

The Blood Phaeron

  • All Necrons in the Forces of Disorder are in a blood frenzy and must always move towards, shoot and/or assault the nearest enemy unit (if possible) unless it passes a Leadership Test. If it passes the test they can act normally.
  • Each non-vehicle unit destroyed by the Blood Phaerons' units contributes to the Chaos Blood Tithe.

Necron Tombship

This is a Strategic Objective placed in no-man's land, and is especially valuable to the Necron Players. It does not use the Mysterious Objective special rule. Any Necron unit that secures this objective receives 1 additional Strategic Victory Point on top of the usual points given.

Summoning Circle

This is a Strategic Objective placed in the Forces of Disorders' deployment zone. It does not use the Mysterious Objective special rule but confers its own special rules instead:

  • Models with the Daemon special rule gains +1 to their Invulnerable Saves, to a maximum of 4+.
  • Any Psyker that attempts to manifest any Malefic psychic powers within 6" of the objective may add +1 to their dice to harness warp charges.
  • Any Psyker that attempts to manifest any non-Malefic psychic powers within 6" of the objective perils on any rolls of double.
  • Any Daemonic summoning that occurs within 12" of the objective does not scatter. Any non-Chaos unit that attempts to deep strike within 18" of the circle will automatically suffer from Deep Strike Mishap.
  • All units from any of the Chaos Factions within 24" of the objective are Fearless.

     The Suicide Squad

    1. The Suicide Squad consists of 1 Grey Knight HQ choice and exactly 1 unit from the Grey Knights Faction, costing no more than 500 points.
    2. The Suicide squad always starts the game in Reserve and arrives via Deep Strike on turn 3.
    3. The Grey Knight Character wielding the Artifact and has the Plot Armour special rule.

    Plot Armour

    A model with this special rule cannot be killed. Each time the model is reduced it to 0 wounds, or is to be "Removed as a Casualty", leave the model where it is. On the following turn, the model "gets back up" with 1 wound remaining at the end of the Movement Phase. 



    Thursday 30 July 2015

    Week 6 - Deceiver

    Campaign Game Week 6 - Deceiver


    Nemesor Demekor, realizing the success of the C'Tan shard, is now prepared to unleash yet another to move his plans one step closer to fruition. The Dominus he encountered left him one last bit of information before his destruction: the existence of a secret underground facility that contained a dormant Deceiver C'Tan Shard. With the warp tainting the worldscape, Demekor was certain not to let the world's doomed fate be his own, and is determined to secure the Deceiver as an energy source to ensure his fleet has the strength to leave the system.


    Nemesor Simutekh, victorious in his actions to raise the Necron War Engines, too crave for a strong energy source to power his new engines of destructions. Through reading the memory cores from the awakened Obelisk he learns of the Deceiver C'tan hidden away in a secluded underground shelter. Simutekh wastes no time as his forces gather to seize its prize...



    ***

    The Armies

    Both Necron Players get 1500 points + Warlord & Retinue.  All armies must be Battle-Forged.
    • Form an army with 1 CAD (Combined Arms Detachment)
    • You may not include Fortifications, Lords of War
    • You may not include any Vehicles besides Walkers or models with bases larger than 60mm round.
    • Jump, bike, beast units follow the rules for Hazardous Movement.
    • Units may not be placed in reserve to arrive by Deep Strike other than Teleporting or Summoning, in which case it will count as a Hazardous Ingress.
    • Necron models that phase through objects when moving may move in a straight line through the walls, but must roll a D6.  On a roll of 1, it will suffer a single wound with no saves, Feel No Pain or Reanimation Protocol rolls as the underground shelter has been cunningly shielded by the Dominus...


    ***

    The Battlefield

    The terrain of this mission is unique as it represents a network of tunnels underground. The terrain will be set-up ahead of time.

    Place Objectives

    The C'tan's Containment Vault is deployed at the centre of the table. It counts as a Vehicle that is an Enemy to both players and has a AV of 11 and 4 Hull Points. 

    Deployment

    Players roll-off, the winner can choose to deploy first or second. Any number of  units can be placed in reserve, however the Warlord + Retinue must be deployed normally. The player that deploys first may pick any of the 4 table edges to deploy in.  That will also be the edge he will fall back towards.  The opposing player will deploy along the opposite edge.  Players may deploy models up to 12" of the table edge.

