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A Warhammer 40000 campaign The First Company gaming Group ran at Warhammer world.
The Scouring of Makenna VII was the conquest and enslavement of the Imperial Mining World of Makenna VII by the Chaos Lord Davroth.
Davroth intended to overrun the planet to secure its valuable mining resources, using them as a
bargaining chip to gain powerful Chaos Titans from Abaddon the Despoiler in order to fuel his own wars
against rival Chaos warlords. Davroth gained many allies for this task including those from the Alpha
Legion, Death Guard, Abrial's Claw, World Eaters, and even ork mercenaries.
A Warhammer 40000 campaign The First Company gaming Group ran at Warhammer world.
The Scouring of Makenna VII was the conquest and enslavement of the Imperial Mining World of Makenna VII by the Chaos Lord Davroth.
Davroth intended to overrun the planet to secure its valuable mining resources, using them as a
bargaining chip to gain powerful Chaos Titans from Abaddon the Despoiler in order to fuel his own wars
against rival Chaos warlords. Davroth gained many allies for this task including those from the Alpha
Legion, Death Guard, Abrial's Claw, World Eaters, and even ork mercenaries.
A Warhammer 40000 campaign The First Company gaming Group ran at Warhammer world.
The Scouring of Makenna VII was the conquest and enslavement of the Imperial Mining World of Makenna VII by the Chaos Lord Davroth.
Davroth intended to overrun the planet to secure its valuable mining resources, using them as a
bargaining chip to gain powerful Chaos Titans from Abaddon the Despoiler in order to fuel his own wars
against rival Chaos warlords. Davroth gained many allies for this task including those from the Alpha
Legion, Death Guard, Abrial's Claw, World Eaters, and even ork mercenaries.
The Scouring of Makenna VII was the conquest and enslavement of the Imperial Mining World of Makenna VII by the Chaos Lord Davroth Davroth intended to overrun the planet to secure its valuable mining resources, using them as a bargaining chip to gain powerful Chaos Titans from Abaddon the Despoiler in order to fuel his own wars against rival Chaos warlords. Davroth gained many allies for this task including those from the Alpha Legion, Death Guard, Abrial's Claw, World Eaters, and even ork mercenaries. In the years preceding the battle Alpha Legion operative Roek Ghulclaw would slowly infiltrate the planets PDF officers corps, stoking their feelings of inequality with regards to Imperial Guard commanders. The operation was carried out by General Andol, an agent of Ghulclaw. The result was that by the time Davroth's fleet arrived at Makenna VII, the officers were already leading the PDF to overthrow the pro-Imperial Planetary Governor. The deceived officers saw this man as an unjust dictator. With the planet in chaos, Davroth's assault began. The first full assault was launched by Bazrak the Frothing's World Eaters, who plunged themselves at Mekenna VII's capital. The rest of Davroth's army quickly followed, sewing devastation. Finally, a Daemonic legion commanded by Daemon Prince Uraka Az'baramael was drawn to the planets cries of terror and dread. The Daemonic horde surged through a Warp rift. The planet was overrun.
THE FORCES OF CHAOS
DAVROTH A highly respected commander within the Word Bearers legion, in M41 Davroth invaded the Imperial Mining World of Makenna VII to enslave the local population and send resource tributes back to Warmaster Abaddon the Despoiler. In return, Davroth hoped that Abaddon would give him a pair of deadly Chaos Titans, war engines that would allow Davroth to launch an offensive against his primary rival, Khulia of the Bleed. This would allow him to take Khulia's place as one of Abaddon's most powerful lieutenants.
FESTARDIUS
Festardius is a Death Guard Warlord and Champion of Nurgle. He made a pact with the Word Bearer Commander Davroth during the Horus Heresy, and the two are close allies. Festardius would take part in The Scouring of Makenna VII and hoped to rule over the world once Davroth had moved on.
URAKA AZ'BARAMAEL
The Daemon Prince Uraka Az'baramael leads a Daemonic Warband known as Uraka's head-Hunters. The Warband itself is made up of seasoned Bloodletters, personally chosen by Uraka himself among Khorne's armies and each a victor of countless battles. It is said that individuals the Blood God marks for death meet their end at the hands of Uraka and his horde of screaming Bloodletters. Uraka was once a man. In the ancient history of Terra he led wars of conquest. His horse-bound armies were a scourge, killing and plundering at his command. Upon taking one city by siege, he ordered the entire populous massacred and thousands were beheaded. This act would seal Uraka's fate, and he offered his immortal soul to Khorne during the bloodshed.Becoming known as the "Warfiend", upon his death ten years later the War God was so pleased with Uraka that his soul was summoned to his realm. Before the Throne of Skulls, the War God issued Uraka a challenge: defeat a Bloodthirster in single combat and be rewarded with the honor of Daemon Prince. Fail, and he would become a Chaos Spawn.
Uraka accepted the challenge, selecting a great beheading poleaxe as his weapon. Eventually decapitating the great Bloodthirster, Khorne was pleased and rewarded Uraka with Daemonhood. To this day, he still carries his great executioner axe. On Vraks, Uraka and his Daemonic legion would clash with the Grey Knights, eventually being banished back into the Warp. However Uraka survived and still dwells in Khorne's realm, eager to return to the Materium and fight again. GORSNIK MAGASH
Gorsnik Magash, also known as Great Fiend Gorsnik was the Overfiend of Octarius at the time of the Third War for Armageddon and ally to Ghazghkull Mag Uruk Thraka. He is a member of the Blood Axe Clan.
THE FORCES OF THE IMPERIUM KALDOR DRAIGO
As a simple Battle-Brother, Draigo banished the Daemon Prince M'kar the Reborn on Acralem. In 901.M41, during the Battle of Kornovin, Draigo would become Supreme Grand Master of the Grey Knights after the Daemon Prince Mortarion killed his predecessor, Geronitan. The act made Draigo fly into a rage, who assaulted the Daemon Primarch and carved his forebear's name into the fallen Primarch's heart - an insult Mortarion has never forgotten.
