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The winner of the previous game is considered to be the attacker if appropriate, unless a counter attack is generated. The assassins mission is a seek / destroy gamma game, both sides use the sustained attack rule and the "it's personal baby" special rules. If you have a scoring unit within 6" and there are no enemy within 12" you gain an additional table quarter.
The winner of the previous game is considered to be the attacker if appropriate, unless a counter attack is generated. The assassins mission is a seek / destroy gamma game, both sides use the sustained attack rule and the "it's personal baby" special rules. If you have a scoring unit within 6" and there are no enemy within 12" you gain an additional table quarter.
The winner of the previous game is considered to be the attacker if appropriate, unless a counter attack is generated. The assassins mission is a seek / destroy gamma game, both sides use the sustained attack rule and the "it's personal baby" special rules. If you have a scoring unit within 6" and there are no enemy within 12" you gain an additional table quarter.
1. Roll for location, terrain type, and events. 2. Roll for primary mission, roll for secondary objectives 3. Roll for secondary objectives marker types and place on the table. 4. FIGHT THE GAME! 5. At the end of the game, note down the consequences of victory and defeat and the location of the battle. 6. To generate the next game go to 1, then roll for mission type (i.e. battle, standard e.t.c. see rolling for scenarios) for the next in the series. This will allow you to write up your army list using the correct force organisation chart without rolling the mission to be played. The winner of the previous game is considered to be the attacker if appropriate, unless a counter attack is generated. The attacker rolls up the scenario to be played and any special events. Remember to apply consequences of victory and defeat from the previous game. For a campaign scoring system and winning and losing details, see The War generator.
Rolling for scenarios.
Roll D6 to see which type of mission is to be fought (standard, battle e.t.c.) and another to select the column to be used. If this is done after a battle it will enable you to know before hand which organisation chart to use and who will be the attacker in the next game. It is recommended that you do not roll up the mission however. Wait until after you have written your army lists. Roll a D6 to select the scenario. The winner of the previous battle is the attacker if appropriate, unless a counter-attack is generated. New scenarios. The Armageddon mission is a seek/destroy gamma game, both sides use the sustained attack rule and the its personal baby (see War generator) special rules! The assassins mission is in WD 301; if you dont have this issue it is a seek/destroy gamma game in which enemy H.Q. units are worth double V.Ps. Cleanse + is a normal cleanse mission but with an additional objective marker, placed 36" out from the short table edge and 12" in from the centre line of the table in one of the unoccupied table quarters. If you have a scoring unit within 6" and there are no enemy within 12" you gain an additional table quarter (in other words, there are 5 table quarters!). Escape is in WD 306; if you dont have this issue, use the set up from seek and destroy. One of the defenders H.Q. units must be nominated to make the escape. It must be placed in the deployment zone 56 inches from a model or piece of terrain that represents safety. This could be a teleporter or flyer perhaps. If the H.Q. unit reaches safety, the defender wins, if not, well you knowThe scenario uses deep strike and infiltrate.
Scenario tables.
Roll to see which type of battle is to be fought (battle, standard e.t.c.) then roll to see which column to use. This will indicate whether a counter attack has occurred (a C indicates a counter attack), then roll for the scenario. Note that some missions occur outside their normal organisation charts here. Use the correct ones from the rulebook. 2 Type 1 battles.
All type 1 battles use the standard organisation chart.
1-3 4-6 1 Cleanse Cleanse+ C 2 Night fight Night fight C 3 Patrol Patrol C 4 Recon Recon C 5 Seek/destroy Seek/destroy C 6 Special Special C
Type 2 battles.
Type 2 battles may be standard on 1-2, battle on a 3, raid on 4-5 or a breakthrough on a 6.
Standard Standard Battle Battle 1-3 4-6 1-3 4-6 1 Cleanse Cleanse+ C Bunker assault Bunker assault C 2 Night fight Night fight C Take and hold Take and hold C 3 Secure/control*2 Secure/control C*2 Meat grinder Meat grinder C 4 Recon Recon C Hold*2 Hold C*2 5 Rescue*3 Rescue C*3 Seek/destroy Seek/destroy C 6 Special Special C Special Special C
Raid Raid Breakthrough Breakthrough 1-3 4-6 1-3 4-6 1 Sabotage*1 Sabotage C*1 Rearguard Rearguard C 2 Ambush Ambush C Breakthrough Breakthrough C 3 Seek/destroy Seek/destroy C Blitz Blitz C 4 Cleanse+ Cleanse+ C Seek/destroy Seek/destroy C 5 Secure/control*2 Take and hold Take and hold Take and hold C 6 Special Special C Special Special C
Type 3 battles.