    The GM will brief you on your deployment zones on the day of the game.

    First Turn

    The player who deployed first gets the first turn unless his opponent can Seize The Initiative.

    Game Length

    The Game uses the Variable Game Length rules from the rulebook.

    Victory Conditions

    The winner is the player that earns the most VP in the game.

    Primary Objective

    Players earn 1 VP for each unit they completely destroy. Any Retinue or Warlord unit you destroy earns you 3 VP.

    The player that secures the Containment Vault or incapacitated C'tan at the end of the game earns 5 Victory Points (VP).

    Secondary Objective

    First Blood.

    XP Rewards

    The winner of the game earns 5 XP. Other players earn 1 XP.

    Mission Special Rules

    Reserves, Deep Strike


    ***

    Narrative Special Rules

    Wrath of the C'tan

    If the Containment Vault is destroyed, replace the vault with the Deceiver immediately. 

    The Deceiver counts as an Enemy model to both players. 

    At the start of a new Game Turn, the Deceiver will come under the control of the GM as the third player, and will always attempt to attack the closest target with Powers of the C'tan and attempt to assault, if possible. The C'tan goes first before either player.

    Should the model be reduced to 0 wounds, leave the model where it is, it counts as an Incapacitated C'tan for the purposes of the mission and an objective for the players to secure. 

    While the C'tan is not incapacitated it cannot be captured as an objective!


    *** 


    The Complex

    The complex is a special battlefield that has special rules and notes that players must realise in order to maximize their gaming experience when fighting in such tight locations. The following rules apply to the various models in use:

    Narrow Corridors
    Due to the tight confines, it will be easier for models to take cover.  All models will get the Stealth special rule.

    Shooting at incoming chargers is also much easier in such tight corners as a flurry of shots into a small corridor will most likely hit something... All Overwatch fire in the Complex have a +1 to hit bonus. If a Template weapon fires in Overwatch it always causes 3 hits instead of D3. 

    Some Corridors may be too narrow for models with large base sizes. In this case, the model cannot access those areas. Please bear in mind of this restriction when planning your armies.



    Access Doors 
    Some rooms are connected with doors that are in a Opened or Closed state. A unit within 2" of a door may change its state from Opened to Closed and vice versa at anytime during the movement phase, but the door state may only be changed once per turn.  When a door is Closed, you cannot draw line of sight across it or move past it. Closed Doors can be destroyed. It counts as a Vehicle with AV11 and HP 2. Doors cannot be opened by Beasts, Swarms, Monstrous Creatures or Walkers. They must be destroyed if they want to gain access to an area sealed off by a Closed door.

    Hazardous Ingress
    If a unit comes in via Teleport or Summoning and scatter, place the first model and place models around him as per the Deep Strike rules.  If a model ends overlapping the walls, the unit is not destroyed by Mishap.  Instead, the models are removed from play as their bodies merge with the Complex's structure.  The rest  of the unit is automatically pinned (even fearless) as they attempt to collect their wits.


    If the first model scatters into the wall, then the unit suffers a Mishap result.



    Hazardous Movement
    Models moving more than 6" in a single phase must take a difficult or dangerous terrain test if they are unable to see the spot where they are going to stop in.  If the terrain is already difficult or dangerous, then the model will fail its test on a 1 and 2, instead of a 1 as usually is the case.  If a model has the Move Through Cover Special rule, it will re-roll the dice, instead of ignoring  the roll completely

    All distances (including homing weapons) are measured as though it is navigating the corridors.

    Blast Weapons
    Blast weapons that scatter will shorten their scatter distance where it meets the walls.  Shooting attacks that uses the Blast/Large Blast and/or Template/Torrent special rules also have the Twin-Linked and Pinning special rule. You may not use Indirect Weapons.



    Reserves
    Reserves enter play from access points allocated along the map.

    Falling back
    Models falling back will fall back towards the nearest own access point via the shortest distance, ignoring any penalties for having to backtrack its movement.  A unit is destroyed only if it cannot make its way due to enemies surrounding it.

    Any other additional options as a result of narrative will be explained to you by the GM.


    ***


    Week 6 - The Starport

    Campaign Game Week 6 - The Star Port


    With the Artifact safe in Chaos hands, the Whisperer beckons the forces of Chaos to march upon the Imperial Star Port, which sits beneath a strong convergence of Chaotic warp storms, the culmination of the presence of an emerging warp rift in this world. There they will fulfill their Dark Master's wishes to set up a massive summoning portal that will unleash the warp and daemonic unto this world.