However, after a second confrontation with M'kar on Acralem, Draigo has been cursed to a life trapped within the Warp, doomed to walk within the Realm of Chaos itself. To remain pure while constantly assailed by Chaos shows fortitude and personal strength that is beyond measure. He has undertaken many great exploits within the Warp: slaying the great Bloodthirster Kar'Voth, setting fire to the jungles of Nurgle's domain, defeating the six chosen Daemonettes of Slaanesh, the Six Sisters, and destroying the fortress of the Lord of Change M'Kachan..
But while Draigo lives, he will prevail and now, once again as the forces of the imperium desperately need him, he has returned.
RECLUSIARCH CAECILIUS & RECLUSIARCH QUINTUS
Reclusiarch Caecilius and his twin brother Reclusiarch Quintus are second only to Astorath in both rank and infamy in the Blood Angels Chapter. While Astorath is away, freeing his brothers lost to Black rage, Carcilius and Quintus see to the spiritual needs of the blood Angels Chapter. They are honoured and feared in equal measure by their kin as it is said they can sense the Black rage before it even takes root. They are at their strongest when they are together, finishing each others sentences and reacting to each other instinctually in combat. They are a force to be reckoned with.
Dante personally selected them to lead a mission deep into Ork held territory to seek out the lost Furioso death company dreadnought: Moriar. The ancient dreadnought was retrieved just as a new Waaagh lead by Gorsnik Magash came upon the 3rd company detachment. After bitter fighting the attack was repelled and the bulk of the massive force headed out of the system.
The massive fleet was followed by the Blood Angels battle barge after a call for aid was received from a nearby planet Makenna VII which the Orks seemed to be heading for. With Moriar safe the cargo hold the Blood Angels made for Makenna VII and the greatest challenge the twins had ever faced...
BRAY,ARTH ASHMANTLE Formerly the Captain of the 4th Company of the Salamanders, Sokhar Bray'arth fell to wounds sustained cleansing the moons of Ymgarl of Genestealer taint. His years of service showed him to be an unforgiving and merciless warrior, but unflagging in his purpose and filled with zeal. Though he clashed many times with Chapter's master over tactics and doctrine, his actions had earned him the privilege to be interred within a Dreadnought chassis.
In 755.M41, Bray'arth was placed within the Iron Dragon, a relic of the Salamanders said to have been forged by Vulkan himself. An ancient and powerful machine, only those with the strongest will and greatest sense of individuality could master the sarcophagus without being overcome by its machine spirit and perishing in the attempt. Bray'arth's internment within the Iron Dragon was a long and difficult choice for the Lords of the Promethean Cult but dire omens eventually saw it done.
It was during Bray'arth's first campaign within the Iron Dragon that he earned the the name of Ashmantle. Fighting the Black Legion in the Casvsarae Insurrection, he pursued the fleeing enemy into the sub-city network and disappeared under the city for nine days. All thought him lost until he smashed his way clear of the duct workings so covered in soot and ash that every inch of his armored form was obscured. He was reluctantly awoken once more by Pellas Mir'san in the defence of Makenna VII.
HAAKON BLACKFANG
Haakon Blackfang, known as the Jarl of Tra and the Blooded Fang, serves as the current Wolf Lord of one of the Space Wolves Space Marine Chapter's Great Companies. He and his Great Company are looked upon with suspicion by the other 11 Wolf Lords, for they are regarded as tainted. More Space Wolves bearing the Curse of the Wulfen serve alongside Haakon's company than in any other. The unspoken truth is that Haakon himself has been afflicted by the curse. GUNNAR WYRDMAKE
Gunnar Wyrdmake Known as Jarl of Tra has continuously served in the Space Wolves for 427 years. although old even for an Astartes, he has proven to be of unparalleled ability both as an warrior and a psyker. Gunnar Wyrdmake has always been Haakon Blackfangs most trusted friend, adviser and lieutenant.
PLAYING THE GAME Each player will play 3 games each 1 game at 1000 points 1 game at 1500 points 1 game at 2500 points Missions played can be found below. Each of the attackers will chose in which order the missions above will be played. This is to represents the strategic plans made by the attacking Warmaster and his Warlords before the invasion of the planet. This information will be revealed in the pre-game phase on day 1 Once the attackers have all revealed in which order they wish to play their missions, the defenders will then decide which army they will face in each game. This represents the defending Warmaster and his warlords strategic planning in mustering forces in the defence of the planet. The missions played will be:
CHAOS SPACE MARINES Pillage Black Crusade Scorched earth ORKS Blitzkrieg Waaagh Cut and run LOST AND THE DAMNED (DEAMONS AND GUARD) Prepared assault War of attrition Trench warfare
CAMPAIGN SPECIAL RULES HOLD THE LINE SOLDIER! An armys scoring units are all the units that come from the troops selection of the Force Organisation chart with this one exception. In each game each warlord may choose 1 other unit from their Elite, Fast Attack or Heavy support sections of the Force Organisation chart as a scoring unit.
WINNING A GAME For every game victory a player will gain one strategic asset form the list below. These strategic assets may be played in any subsequent game or saved for the final Apocalypse game on day 2.
SPACE MARINES GAME 1 - FURY OF THE JUST. The Adeptus Astartes march inexorably towards the hated foe. Use this Strategic Asset at the start of any of your turns. All friendly Space Marines models have the Hatred special rule until the start of your next turn GAME 2 - HAIL OF FIRE The Space Marines lay down a fusillade of rapid bolter fire. Use this Strategic Asset at the start of any of your turns. All friendly Space Marines models armed with bolt pistols, bolters or heavy bolters count their weapons as Twin-linked until the start of your next turn. GAME 3- VORTEX GRENADE (STRATEGIC RESOURCE) A vortex grenade is the most potent man-portable weapon in the galaxy! Use this Strategic Asset in your Shooting phase to make the following shooting attack with a friendly Space Marine Warlord model: Range S AP 12 D 1 TYpe Assault 1, Vortex, Blast
CHAOS SPACE MARINES GAME 1 -CHAOS ALTER Rituals performed on this altar have secured the favour of the Dark Gods. Use this Strategic Asset before deployment. Place a marker or suitable terrain piece in your deployment zone. Any friendly Chaos Space Marines model within 12" of the marker has a 6+ invulnerable save, or adds + 1 to their invulnerable save if they already have one. GAME 2 - DAEMON SHELL A powerful daemonic entity is bound within a single bolter shell. Use this Strategic Asset in your Shooting phase to make the following attack with a friendly Chaos Space Marine Warlord model armed with a bolter or bolt pistol: Range S AP 12 D 1 Type Assault 1, Massive Blast, Gets Hot GAME 3 - CORRUPT & DESPOIL Chaos Space Marines would rather defile an objective than capture it. Use this Strategic Asset during any break. Any Strategic Obj ectives controlled by friendly Chaos Space Marines models are destroyed after you have received the Strategic Victory Points for them.