Type 3 battles are standard on a 1, battle on 2-3, raid on 4 and breakthrough on 5+.
Standard Standard Battle Battle 1-3 4-6 1-3 4-6 1 Cleanse+ Cleanse+ C Bunker assault Bunker assault C 2 Assassins Assassins C Meat grinder Meat grinder C 3 Cleanse Cleanse C Seek/desroy Seek/destroy C 4 Rescue*3 Rescue C*3 Hold*2 Hold C*2 5 Seek/destroy Seek/destroy C Take and hold Take and hold C 6 Special Special C Special Special C 3
Raid Raid Breakthrough Breakthrough 1-3 4-6 1-3 4-6 1 Ambush Ambush C Breakout Breakout C 2 Strongpoint Strongpoint C Rear guard Rear guard C 3 Seek/destroy Seek destroy C Blitz Blitz C 4 Secure/control*2 Secure/control C*2 Seek/destroy Seek/destroy C 5 Sabotage*1 Sabotage C*1 Sabotage*1 Sabotage C*1 6 Special Special C Special Special C
Sabotage *1. For sabotage missions roll 1d3 on the secondary objective markers table to see what the target is. If you destroy the target, the penalty is inflicted on your enemy, or you gain the bonus in the following game. Secure/control and Hold at all costs*2. For secure/control missions roll 1d3+3 on the secondary objective markers table to find out what you are after. If you capture the loot, you receive the bonus or inflict the penalty in the following game. Rescue *3. For rescue missions, roll on the following table to determine what is to be recovered. The objective is an individual or device that will produce the effect rolled up on the table. If you successfully rescue it, the bonus is received in the following game.
To be rescued. Effect. 1. A saboteur. Sabotage. 2. A saboteur. Booby trap. 3. A spy. Intelligence. 4. Fifth columnists. Delayed. 5. Fifth columnists. Comm-net break. 6. A valuable item. War gear.
Counter Attacks. Any scenarios annotated with a C are counter attack missions. Normally the player who won the previous battle rolls for the new scenario and is considered the attacker. However in this case the defender has turned the tables and launched an attack of their own. The former defender is now the attacker in the scenario generated. The former attacker loses one of his victory benefits as he is outmanoeuvred by his foe. Special. A player rolling up a special result may choose which scenario to play from the appropriate column (veto rule still applies), one of the special missions from the rule- book, kill team, or a scenario from elsewhere. They may also choose the location.
Secondary Objectives.
Its not as simple as that, children! Both attacker and defender may have more up their power armoured sleeves than you would think! It is possible that while the attacker is obstensively attacking a strongpoint, he may also be attempting a breakout to force elements into enemy territory. Likewise, a defender may wish to defend the aforesaid 4 Strong point but has insufficient resources to do so. Roll 1d6, on a result of a 1 only roll once on the table, the result being the same for attacker and defender. I.e. a 1 followed by a 4 = occupy for both adversaries and both parties will be aware of their opponents secondary mission. If a 1 is not rolled, both players roll on the table in secret; this will lead to much second- guessing, bluff and various subterfuges! A defender launching a sabotage mission must inform his opponent that he is attempting this, as he is attempting to deny materiel from the attacker.
Secondary Objectives Table.
Attacker Defender 2 Breakthrough Trap 3 Cleanse Cleanse 4 Occupy Occupy 5 Cleanse Cleanse 6 Sabotage/disrupt Sabotage/disrupt 7 Lightning raid Hold the line 8 Cull Cull 9 Marshall your forces Marshall your forces 10 Plant the flag Rallying point 11 Assassinate Assassinate 12 Recovery Recovery
Set up, force organisation charts and deployment zones are all determined by the mission being played (i.e. not the secondary objective). So, for e.g. an attacker may be patrolling into enemy territory, but he must also destroy that fuel dump, while the patrolling defender attempts to cleanse the area! Some of the above are normal scenarios; the others are dealt with below. To determine areas to be cleansed, divide the table into quarters normally. Should the secondary objective be the same as the primary mission, add 1 to the roll for a new result in all cases except sabotage. In this case, the secondary objective marker is also to be destroyed. This system will require you to make up objective markers appropriate to the secondary objectives rolled. These are high ground, fuel dump, ammo dump, observation post and important location. Always place two objective markers, the type of which is determined on the secondary objective markers table, one for the defender, one for the attacker, even if they are irrelevant (they are only relevant in occupy, recovery and sabotage). Place the counters separately 3d6 inches in a random direction from the centre of the table. If the defenders primary goal is to leave the table, his secondary objective is ignored but the attackers is not.