    ***

    The Armies

    This is a 3 vs 3 scenario. Each force will get to field 4500 points + 3x Warlord Retinues. The Chaos Team are the Attackers, while the Imperial Team are the Defenders. The Defenders must buy at least one Fortification for their side. All armies must be Battle-Forged*.

    *All armies count as 1 force.  You may mix and match the units from different codices to meet the force org requirements.



    ***

    The Scenario

    Use the Stronghold Assault: Breakthrough mission for this game.

    Table Setup



    After setting up terrain, the Defender places 3 Primary Objectives, of which 2 represent Communication Towers, anywhere in their deployment zone. They can be placed on top of battlements or on fortifications that are battlefield debris (such as defence lines) but cannot be placed inside buildings.


    Deployment


    The Defender deploys first and the Attackers deploy second. Any unit that cannot be deployed starts the game in reserve.

    First Turn


    The Defender goes first unless the Attacker can Seize The Initiative.

    Game Length


    The mission uses the Variable Game Length rules.

    Victory Conditions

    Primary Objectives
    At the end of the game, the Defenders score 3 Victory Points for each Primary Objective they control. In addition, at the end of the game, the Defenders score 1 Victory Point for each enemy unit that has been completely destroyed. Units falling back and not on the board (excluding those that exited the Defender's table edge using the Punch Through Their Defences rule, below) at the end of the game, counts as destroyed for the purposes of this mission.

    At the end of the game, the Attackers score 1 Victory Point for each of his units in the Defender's deployment zone, and D3 victory points for each unit that has exited the board via the Defender's table edge (see Punch Through Their Defences rule, below).

    Secondary Objectives
    Slay the Warlord, First Blood, Linebreaker* (In this mission, the Attackers score 2 Victory Points instead of 1 for Linebreaker.)


    At the end of the game, the team that scored the most Victory Points is the winner. If both sides scored the same number of Victory Points the game is a draw

    Mission Special Rules

    Night Fighting, Reserves,

    Victory Rewards

    The winners of this scenario earn 5 XP each. Other players earn 1 XP each.

    Narrative Special Rules

    Imperial - Communication Towers

    2 of the Imperial side's Primary Objectives are represented by Communication Towers. They cannot be destroyed. However the Attackers may contest/capture the objective to prevent the Defenders from using it.

    At the start of each Defenders' turns, if a tower is held by any Defender Scoring Unit, you may call for one of the following supporting attacks from off-table Imperial Guard Artillery to hit anywhere on the table:

    1. Basilisk Barrage -  Ordnance 1, S8 AP3, 5" Blast, Barrage*
    2. Stormshard Barrage - Heavy 4, S4 AP6, 3" Blast, Ignores Cover, Shred, Barrage*
    Resolve these shooting attacks at the start of the turn. Both Barrage Attacks always scatter full distance.

    Imperial - Hold the Line

    The Defenders' units re-roll failed Morale and Pinning tests while within 6" of one or more objectives.

    Chaos - Prayers to the Whisperer

    The Chaos players may choose to re-roll on the Warp World scape table each Game Turn. To do this any Chaos player must bow to the Whisperer himself!*

    *The GM will determine if the "bow" is worthy.

    Chaos - Punch Through Their Defences: 

    In this mission, the Attacker's units can move off the Defender's table edge. Units that do so take no further part in the game but award the Attacker with Victory Points as explained above.  Take note of the units that make it across.  They will have an impact on the final mission.

    Before the start of the game, nominate one character(preferably someone of some import!) to carry the Artifact. Keep this a secret between the Attacker's team. If that character manages to leave the table through the Punch Through Their Defences rule, the Attackers gains an additional 3 Victory Points on top of the regular D3 Victory Points.


    Straight up the Middle

    Neither side may use the Outflank special rule in this mission.

    Culmination of the Warp Worldscape

    Warp storms from the galaxy have converged at Ichron III, creating an unstable atmosphere of fire and ash.  The battlefields of Ichron III  are now twisted by the corruption of Chaos.. 

    Refer to the Ichron III Warp World Scape rules.