ORKS GAME 1 - IDOL OF GORK Or is it an Idol of Mork? Use this Strategic Asset before deployment. Place a marker or suitable model in the Ork deployment zone. Any Ork Infantry unit (friend or foe!) within 24" of the marker has the Rage special rule. GAME 2 - MEK WORKSHOP The Meks are overjoyed when the battle starts right on their doorstep! Use this Strategic Asset at the start of any Ork turn. All friendly Ork vehicles in the Orks' deployment zone that have at least one Hull Point remaining are immediately returned to their starting number of Hull Points. GAME 3 - GET 'EM Orks don't believe in defence, only conquering new territory. Use this Strategic Asset after deployment is complete. For the entire battle, the Orks' side receives triple the Strategic Victory Points for all Strategic Objectives it controls in the opponent's deployment zone, but only receive half the Strategic Victory Points (rounding down) for objectives it controls in its own deployment zone.
THE LOST AND THE DAMNED GAME 1 - BLIND BARRAGE A thick barricade of smoke protects your troops' advance . Use this Strategic Asset at the start of any enemy turn. Place two markers 36" apart, and scatter each 2D6". Any line of sight that crosses the invisible line between the markers is blocked. Remove the markers at the start of the next enemy turn. GAME 2 - PRECISE COORDINATES Careful planning ensures that reinforcements arrive exactly where their support is needed. Use this Strategic Asset at the start of any of your turns. All friendly units that Deep Strike that turn will not scatter (no roll is required). GAME 3 - LIES OF TZEENTCH Deceived by the Great Liar, enemy warriors open fire on their comrades. Use this Strategic Asset at the start of an enemy Shooting phase; nominate a friendly Herald of Tzeentch. Select one enemy unit that is within 24" of that Herald of Tzeentch and is capable of shooting. You choose the target the unit fires at, and which guns it uses, this turn, instead of your opponent. You may cause this enemy unit to fire at a target on their side.
CHAOS SPACE MARINES - MISSION I
PILLAGE HUDDLE CLOSE TO YOUR EMPEROR IF HE MAKES YOU FEEL SAFE. HE CANNOT SAVE YOU, FOR ONLY CHAOS IS ETERNAL. Chaos Space Marines are rightly feared across the galaxy as bloody-handed reavers, and most of their attacks take the form of a lightning- fast terror raid. The Chaos Space Marines will descend upon an unsuspecting planetary outpost, their aim to cause as much damage as they can, and then to make off before the surprised and bewildered defenders have a chance to organise a coherent defence. As well as causing terror and wanton destruction, the Chaos Space Marines will attempt to escape with as much loot as they can physically carry. After all, supplies are scarce in deep space, and the followers of the Chaos Gods do not believe in making things that they can far more easily steal from their enemies. A successful Chaos Space Marine raid will leave the target a smoking, devastated ruin, picked bare of anything of value and inhabited only by dead bodies. Only the bravest and most hardy warriors have any chance of withstanding such an onslaught.
OBJECTIVES Set-up D3+2 objective markers before either side deploys or rolls for their deployment area. The Chaos Space Marine player sets up the first objective, then the enemy player, and so on until the requisite number of markers has been placed. Objectives may be set up anywhere on the table more than 12" from a table edge or another objective. DEPLOYMENT Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite table quarter. The Chaos Space Marines player deploys first. He must deploy two scoring units and one HQ unit in his deployment area. The enemy player then does likewise.
RESERVES Any units not initially deployed on the table must be placed in reserve. FIRST TURN The Chaos Space Marine player rolls a D6. On a 2 or more the Chaos Space Marines have the first turn. On a 1 the enemy seize the initiative and go first. GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS PRIMARY OBJECTIVE Loot & Salvage Points: 1 loot or salvage point equates to 3 victory points. At the end of the game the player that has collected the most victory points wins the battle (see the Special Rules below). SECONDARY OBJECTIVE Slay the Warlord, First Blood, linebreaker. SPECIAL RULES The Chaos Space Marines are intent on collecting loot, while the enemy are attempting to salvage whatever they can. This is represented by collecting loot and salvage points.
CHAOS SPACE MARINES - MISSION II
BLACK CRUSADE THERE IS NO PEACE AMONG THE STARS, ONLY AN ETERNITY OF CARNAGE AND SLAUGHTER AND THE LAUGHTER OF THE THIRSTING GODS. Perhaps once or twice every thousand years a truly great Champion of Chaos will arise in the Eye of Terror. Through the power of his implacable will he will weld together an unsteady alliance between the infernal forces that inhabit the Eye of Terror, and then launch them in an almost unstoppable assault known as a Black Crusade. This black tide of Chaos expands and eventually recedes, leaving entire systems ravaged and burned. Whole planetary populations are irrevocably tainted by Chaos, cities and industries are crushed by the thunderous pounding of diabolic engines of destruction, uncounted citizens are dragged away to serve as slaves and playthings to the damned souls and their daemonic masters at the edge of reality. Every city ruined, every planet burned brings the material galaxy a little closer to dissolution. Although a Black Crusade may come crashing forth only once in a thousand years, the damage it inflicts can never be undone.
OBJECTIVES The objective for this mission is to cause as much damage to the enemy as possible (see the mission Victory Conditions). DEPLOYMENT Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The Chaos Space Marines deploy first, anywhere they desire in their half of the table that is more than 9 from the centre line of the table. The enemy player then does likewise.
