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Flame LeftPHOENIX ISLAND Flame Right

 

 

Well, here it is guys, our very own website for our campaign.  All the info is here, so you can find out what you need.  You can also tell me what army you’re using, and other stuff.  This is due to be played on the weekend of the 5th August, but we'll see what happens.  A venue, as well as tables are to be arranged at some point, by someone...Can probably have it at my house, except for the tables...

Rules 

If I’ve left anything out, contact me at darkman@actrix.gen.nz.

Army

This is a 500-point skirmish campaign.  There are no force organization rules, so take what you like, under 500 pts.  Special Characters are allowed.  Experience points will be used as in pages 159-163 of the main rules.  All games will be four turns long, regardless of other game lengths given.

Campaign Movement Phase 

Armies may move up to three squares in the campaign movement phase. An army gets two free squares when on a major (thick black line) road, and one free square when on a minor (thin black line) road. If one army moves onto a square occupied or crossed by another, a battle will most likely ensue, unless they ally. If more than two armies are on the same square, three or more way battle may occur, or everybody may gang up on one, or combinations in between. 

Campaign Combat Phase 

What type of battle occurs depends on how far each army moved. Use the following table to determine the mission (the army who moved is the attacker, the army who is moved onto tis the defender): 

Army moves three onto stationary opponent: Sabotage

Army moves two onto stationary opponent: Take and hold

Army moves one onto stationary opponent: Bunker Assault

Army moves three onto opponent moved one: Rescue

Army moves two onto opponent moved one: Strongpoint Attack

Army moves one onto opponent moved one: Meat Grinder

Army moves three onto opponent moved two: Blitz

Army moves two onto opponent moved two: Recon or Patrol

Army moves one onto opponent moved two: Breakout

Army moves three onto opponent moved three: Night fight or Cleanse

Army moves two onto opponent moved three: Ambush

Army moves one onto opponent moved three: Rearguard

 Campaign Resolution Phase 

The losing army moves D3 squares in a backward direction. The winner may make a single move in any direction.  They are allowed to move onto the losing army again, but this is fought next turn, with the attackers deployment zone increased by D6+6”.

Campaign Casualty Phase 

For each model "killed" in the battle, roll D6. On a 1 or 2 they are, in fact, dead. This is permanent! That model may not be used in further battles! On a 3 or 4, they are wounded and cannot take part in the next battle. On a 5 or 6, they were merely knocked out, or taken out of action, and may take part in the next battle. Yes, this does have the effect of reducing an armies size and strength, but does not affect their points value. Reinforcements are the only way to recover permanent losses, and these are discussed later 

Scoring and Winning

 Scores are allocated as following: 

Fighting: 1

Win: 3

Draw: 2

Loss: 1

Wiping out an army: +3

Surviving to the end: +5

 The army with the most points is the winner! 

Special Rules: 

Alliances 

Alliances may be made between armies for any purpose. However, there are some rules to this.

When two armies that may ally encounter one another, they may fight, or ally. If one chooses to fight, they must both fight. If more than one army is involved in a battle, alliances may be made with races that may not normally ally, subject to further rules. Imperial Armies may ally with each other, or may fight each other. Imperial Guard Armies should choose whether they are renegade or loyalist, as no Space Marine or Sisters of Battle will ally with renegade Imperial Guard. A full listing of possible alliances is as follows:  

Space Marines: Standard: Loyalist Imperial Guard

Special: Eldar against any non-imperial, Sisters of Battle  

Dark Eldar: Standard: none

Special: Chaos against Eldar  

Tyranid: None  

Eldar: Standard: none

Special: Imperial against Dark Eldar.

Chaos: Standard: none

Special: any against Imperial  

Imperial Guard: Standard: Space Marines, Sisters of Battle

(Loyalist) Special: Eldar against any non-imperial, Renegade against any  

Imperial Guard: Standard: Loyalist Imperial Guard

(Renegade) Special: any

Orks: Standard: none

Special: Chaos  

Sisters of Battle: Standard: Loyalist Imperial Guard

Special: Space Marines

 Special Characters 

Special Characters may only be used in battles where both sides agree to their use. Some special characters are available which are specific to this campaign.  