    Sunday 26 July 2015

    Ichron III Warp World Scape - Week 6

    Warping the World (Week 5)

    Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash. 

    The battlefields of Ichron III are slowly becoming twisted. The following rules represent the corruption caused by untenable forces of the Warp.

    At the start of each game turn, roll a D6.

    On a roll of 1, the warp is calm.
    On a roll of 2, the turn suffers from Warp Boost
    On a roll of 3, the turn suffers from Warp Miasma
    On a roll of 4, the turn suffers from Warp Surge.
    On a roll of 5, the turn suffers from Warp Storms.
    On a roll of 6, the turn suffers from Warp Quakes.



    Warp Boost

    Daemons of all kinds get boosted by warp energies that reinforces their presence in this realm.
    All models with the Daemon special rule gain +1 to their Daemonic invulnerable Save until the start of their following turn.

    Warp Miasma

    Clouds of Warp Miasma float through the air, making it difficult to see or sense their opponent.
    All models gains the Stealth special rule and -2 to their Leadership for that turn.

    Warp Surge

    The air is tangible with the trappings of the warp.  Power flows through from the immaterium easier than normal...

    Roll 2D6 and add the scores together to determine number of Warp Charges generated. All models attempting to manifest psychic powers will suffer from Perils of the Warp on any rolls of double, instead of just double 6 as normal. Any attempt to manifest psychic powers or Deny the Witch can be re-rolled, but you must abide to the new result.

    Warp Storms

    The Warp causes sudden storms to appear and disappear without warning, affecting all that rely on the atmosphere to function...
    Affects: Jump Infantry(Jumping), Jet Pack Infantry(Jet pack), Jetbikes, Skimmers, Flyers, Flying Monstrous/ Gargantuan Creatures in Swooping mode

    All affected models that move during that Game Turn must roll a D6.  On a roll of 1-2, they will suffer a wound or glancing hit.  All models that may Jink may choose to do so before rolling.  Flying Monstrous/Gargantuan Creatures must make a grounding test if hit.

    Warp Quakes

    The warp makes the ground shudder making it difficult for models to move around effectively
    Affects: Infantry, Jump Infantry, Jet Pack Infantry, Bikes, Beasts, Calvary, Artillery, Monstrous Creatures, All non-skimmer Vehicles,  Flying Monstrous/ Gargantuan Creatures in Gliding mode

    All affected models reduce their movement by 3" in any phase that Game Turn, to a minimum of 3", or lower if a Difficult Test is taken and reduces the movement of that unit to less than 3". All Difficult Terrain counts as Dangerous Terrain and all Dangerous Terrain tests fail on a 1-2 on D6.



    Saturday 25 July 2015

    Week 4 Epilogue - Narrow Escape

    His forces were scattered, but Lord Gallowbraid has no qualms to the safety of his men.  His men were survivors, everyone one of them.  While the Night Lords didn’t usually follow a warband and a warlord, being mercenary and all, these men that he had fought with had grown a kinship that he had not felt in a long time.  He felt he could actually… trust them.

    The Shadow Lords were close.  Garrowbraid had spent days skulking in the shadows, as he regrouped pockets of his men scattered within the facility.  When he entered, he was out for vengeance and the artifact.  Now his objective was different.  It was just escape.  He didn’t have the might to face off both the Grey Knights, Sororitas, Inquisition and the Shadow Lords. That would take a full scale offensive only Dreagher could muster at this time.  So now, Gallowbraid had to make do with what he had, a shard of the artifact, while he made his escape.

    Captain Aerius Gauis has proven himself to be a persistent foe, many times coming close to catching him, but the Lord of the Night proved too elusive for him to track down, until now.  This was the last stretch, the exit to the out lands close by.  Gallowbraid had to infiltrate some of the facility systems to find the nearest exit route, but it had alerted Gauis to his whereabouts.  And now with his pocket of Night Lords, he  made for the exit at full speed, all pretenses at hiding abandoned.

    His brother Contemptor stood by his side, a relic from the Age of the Horus Heresy, its armour pitted and worn.  It once served with Gallowbraid during the Horus Heresy as fellow squad mates and was interred in a Contemptor following grievous injuries.  Despite being exposed to the warp for so long, the Contemptor's superior construction has kept the interred marine more sane, or what could count as sane.  Unlike the Helbrute, Garrowbraid didn't feel so exposed with it covering his back.