RESERVES Both sides may place any number of units in reserve. FIRST TURN Roll a D6. On a 2 or more the Chaos Space Marines have the first turn. On a roll of 1 the enemy seize the initiative and go first. GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7.
VICTORY CONDITIONS PRIMARY OBJECTIVE At the end of the game each player receives 1 victory point for each enemy unit that has been completely destroyed. SECONDARY OBJECTIVE Slay the Warlord, First Blood, linebreaker. SPECIAL RULES War without End: Any non-vehicle unit that is completely destroyed is returned to play at full strength and placed in reserve. It will arrive with other reserves as normal. Note that kill points are scored each time a unit is completely destroyed, so if a unit was destroyed, returned to play, and destroyed again, then the opposing side would receive 2 kill points. To The Death: All non-fearless units (on both sides) have the Stubborn and Preferred Enemy universal special rules.
CHAOS SPACE MARINES - MISSION III
SCORCHED EARTH KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! Fighting against the Chaos Space Marine followers of the Chaos Gods is a grim and deadly affair, and never more so than when the tide turns against the Renegades and they are forced onto the defensive. To dare to enter such a battlefield is to step onto a blasted landscape of ruined buildings and burning vegetation. It is as if the Chaos Space Marines have turned their eternal hatred of all living things against the very planet itself, and are determined to leave nothing standing in their wake. Amongst this carnage the Chaos Space Marines will continue to fight a furious rearguard action, determined to make their hated foe pay in blood for every yard of ground they hope to recapture. Only after they have inflicted the maximum amount of death and destruction will the Chaos Space Marines finally retreat, leaving behind them a world so devastated that it will take generations to repair the damage.
OBJECTIVES Setup D3+2 objective markers before either side deploys or rolls for their deployment area. The Chaos Space Marine player sets up the first objective, then the enemy player, and so on until the requisite number of markers has been placed. Objectives may be set up anywhere on the table more than 12" from a table edge or another objective. DEPLOYMENT Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite table quarter. The Chaos Space Marines player deploys first. He may deploy any number of units anywhere in his deployment area that is more than 9" from the centre point of the table. The enemy player then does likewise.
RESERVES Both sides may place any number of units in reserve. FIRST TURN The Chaos Space Marine player rolls a D6. On a 2 or more the Chaos Space Marines have the first turn. On a roll of 1 the enemy seize the initiative and go first. GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS At the end of the game the player that controls the most victory points wins the battle. PRIMARY OBJECTIVES At the end of the game, each objective is worth 3 victory points. SECONDARY OBJECTIVE Slay the Warlord, First Blood, Linebreaker. SPECIAL RULES Slash & Burn: All pieces of area terrain are either on fire or a smoking ruin. Before either side deploys roll a D6 for each piece of area terrain and refer to the following table: 1-3 Burning: The area counts as dangerous terrain. 4-6 Smoking: Add +1 to the cover save of any unit in the terrain. In addition, both burning and smoking terrain blocks any line of sight that is drawn across and beyond them. Units inside a burning or smoking can be targeted by enemy troops andcan shoot out of the building
THE LOST AND THE DAMNED - MISSION I
PREPARED ASSAULT DO NOT STRIKE UNTIL YOU ARE READY TO CRUSH THE ENEMY UTTERLY AND THEN ATTACK WITHOUT MERCY The Lost and the Damned are a massive but unwieldy force, and because of this it takes careful preparation to launch an effective attack. If possible the attacking troops will be moved into position secretly, so that the enemy receives no warning of the impending onslaught. Further behind the frontline huge batteries of artillery and supporting formations of armoured vehicles will be moved into position, and all of the supplies required for the attack will be stock-piled at huge supply dumps. When the appointed hour arrives this vast force will be unleashed upon the foe in a hurricane of destruction. Few opponents can resist such a sledgehammer blow. DEPLOYMENT Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The enemy deploy first, anywhere they desire in their half of the table. The lost and the damned deploy second, anywhere in their half of the table that is more than 18 from an enemy unit. OBJECTIVES Place one objective marker on the centre point of the table, and a second objective marker on the centre of the enemy deployment zone, as shown in the deployment map. After deployment, the Lost and the Damned player must set up a third objective anywhere in the enemy deployment area that is more than 12" away from another objective. RESERVES Neither side may place any units in reserve.
FIRST TURN The Lost and the Damned player rolls a D6. On a roll of 2-6 they receive the first turn, and on a roll of 1 their opponent siezes the initiative and goes first.
GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1 -2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS At the end of the game the player that controls the most victory points wins the battle. PRIMARY OBJECTIVES At the end of the game, each objective is worth 3 victory points. SECONDARY OBJECTIVE Slay the Warlord, First Blood, Linebreaker. SPECIAL RULES Stray Rounds: The assault is part of a massive offensive, and artillery belonging to both sides is saturating the battlefield with high explosive fire. To reflect this, the players receive three 'stray round markers' that are represented by squares of thin paper about 1/2 across. The The Lost and the Damned player takes two of the markers, and the enemy player receives the third. During each of their Shooting phases, each player may 'shoot' their stray round markers. Do this by taking the piece of paper and holding it anywhere above the table about 36 from the surface. Then drop the marker so it flutters down to the table below. The place where the marker lands is hit by a stray shell, which explodes with the profile given below: Stray Round: S8, AP3, Large Blast, Ordnance Barrage. If the marker flutters off the table then the round misses
THE LOST AND THE DAMNED - MISSION II
WAR OF ATTRITION IDENTIFY YOUR TARGET. CONCENTRATE YOUR FIRE ON IT TO THE EXCLUSION OF ALL ELSE. WHEN IT IS DESTROYED CHOOSE ANOTHER TARGET. THAT IS THE WAY TO SECURE VICTORY! To be the Lost and the Damned is to be in a never-ending war of attrition. They have almost limitless reserves, and will use these to slowly grind down the enemy until it is only they that are left standing. The means the damned use to achieve this strategy are numerous. The enemy will be subjected to almost continuous harassing fire by artillery and aircraft. The steady toll of casualties this fire exacts will be exacerbated by constant raids and assaults by Chaos front-line troops. If the enemy respond aggressively to one of these incursions then the lost and the damned will feed more troops into the fight in an attempt to escalate it to a full-scale battle. That such a strategy will cost the lives of countless numbers of souls is of little concern. OBJECTIVES The objective for each side is to destroy the enemy.
