PHOENIX ISLAND

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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...
Go here for the Armageddon site to read about the campaign, and see the map. ( I can't put it here because of copyright).
To register your army, email me at darkman@actrix.gen.nz and tell me who you are, how to contact you, what army you are playing, and where you want to start.
Rules can be viewed below:
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 Mo
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
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
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.