Orbital Bombardment 

Some armies have access to bombardment of the enemy by ships in orbit. On a roll of 6+ at the start of a battle, a ship is available, not engaged elsewhere fighting other ships in orbit or doing surveillance or whatever. If a bombardment is available, the following rules apply: 

At the beginning of the battle, roll a d6, re-rolling any 1’s. This is the level of Electromagnetic interference that must be cut through to call in a bombardment. At the beginning of their turn, a player with Orbital Bombardment rolls a d6. Equal or better than the interference, and they may call in a bombardment. This is a guess range (from a model listed below) weapon, that fires a barrage salvo of three as per the rules on page 58 of the main rules. However, for each "hit" that is rolled on the scatter dice, another shot may be made. Further "hit" rolls from extra shots also count as gaining extra shots, so it is (slightly) possible to get an amazing amount of shots! The bombardment has the following stats: 

                                                   Range          Str.      AP       Type

Orbital Bombardment Guess 120"             9          3          Ordnance/Blast

 Orks who have used Da Big Krunch obviously cannot use their ships guns from orbit, as they lie in pieces on the corpses of their enemies. Also, only armies containing certain models may use orbital bombardments. If these models are killed, that army may no longer use orbital bombardments. The models are as follows: 

Any Leaders

Any models with some sort of communication device

Any troops such as Veteran Sergeants as some sort of upgraded squad leader. 

Orks use this rule differently. Only the army leader may call down fire, and can only do so on targets within 20" of himself. The orks left in orbit to wield the huge cannons of their ships use the crude targeting method of peering down telescopes, and thus can only use large patches of green skin to target.  

Reinforcements 

At certain times, reinforcements may become available. This will be determined by us, and published in the newsletter and on the website. They will be in the form of a certain points value of a certain troop type (HQ, Elites, Troops, etc) available to each army specified. Different armies may receive differing amounts at differing times. These reinforcements may be used to immediately replace dead and wounded models. 

Space Marines: 

Commanded by Captain Numitor of the Ultramarines 8th Company. Any Space Marine Army of any chapter may include Captain Numitor. In chapters other than Ultramarines, he must be accompanied by a Command Squad with a Veteran Sergeant and a Standard Bearer. 

Captain Numitor, Commander of the Ultramarines Eighth Company 148pts

 5 5 4 4 2 5 5 9 3+

 Weapons: Bolter/Plasma gun, Master Crafted Plasma Pistol, Iron Halo, Frag/Krak Grenades, Terminator Honours (+1 attack added above), Purity Seals, Power Bayonet

Special Rules

 Power Bayonet: Captain Numitor has a large powered blade attached to his combi weapon, allowing him to attack as if armed with a power sword. This does confer a +1 attack bonus for two close-combat weapons (added above). Unfortunately it is not as fast or manoeuvrable as a sword, being attached to such a cumbersome weapon, so unless Numitor is defending cover or using frag grenades, he strikes last in combat similar to a power fist.

 Master Tactician: Captain Numitor excels at deploying his forces in the most advantageous way. An army that includes him may always use the Reserves rule, with reserves coming on from either of the long table edges. Also, the dice roll for entering is shifted one turn forward ie

 Turn 1 Turn 2 Turn 3 Turn 4+

Reserves arrive on... 4+ 3+ 2+ 2+

 Space Marine Armies may choose to fight a Planetfall mission as their first battle if they wish. This overrides any other mission choices.

 Dark Eldar:

 A Dark Eldar army may include Archon Karkhu as its leader, and also Arhra, the Fallen Phoenix.

 Archon Karkhu 150pts

 6 6 3 3 3 7 3 9 5+

 Weapons: Power Sword, Splinter Pistol

 Special Rules:

 Karkhu mons-keighor (Karkhu’s Exterminators): Karkhu is accompanied by a retinue for no extra cost, comprised of the following:

 Two Warriors with Splinter Cannons

Two Incubi with Shredders

Six Incubi with Splinter Pistols and Power Weapons

One Haemonculus with flamer, poisoned blades, frag/krak grenades.  

Arhra, Father of Scorpions, Fallen Phoenix Lord

 6 5 4 4 3 7 4 10 3+ 180pts

 Weapons: 2 Biting Blades, Scorpions Tail, Scorpions Bite

Warrior Powers: Stealth, Surprise Assault, Sustained Assault

 Special Rules

 Scorpions Tail: Arhra gains an extra attack from this weapon (added above), which is part of his armour, a sinuous curving tail that ends in a wicked curved spike, filled with venom. Any model hit by this weapon is wounded on a 4+ regardless of toughness, and will lose further wounds as follows, even if that model receives no other hits:

 Turn 1 (normal strike) Turn 2 Turn 3

Wounded on... 4+ 5+ 6+

 The Dark Eldar are being cautious and scouting ahead as they move. If they only move 2 squares, they may always use any infiltrators in their army.

 Tyranids:

 In the first battle, they may use Mycetic spores to Deep Strike their entire army. Mark squares that tyranids have passed through, and no other army has since.  If there are at least four consecutive marked squares behind them, they may use the Sustained Assault special rule. 