DEPLOYMENT Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The enemy deploy first, anywhere they desire in their half of the table. The Lost and the Damned d deploy second, anywhere in their half of the table. RESERVES Neither side may place Troops units in reserve. Any number of other units may be placed in reserve. FIRST TURN The Lost and the Damned player rolls a D6. On a roll of 2-6 they receive the first turn, and on a roll of 1 their opponent seizes the initiative and goes first.
GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS Each player adds up the points value of all opposing unit that have been completely destroyed. The player with the higher total wins.
SPECIAL RULES Unlimited Reserves: Each side has unlimited reserves of their Troops units which they are willing to feed into the battle. If a Troops unit is completely destroyed then it is returned to full strength and placed in reserve. Replacement units do not receive any dedicated transport vehicles, even if the original unit did. Replacement units count as having the same points value as the original unit for purposes of determining who wins the game. So if a unit was destroyed, replaced, and then destroyed again, then the opposing player would score points equal to twice its original points valuel Replacement units can enter from anywhere on any table edge in their deployment zone, right up to the half-way line if desired. Note that units which can normally Deep Strike or outflank are not allowed to use this abilities if they re-enter play as replacement units.
THE LOST AND THE DAMNED - MISSION III
TRENCH WARFARE THE WISE COMMANDER KNOWS WHEN TO PUSH ON FOR A SWIFT VICTORY, AND WHEN TO HALT THEIR ADVANCE AND DIG IN TO ENSURE THEY GAIN VICTORY IN THE LONGER TERM sometimes even the Legion of the Damned runs into an opponent that is too tough to break with a single blow. When this happens the campaign can develop into a bloody stalemate, with neither side able to achieve the break-through needed to achieve a decisive victory. The troops manning these positions are not expected to take part in wars of manoeuvre. Instead it is there task to hold the line against any enemy attack, in order to allow mobile and reserve formations the time needed to launch a devastating counter-attack. OBJECTIVES Set-up D3+2 objective markers before either side deploys or rolls for their deployment area. The Legion of the Damned player sets up the first objective, then the enemy player, and so on until the requisite number of markers has been placed. Objectives may be set up anywhere on the table more than 12 * away from a table edge or another objective.
DEPLOYMENT Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The enemy deploy first, anywhere they desire in their half of the table more than 12 away from the centre line. The Legion of the Damned deploy second, anywhere in their half of the table more than 12 away from the centre line. Each side may only deploy Troops and Heavy Support units on the table. In addition vehicle units or units with dedicated transport vehicles may not be deployed. RESERVES Both sides may place any number of units in reserve. HQ, Elite, Fast Attack, and any units with a dedicated transport vehicle must start in reserve.
FIRST TURN The Lost and the Damned player rolls a D6. On a roll of 2-6 they receive the first turn, and on a roll of 1 their opponent siezes the initiative and goes first. GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS At the end of the game the player that controls the most victory points wins the battle. PRIMARY OBJECTIVES At the end of the game, each objective is worth 3 victory points.
SECONDARY OBJECTIVE Slay the Warlord, First Blood, Linebreaker. SPECIAL RULES Dug-in: The units that start deployed in the open are assumed to be occupying prepared defensive positions. As long as they do not move they count as being in area terrain that provides them with a 4+ cover save. As soon as the unit moves this defensive benefit is lost for the rest of the battle, even if the original positions are returned to. Obstacles: Each player is allowed to place up to D6 obstacles in their deployment area. Each obstacle is 6" long and can be either razor-wire or tank traps. Razor-wire is difficult, dangerous terrain for all non-vehicle units. Vehicles can drive over razor-wire with no penalty. Tank Traps are impassable to all vehicles except skimmers. They do not affect non-vehicle movement, but provide a 5+ cover save.
ORKS MISSION I
BLITZKRIEG HE WAS AN AVALANCHE FROM AN UNEXPECTED QUARTER. HE WAS A THUNDERBOLT FROM A CLEAR SKY. - COMMISSAR YARRICK ON GHAZGHKULL THRAKA Orks are naturally keen to get to grips with an enemy, and often the first inkling that a foe will have of an Ork attack is when a cloud of dust is seen on the horizon, swiftly followed by the approaching rumble of a large column of Ork vehicles drawing rapidly closer. The Orks will not give their enemy time to prepare, swiftly closing to attack range and launching an all-out assault straight from their column of march. Ork buggies and Warbikes will harry the flanks of the enemy, while slower moving vehicles and Ork Boyz that are on foot will attack the enemy head on. Such is the speed and fury of the assault that the enemy has little time to organise a coherent defence, and they will often find themselves dosely engaged by the Orks before they really know what's hit them. If the assault is successful, the Ork column will quickly press on, looking for new enemy formations to attack and overwhelm.
DEPLOYMENT Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite table quarter. The Orks deploy first anywhere in their quarter of the table more than 9 away from the centre point, then the enemy deploy in the same manner. Only Fast Attack units may be deployed at the start of the battle. All other units are in reserve.