    The Chaos Contemptor stood stalwart at the entry way, blocking all access as the Night Lords broke their way through shut doors and turret emplacement.  The Shadow Lords that were on their heels quickly moved into view down the corridor.  In the lead was the surviving Venerable Dreadnought, shielding his power armoured brethren from the worst of the Night Lords covering fire.

    The Contemptor activated ancient systems and searing plasma blasts erupted from built in plasma blasters. The superheated plasma burned through the thick plating of already damaged Venerable Dreadnought.  The Contemptor charged, and the Venerable retaliated in the last way it could with most of its systems compromised.  The quite hiss of a multi melta struck true but it failed to penetrate the Contemptor's armour which was blessed by the powers of Chaos. A few blows from the Contemptor's power fist was all that was required to finally bring the Venerable Dreadnought down.

    Shadow Lord Bikers raced down the flanks, attempting out outmaneuver the Night Lords.  The Night Lords were waiting for them however, and let loose gouts of flame at the bikers as they were attempted to turn a corner.  Where bikes could rule an open battlefield, the tight confines of the facility hindered their due to their bulky mass and made them fresh targets when flaming.  Many of the bikers were unprepared and were burnt to a crisp.  The survivors where then charged by the Raptors and were found wanting.  

    Without warning, jump packs were ignited from behind the wrecked Venerable.  Trails of fire arched over the Contemptor.  It was a desperate gamble by Captain Gauis who was intent on taking down Garrowbraid.  Low beams and pipes obscured a clear path to the Night Lords, but Captain Gauis and his retinue skillfully avoided them.  Pushing their packs to the limit, they landed only paces away from the fleeing Night Lord and Retinue and it was only moments later before they launched into combat with the Night Lords.

    In the tight confines, the combat was quick and brutal.  Gauis hacked through the Garrowbraid's aspiring champion before he could strike a death blow with his powerfist.  His men thrust their power weapons forwards, severing limbs and puncturing vital organs.  Both were space marines and the return blows were just as brutal, tearing as many Shadow Lords down as Night Lords fell.  A glancing blow knocked Garrowbraid out and he fell unconscious.

    Gaius stood over the body of his unconscious foe and was just to deliver the death blow when the Contemptor charged down the corridor.  Gauis and a remaining retinue member tried to flee but were knocked aside by the brute force of the charge.  Gauis quickly regained his composure, realising he could do nothing against the Chaos Contemptor and fled.  Standing watch over his commander, the Contemptor scanned for enemies, but the Shadow Lord Captain and his retinue had melded into the shadows.

    Howls filled the complex from a distance.  The forces of Chaos and Imperials stopped for a moment and stared down the hallways.  In the distance, shadows danced in the dim light of the facility as they made their way towards them.

    Forward forces that were meant to cut down the fleeing Night Lords fell back into the corridors.  The Shadow Lords fired their bolters at the shadows in the distance.  Bolt shells detonated against the walls where the shadows danced around.  Now besieged by both sides, the Shadow Lords attempted to consolidate their forces, using the alcoves to protect and funnel both forces.  The Night Lords didn't seem to care and continued moving forwards towards the exit, towards the shadows.

    At this range, the shadows soon coalesced into blurs of colour.  Harlequins danced down the corridors, jumping and flipping over the crates and uneven terrain without slowing down.  Harlequins in range returned fire at Shadow Lords in range.  Their exotic weapons pierced the armour of the Space Marines.

    The Shadow Lords held firm, resolute in their stand to protect the complex.  If possible, from both, but if necessary, from the lesser of the two evils.  The Night Lords were fleeing, but the Harlequins were attacking and they could not be allowed to enter the complex.  There was no compromise, the Harlequins had to die, and any Night Lords with them.

    The Shadow Lords didn't have to worry about such issues too much as they were soon charged by the Harlequins.  A combat squad bore  the brunt of the attack and were quickly dispatched with by the Kisses and Caresses of the Harlequins.  The Shadow Lords received an unexpected reprieve when the Night Lords fired into the Harlequins.  The unexpected alliance took the Harlequins by surprise and they were blown to bits by the explosive bolts.

    Still the Harlequins pushed forward, driven by an unknown agenda.  Why are the Harlequins attacking the facility?  The motivations of the Xenos was lost the the Shadow Lords and apathetic Night Lords.  The Night Lords would face them.  Nothing would stop them from escaping.