Eldar 

An Eldar Army may be lead by the Farseer Ashurhel

 Ashurhel 220pts

 5 5 3 4 3 5 1 10 4+

 Weapons: Witch Blade, Ghosthelm, Spirit Stones, Runes of Warding, Jetbike with Star Engines

Psychic Powers: Eldritch Storm, Mind War

 Special Rules

 Stalwart Defenders: When Ashurhel is defending a place, he will allow nothing to hinder his efforts. He infuses the entire army with his psychic strength. All units gain +1 Leadership. Additionally, any units within 12" will never fall back, nor be pinned.

 Chaos

 The armies of Chaos are lead by a Daemon Prince, Astarkhal, Lord of Destruction.

 Astarkhal, Lord of Destruction 150pts

 6 0 5 4 3 5 3 10 5+

 Weapons: Variety

 Special Rules

 Astarkhal is a truly ancient being. Before being elevated to daemonhood, before turning to chaos, he once fought for the emperor as one of his great generals. As such he has a great understanding of tactics, especially those used by the Imperium. When fighting Imperium armies, the Chaos player may reposition D3 units of either side after deployment, but before any movement (including Imperial Guard Sentinels)

 Chaos Marines may Deep Strike their entire army for their first battle.

 Imperial Guard

 The Imperial Commander is Commander Solus, a Veteran Tank Commander

 Commander Solus 400pts

 4 4 3 3 3 4 3 9 5+

 Weapons: Master Crafted Storm Bolter, Plasma Pistol, Carapace Armour

 Special Rules

 Tank Commander: Commander Solus is mounted in a heavily upgraded Vanquisher Leman Russ. It has the following upgrades:

 Lascannon

Heavy Bolters

Extra Armour

Track Guards

Camo Netting

Improved Comms

Track Guards

Rough Terrain Modification

Crew Escape Mechanism

 Additionally, it has the following Battle Honours:

Fast

Skilled Gunnery

 It also has the following special skills from having the brilliant Solus commanding:

 May fire ordnance on the move, but rolls an extra scatter dice for each movement bracket.

A single nominated Leman Russ per turn may fire indirectly at a target visible to Commander Solus, with a minimum range of 24".

 Orks

 The orkish attack is led by one Chathaka Guzkrull da Klaw

 Chathaka Guzkrull da Klaw 100

 5 2 5 4 3 4 4 9 6+  

Weapons: da Klaw, Big Choppa, ‘Eavy armour

 Special Rules

 da Klaw: Chathaka has an immense claw in place of his entire left arm, able to do an immense amount of damage, with an amazing amount of reach. His favourite tactic is to grab his enemies and crush them at a distance, while chopping at them with his Big Choppa. Treat da Klaw as a power fist, but if Chathaka scores three hits, he has grabbed someone, and is laying about either with them or his big choppa. His opponent loses one attack, and takes a wound each turn on a 5+. Against squads, they lose whatever attacks that model had, and have a -1 to any leadership test, due to the unnerving manner in which Chathaka is beating them up with their own comrade.

 Ork armies never fall back on the campaign map when defeated.

 Da Big Krunch: Chathaka came up with an effective and amusing method of landing his troops in the best place to attack from - directly on top of the enemy! For the first battle, select an area 12" x 14". This is where the spaceship lands. For each model underneath the ship, roll a d6, they are wounded on a 3+, with an AP of 5 (the ship is BIG, but not exactly flat. Bits can miss)

 Before each battle, roll a d6, on a 5+ the orks have managed to get enough boyz together to use the Sustained Attack special rule.

 Sisters of Battle

 Lead by the inspiring Canoness Helexia

 Canoness Helexia 100

 4 4 3 3 3 5 4 9 3+

 Weapons: Power Weapon, Power Fist

 Special Rules

 Squad: Helexia is always accompanied by a body guard of at least 6 Celestians

 Sword/Fist Combo: Helexia is adept at using these two fearsome weapons in combination, the speed of the sword allowing her time to bring the fist to bear. She does not strike last because of her power fist, but strikes as per her initiative.

 Unstoppable: When Helexia charges, she is the embodiment of the unstoppable force. She simply pushes through all opposition, smashing them backwards. If Helexia charges into a close combat, even if she and her squad lose it is the other squad who must fall back. However, if she loses, she cannot advance, only consolidate. Drawn combats are treated as if she had won. If she makes a sweeping advance into another squad, she gains +2 attacks, as the bodies of the previous victims are carried forward by the momentum of her charge.

 Inspirational: Squads within 12" may always regroup.

 Warning: Helexia cares for the troops under her command. If a squad within 18" is caught in the cross-fire rule, she shouts a warning. They immediately stop and take what cover is available. They count as pinned.

 Friends of the People: The Sisters are much loved by the people, and their wounded are often taken in and cared for. +1 to all death rolls.