OBJECTIVES Place one objective marker on the centre point of the table and one more objective marker on the centre point of each unoccupied quarter of the table, as shown in the deployment map. RESERVES Both sides must place all units other than Fast Attack units in reserve. Fast Attack units may be placed in reserve or deployed on the table at the start of the battle, as desired. FIRST TURN The Ork player rolls a D6. On a roll of 2 or more the Orks receive the first turn. On a roll of 1 the enemy manage to steal the initiative and they go first. GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS At the end of the game the player that controls the most victory points wins the battle. PRIMARY OBJECTIVES At the end of the game, each objective is worth 3 victory points. SECONDARY OBJECTIVE Slay the Warlord, First Blood, Linebreaker. SPECIAL RULES Lightning War: Fast vehicle units (and any units transported in them) that are in reserve may start arriving from the first turn. Each player may roll for any such units at the start of their first
ORKS MISSION II
WAAAGH! DIS IS IT LADZ. NOW OR NEVER, CHARGE DA HUMIES! WAAAGH Although Ork blitzkriegs are often successful, they can be defeated by a resolute or skillful defender. In such circumstances the Orks that took part in the initial assault will try to keep the enemy pinned down while the rest of the Ork army moves up in support. Shortly the enemy will be confronted by huge mobs of Ork Boyz backed up by massed squadrons of Ork vehicles and batteries of Ork artillery. As soon as the Orks are in position the air will shake as the Orks bellow out a mighty 'Waaagh! 11' and hurl themselves at the enemy line. Missiles of all kinds will batter the enemy, allowing the Ork mobs to close and assault the enemy from close range. If the first assault is cut down then the survivors will regroup and attack again and again, until the enemy is overwhelmed or the Orks are forced to admit defeat. OBJECTIVES Set-up D3+2 objective markers before either side knows their deployment area. The Ork player sets up the first objective, then the enemy player, and so on until the requisite number of markers have been placed. Objectives may be set up anywhere on the table more than 12" from a table edge or another objective. DEPLOYMENT Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The Orks deploy first, anywhere in their
half of the table more than 9 from the centre line of the table. The enemy deploy second, anywhere in their half of the table more than 9 from the centre line. RESERVES Both sides may place any number of units in reserve. FIRST TURN The Ork player rolls a D6. On a roll of 2 or more the Orks receive the first turn. On a roll of 1 the enemy manage to steal the initiative and they go first.
GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS At the end of the game the player that controls the most victory points wins the battle. PRIMARY OBJECTIVES At the end of the game, each objective is worth 3 victory points. SECONDARY OBJECTIVE Slay the Warlord, First Blood, Linebreaker. SPECIAL RULES Waaagh! Without End: If the battle includes an Ork army on either or both sides, then the Orks may, if desired, carry on a Waaagh into a second or subsequent turn. If they do so, non-vehicle Ork units continue to benefit from the special rules that apply when a 'Waaagh!' is called, but from that point on may not take cover saves and don't receive any defensive benefits for being in cover when assaulted - the Orks are so excited by the Waaagh! that they can't help jumping up and down in a manner that exposes them to enemy fire! Note that the enemy must still have a line of sight in order to fire, so any Ork units completely hidden from view cannot be shot at. The Ork player may choose to end the Waaagh! at the start of any of his subsequent shooting phases.
ORKS MISSION III
CUT & RUN ORKSES IS NEVER BEATEN IN BATTLE. IF WE WIN WE WIN, IF WE DIE WE DIE SO IT DONT COUNT AS BEAT. IF WE RUNS FOR IT WE DONT DIE NEITHER, SO WE CAN ALWAYS COME BACK FOR ANNUVER GO, SEE! Although Ork attacks can be brutally effective, they don't always work out exactly as the Ork Warlord leading them may have hoped. Sometimes an especially worthy or cunning foe may actually choose to attack the Orks before the Orks have had the chance to gather their strength and attack first! In such circumstances the Orks will put a brave face on things and do their best to inflict as much damage on the enemy as they can before retreating in order to fight another day. Orks can be stubborn and dangerous adversaries when forced onto the defensive like this. It's not unknown for an unwary or overconfident opponent to suffer such heavy losses that the Orks will change their minds and instead of retreating they will go back onto the offensive once more. Usually, though, they are happy to just get in a few last licks before they head for the hills, guffawing and joking about the fun they've had and how they will soon be back!
OBJECTIVES The objective for this mission is to cause as much damage to the enemy as possible (see the mission Victory Conditions below). DEPLOYMENT Split the table into halves and roll-off to see which player picks the half they will deploy in. The opposing player deploys in the opposite half. The Orks deploy first, anywhere they desire in their half of the table more than 12" away from their long table edge. The enemy deploy second, anywhere in their half more than 12 away from the centre line of the table. RESERVES The enemy may place any number of units in reserve. No Ork units may be placed in reserve.
FIRST TURN The Ork player rolls a D6. On a roll of 4-6 the Orks receive the first turn. On a roll of 1-3 the enemy manage to steal the initiative and they go first. GAME LENGTH The enemy player rolls a dice at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1 -3, and continues for a 7th and final turn on a roll of 4+. The game ends automatically at the end of game turn 7. VICTORY CONDITIONS At the end of the game each player receives 3 kill points for each enemy HQ unit that has been completely destroyed, 1 kill point for each Troops unit or dedicated transport that has been completely destroyed, and 2 kill points for each other unit that has been completely destroyed. The player with the highest total kill points wins. SPECIAL RULES We'll Be Back: In this mission all Ork units have the Hit & Run universal special rule. In addition, starting with game turn three, Ork units are allowed to exit the table by moving off their own table edge. These units do not count as destroyed unless they were falling back when they moved off the table. Got Them On The Run: The enemy know that the Orks are beaten and this bolsters their resolve. All enemy units have the Stubborn universal special rule for this battle mission.
DAY II - APOCALYPSE MISSION
A CAMPAIGN WILL SOMETIMES COME DOWN TO A SINGLE FINAL ASSAULT DESIGNED TO CRUSH THE REMAINS OF AN ENEMYS ARMY; THE ONLY HOPE FOR THE BELEAGUERED DEFENDERS IS TO WEATHER THE INITIAL ATTACK AND THEN LAUNCH A FURIOUS COUNTER-OFFENSIVE; WITH HICK THEY WILL BE ABLE TO TURN ALMOST CERTAIN DEFEAT INTO AN UNEXPECTED VICTORY. THE ARMIES Select two armies using the rules found in the Fighting an Apocalypse Battle section Each side must select one of their Warlords to be their forces Warmaster. THE BATTLEFIELD Set up the terrain fcr the battle in any mutually agreeable manner and then
roll-off. The winning side divides the playing area into two roughly equal halves, by drawing a line from the shortest table edge to the opposite table edge. The border between the two halves does not have to be a straight line. The opposing side decides which half of the table each side will deploy in. Finally, Strategic Objectives are placed
DEPLOYMENT Roll-off; the winner of the roll-off is the attacker. The defender deploys first Defending units can be deployed anywhere in their deployment zone, or may be kept in Strategic Reserve. Onpe the defender has deployed, the attacker does likewise. Attacking units may deploy anywhere in their deployment zone that is more than 12" away from a defending model, or may be kept in Strategic Reserve. After both sides have deployed, Infiltrators may deploy and Scouts redeploy using their special rules. FIRST TURN The attacking side has the first turn.