    With a sudden prismatic blur of colour, a lone Harlequin dashed forwards as though aloft on wings of light.  Leaping off crates and running along the walls, the Solitaire blitz down the corridor, making a beeline towards the Night Lords.  Even the superhuman senses of the Night Lords failed to track the moving blur and the Solitaire landed in front of the squad guarding the body of the fallen Chaos Lord and charged the unit.  Armed with superior speed and reflexes and exotic weaponry, the Harlequin did a dance of death through the marines. The androgynous face sculpted in its mask leered at Garrowbraid's body and it reached out to touch it.  Then in a bright flash of light, both the body and the Harlequin disappeared.


    Thursday 23 July 2015

    Week 5 - Rise of the Necrons

    Week 5 - Rise of the Necrons

    The Blood Phaeron is gathering his Necrons, activating his war engines, ready to go to war.  Desperate to maintain air superiority, the Imperials launch an all out attack to deny the Necrons their anti-air capabilities...

    ***

    The Armies
    The Necrons get 1750 points + 1 Warlord Retinue + 2 War Engines
    The Space Marines get  1500 + 2 Warlord Retinues + Deathwatch Support Detachment (500pts)
    All armies must be Battle-Forged.

    ***
    The Scenario
    We will be using Mission 2: Angels of Death from the Altar of War Mission Book.

    Narrative Special Rules

    Activation Protocols Imminent
    The Necrons are in the midst of activating their War Engines...

    Each War Engine is an Immobile Vehicle at full points.  At the start of the game, the Necron player will secretly nominate 1 of his War Engines to be the Key Structure.  The other will count as a Heavy support unit.

    The War Engines start the game deactivated.  All weapons and buffs except living metal are inert until the War Engine is activated.

    At the start of each Necron turn, roll a D6 for each War Engine.  If the number rolled is equal or higher to the required value, the War Engine Activates.
      
    Turn 1 - 6+
    Turn 2 - 5+
    Turn 3 - 4+
    Turn 4 - 3+
    Turn 5 - 2+
    Turn 6 - Auto Activate

    At the end of the game, each if the Key Structure survives the Necron will get 5 Victory Points. If the Key Structure is destroyed the Space Marines will get 5 Victory points.

    Deathwatch Support Detachment

    This is a special Detachment can be made up of any number of units or formations as per the Codex Space Marines but all models must bear the Deathwatch Shoulder Pad.  All Deathwatch will get melta bombs, dedicated rhino/razorback/drop pod for free (excluding upgrades).

    Beginnings of a Warp Worldscape

    Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash.  The battlefields of Ichron III are slowly becoming twisted, representing the corruption caused by untenable forces of the Warp. 
    Refer to the Ichron III Warp World Scape rules.

    Wednesday 22 July 2015

    Week 5 - Gods and Daemons

    Campaign Game Week 5 - Gods and Demons


    Weeks have past since the last major conflict. The forces have been busy with minor Skirmish battles as the different factions build up their forces.  Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash. The Star Necrons believes it is time to unleash their Star God prisoners to spar with Chaos onslaught. Chaos view this turn of events with glee as they also answer in kind.




    ***

    The Armies

    The Necron and Chaos player gets 1750 points + 1 Warlord Retinue.
    All armies must be Battle-Forged.
    The Necron player must take at least 1 C'Tan of any type.
    The Chaos player must take at least 1 Greater Daemon of any type.


    ***

    The Scenario

    Use the Maelstrom of War: Cleanse and Control mission for this game.

    Victory Conditions

    The winner of this scenario earns 3 XP. Other players earn 1 XP.

    Narrative Special Rules


    Our Might is Right!


    If any Greater Daemon of Chaos destroys one or more C'Tan Gods, the player earns 3 XP. If any C'Tan destroys one or more Greater Daemons, the Necron player earns 3 XP.


    Champion of Khorne

    Khorne has deemed the forces of Chaos players worthy.  They may choose 1 Artifact of Slaughter for free.  

    Beginnings of a Warp Worldscape


    Warp storms from the galaxy are converging towards Ichron III, creating an unstable atmosphere of fire and ash.  The battlefields of Ichron III are slowly becoming twisted, representing the corruption caused by untenable forces of the Warp. 
    Refer to the Ichron III Warp World Scape rules.