GAME LENGTH The battle continues until the time limit is reached. Victory Conditions The side that has the most Strategic Victory Points at the end of the game wins the battle If both sides have an equal number of points then the battle is a draw. MISSION SPECIAL RULES Death From Above, Divine Intervention, Finest Hour Mysterious Objectives, Strategic Assets, Strategic Objectives, Strategic Reserves, Strategic Victory Points* Ultimate Victory, Unnatural Disasters.
Unit Special Rules Characters
BRAY,ARTH ASHMANTLE
Unit Composition Unit type 1 (Unique) Infantry SPECIAL RULES Venerable Forged by Vulcan Burning Wrath WARGEAR: Two Dreadnough close Combat Weapons each of which has an inbuilt Dreadfire Heavy Flamer (additional close combat attack already included) Extra Armour Smoke Launcher and Searchlight DREADFIRE HEAVY FLAMERS: These weapons of ancient design are capable of unleashing their power in a single, highly concentrated burst, confining the burning promethium in a superheated lance of flame. Instead of using these weapons as two heavy flamers, they may be fired instead as a single twin-linked meltagun (or a single melta gun if one arm has been destroyed). WROUGHT BY VULKAN: The 'Iron Dragon' in which Bray'arth has been interned is a true relic, a unique Dreadnought war machine that is believed to have been fashioned by the artifice of the Primarch Vulkan himself. It contains many defensive measures and systems that others have strived but always failed to replicate. Weapons and attacks that usually gain any form of additional dice to penetrate Bray'arth's armour (such as Monstrous Creatures, chainfists, melta weapons, rending attacks, etc) do not do so in his case, and lance weapons do not lower his Armour Value. VENERABLE: Venerable Dreadnoughts are very hard to destroy. Whenever Bray'arth Ashmantle suffers a Glancing or Penertrating hit, the owning player may ask their opponent to re-roll the result on the Damage chart, however the second resit stands even if its worse! BURNING WRATH: Bray'arth's Dreadnought chassis is also fitted with a number of secondary flame projectors as well as his main armament, allowing the ancient Dreadnought to wreath himseif in flame, incinerating anything that strays too close. In any doss combat in which he is involved, Bray'arth can forgo one of his usual attacks to inflict a single automatic Strength 5, AP 4 hitto all models (friend and foe) in base-to-base contact The rest of his attacks are made as normal. Note this, is not a weapon as such and so is not affected by Weapon Destroyed results.
HAAKON BLACKFANG
Unit Composition Unit type 1 (Unique) Infantry
SPECIAL RULES And They Shall Know No Fear Independent Character Acute Senses Counter-attack Curse of the Blackfang Patient Killers Saga of the Hunter WARGEAR: Wolftooth Necklace Rune Armour Bolt Pistol The Axe Langnvast Frag and Krak Grenades Belt of Russ CURSE OF THE BLACKFANG: Since first becoming a Space Wolf Haakon has contained the Curse of the Wulfen within him, an act of supreme willpower in itself. But, during the heat of battle, when his bloodlust rises, sometimes even his indomitable will cracks and he must succumb to the beast within. At the start of each of Haakons controllers Movement phase except for the player's first turn, before moving units, Haakon Blackfang player must roll a D6. On turn 2 Haakon will succumb to the Curse of the Wulfen on a 6+, on turn 3 it will be on a 5+, on turn 4 on a 4+ and on any further turns he succumbs on a 3+. Add +1 to this D6 roll for each Space Wolves unit locked in combat that turn. Once Haakon succumbs to the Curse he transforms into the Blackfang, replace the model with the Blackfang. The Blackfang enters play with the number of Wounds Haakon Blackfang had when the Curse came into effect and with only the Wargear and Special Rules detailed on the Blckfang profile, he completely replaces Haakon Blackfang and is not affected by any effects previously applied to Haakon Blackfang by either friendly or enemy models. He remains a HQ choice for all purposes. THE AXE LANGNVAST: The axe known as Langnvast is an ancient and storied weapon among the Space Wolves, carried by many heroes into uncounted battles. Langnvast is a two-handed power weapon which adds +1 to its user Strength and allows its wielder to re-roll any assault hits which fail to wound. PATIENT KILLERS: Haakons preferred tactics are to use some of his Grey Hunters to lie in wait, often behind enemy lines, to strike after the foe is already weakened by battle. If Haakon is leading the army then a single Grey Hunter squad may use the Infiltrate and Behind Enemy Lines special rules exactly as if they were Wolf Scouts. SAGA OF THE HUNTER: Haakons Saga of the Hunter gives him the Stealth special rule (+1 cover save). He (and any Fenrisian Wolves he is leading) may enter the table from Reserve using the Outflank special rules. HQ: Haakon Blackfang is a HQ choice for a Space Wolves army. THE BLACKFANG
Unit Composition Unit type 1 (Unique) Infantry WARGEAR: Wolftooth Necklace
SPECIAL RULES Independant Character Acute Senses Counter Attack Fleet Saga of the Hunter Patient Killers Eternal Warrior Feel No Pain Furious Charge Fearless Saga of the Hunter THE BLACKFANG: The Blackfang can only enter play through the Curse of Blackfang rule detailed in Haakon Blackfang's profile. He enters play with the number of Wounds Haakon Blackfang had when the Curse comes into effect and with only the Wargear and Special Rules detailed, he completely replaces Haakon Blackfang and is not effected by any effects previously applied to Haakon Blackfang by either friendly or enemy models. He remains a HQ choice for all purposes.
CESTUS ASSAULT RAM Fast Attack 275 points Caestus Assault Rams are attack craft intended to participate in close range hoarding actions in space. They can also act as drop-assault vessels or direct orbital attack and are armed with a powerful magna-melta to burn through starship hulls and fortifications. Compact and heavily armoured, the Caestus is intended not only to survive direct collision vith an enemy, it is designed for it!
Composition: 1 Caestus Assault Ram Unit Type: Vehicle (Tank, Skimmer, Fast) Access Points: Two front ramps. Transport: 10 models (see Special Rules) Wargear: One twin-linked hull-mounted Magna-melta Extra Armour Wing-mounted Firefury missile battery Special Rules: Assault Vehicle Misericorde Caestus Ram Afterburners Deep Strike
ASSAULT VEHICLE: Models disembarking from the Caestus Assault Ram can launch an assault on the turn they do so (providing the Caestus did not Deep Strike). CAESTUS RAM: The vessel is purpose built to survive smashing into a heavily armoured structure, and its forward prow is augmented with field generators. When conducting a ram attack, the Caestus' player can roll two dice and pick the higher number when determining if it has penetrated the target's armour and add +1 to any rolls on the damage chart that it uses. In addition the Caestus has an invulnerable save of 5+ against any attacks against its front armour, including any damage it suffers as a result of carrying out a ram or being rammed itself from the front. MAGNA-MELTA: A heavy, short ranged area-effect heat cannon, the magna-melta is designed to turn a large cubic volume of star ship hull- plating to liquid slag. Its effects on less durable targets such as battle- tanks and living matter are unsurprisingly catastrophic. RANGE S AP Type Magna-Melta 18 8 1 Heavy 1, 5 Blast, Melta
TELEPORT HOMER: Caestus are often fitted with relay signal boosters to assist in Terminator teleporter attacks during the confusion of a space battle. They are of equal use in ground operations allowing the Chapter's Terminators to home in accurately on the breach formed by the ram's attack. Terminator models in the same army as the Caestus Assault Ram wishing to deep strike within 6" of the model will not scatter, so long as the Caestus has not moved Flat Out that turn. MISERICORDE: The ram's two hull booms contain heavily armoured compartments each fitted with multiple retractable inertial suppress*** clamps which lock transported troops in place and protect them from" impact. As a result the Caestus Assault Ram has a transport capacity dj ten models which must either be in power armour, artificer armour or Terminator armour (Contrary to the usual rules.) FRAG ASSAULT LAUNCHERS: A unit charging into close combat on the samQ turn that it disembarks from a Caestus Assault Ram equipped with this upgrade system counts as being equipped with Frag grenades. AFTERBURNER: The Caestus Assault Ram is fitted with additional short-fire rocket motors and afterburners to allow it to swiftly reach its target When going Flat Out, it may move up to 36" rather than 24*. FIREFURY MISSILE BATTERY: The Firefury is a rapid-firing missile launcher designed to discharge all of its munitions within a few seconds, saturating its target with micro-warheads. RANGE S AP Type Firefury 36 6 4 Heavy 4, 3 Blast, Twin Linked, One Use OPTIONS: A Caestus Assault Ram may be upgraded with any of the following. Teleport Homer 15pts Frag Assault Launchers .. 10pts
DAKKA JET Fast attack 110pts The Dakkajct is a blur of colour and noise amidst the smoke and clamour above a battle. Propelled by a single massive jet engine, at roars through the sky, guns blazing a near-constant stream of bullets as the pilot laughs manicalty to himself.
UNIT TYPE: Vehicle (Flyer). WARGEAR: Two twin-linked supa shootas SPECIAL RULES: Strafing Run, Supersonic. WAAAGH! PLANE: During a turn in which a Waaagh! is called, this model's Assault weapons firr twice as many shots as normal. UPGRADE: FLYBOSS: When shooting at Flyers, Jetbikes. Skimmers, or Zooming Flying Monstrous Creatures, a Dakkajet with the Flyboss upgrade is treated as be in 5 Ballistic Skill S.
RANGE S AP Type supa shoota 30 6 4 Assault 3 OPTIONS May take an additional twin linked supa shoota 10pts may take red paint job . 5pts may upgrade to flyboss 10pts
VENGEANCE WEAPON BATTERY Fortification 75 points Vengeance Weapon Batteries are almost indestructible automated defence units. Armed with powerful cannons they unleash deadly fire on any enemies that approach them. COMPOSITION: 1 Vengeance weapon Battery. If two vengeance Weapon Batteries are purchased, each is deployed as a separate formation. TERRAIN TYPE: Impassable Building (armour Value 14) ACCESS POINTS AND FIRE POINTS: None WEAPONS: One emplaced punisher gatling cannon SPECIAL RULES SENTRY DEFENCE SYSTEM: A building with this special rule can use automated fire against enemy units and be targeted by enemy attacks even if unoccupied. OPTIONS: May add one additional Vengeance Weapon Battery 75 points May replace punisher gatling cannon with battle cannon ..75 points RANGE S AP Type Battle Cannon 72 8 3 Ordinance, Large Blast Punisher gatling cannon 24 5 - Heavy 20
FIRESTORM REDOUBT Fortification 200 points A Firestorm Redoubt is capable of unleashing a deadly torrent of lascannon fire, which will destroy any enemy flyers that dare to approach too closely. COMPOSITION: 1 Firestorm Redoubt TERRAIN TYPE: Medium Building (armour Value 14) ACCESS POINTS AND FIRE POINTS: As per model. WEAPONS: Two Emplaced quad icarus lascanons SPECIAL RULES FULLY AUTOMATED: The emplaced quad icarus lascannons on the Firestorm redoubt are fully automated. Models occupying the Firestorm redoubt may not use the manual fire rule to fire them. PRIMARY TARGET: The emplaced quad icarus lascannons must fire at the nearest enemy Flyer or Flying Monstrous Creature unit within range and line of sight. If no enemy unit of either of these types is within range or line of sight, then quad icarus lascannons must fire at the nearest enemy unit within range and line of sight.
RANGE S AP Type icarus lascannons 96 9 2 Heavy 2, Interceptor, Skyfire, Twin linked
GAME RESULTS TABLE: Game Number Opponent Win/Lose/Draw Strategic Asset Won Strategic Assets Used 1 NA 2 3 4 NA