5 Secondary objective markers table.
You must attempt to take and mine high ground so it cannot be occupied and used as an observation post, hidden manoeuvres bonus. 1 Deny the enemy the fuel dump, inflict lack of resources. 2 Diversionary action (see sabotage on how to achieve this). You may choose which marker to place. Enemy forces will be diverted to contain a fictitious threat. Inflict delayed. 3 Raid the ammo dump, blaze away. 4 Important information to be recovered from observation post, intelligence. 5 Important location, a morale boost is needed, rousing speech. 6
Tyranids and Necrons are immune to results 2 and 6. Replace 2 with booby trap and 6 with blaze away (see bonuses and penalties). A note objective on markers. The markers may or may not be relevant. Most of the secondary objectives are invisible in that you will have to try to work out the intentions of the enemy yourself. The markers represent the location of positions or objects that the enemy may regard as important. An example. In a patrol mission, the defender rolls sabotage / disrupt as his secondary objective and diversionary action on the markers table. This means that by sabotaging his objective marker, he creates a diversion that delays an enemy unit in the following game. If the marker was a fuel dump, however, by sabotaging it he would inflict lack of resources instead. So, the markers can be clues, but are not always to be trusted!
Secondary objectives.
Assassinate. The enemy commander is a dangerous adversary, he / she / it must be eliminated. Breakthrough. You must force an opening in the enemy defensive line. To do this you must get 2 scoring units off your opponents table edge within 18" of the centre of his deployment zone. If no deployment zone exists, or it does not touch a table edge re- roll this result. Cull. A decisive blow must be landed. Reduce your enemy to below 50% strength. Hold the Line. They must not pass! To achieve this, there must be more friendly scoring units in your deployment zone than enemy at the end of the game. If there is no deployment zone re-roll this result. Lightning Raid. You must take the fight to the enemy! You must get 2 scoring units into the enemy deployment zone at the end of the game. Marshall your forces. Reinforcements are required elsewhere. You must achieve your goals with minimal losses. Do not sustain 50% casualties in points. Re-roll this if using sustained assault.
6 Occupy. A piece of terrain, perhaps some high ground, or an objective such as a knocked out vehicle, is important to your success, roll 1d6 on the markers table. You must have a scoring unit closer than any enemy at the end of the game. Half of the results are positive, i.e. if you occupy your objective you benefit from the bonus in the following game. The negative ones are inflicted on you should you fail. High ground should be placed in an elevated position as near the rolled location as possible. Plant the flag. In order to demonstrate our dominance, we will occupy the very heart of their territory. You must have more scoring units within 12" of the nearest piece of cover at the very centre of the defenders deployment zone than your opponent. Rallying point. The enemy attack has caught us off guard. Should it be necessary we will fight to the last at the rallying point. You must have more scoring units within 12" of the nearest piece of cover at the very centre of your deployment zone than your opponent. Recovery. Important equipment / genetic material has been stranded in no mans land, it must be recovered. Roll 1d3+3 on the markers table to determine its nature. You must move into contact with your objective marker (you may assault it) and stay in contact with it through the enemies next turn. After that you are free to move away. If the unit survives the game unbroken you have succeeded and benefit from the bonus. Sabotage/disrupt. Roll 1d3 on the markers table for the nature of the objective. You must move into contact with your objective marker. For how to successfully destroy the objective, see the sabotage mission. If you succeed, the negative effect is inflicted on the enemy or you gain the bonus. When a defender rolls this in conjunction with a fuel / ammo dump or high ground marker, he is attempting to deny the attacker access to his own assets that have been compromised by the attack. Trap! The carefully laid trap is sprung! You must reduce the enemy to below 50% strength. To help you achieve this, 2 of your troops squads, worth a maximum of 200 pnts each gain the sustained attack special rule. Decide which units before deployment.
Designers Note. The tables are arranged to allow you, at the end of a battle, to determine the type of game to follow (standard, battle e.t.c.), who will be the attacker, but not necessarily the mission to be played. This is useful in two ways. Firstly, it allows you to write up army lists ahead of time knowing which force organisation chart to use. Secondly, even though you may be aware of the type of game, the terrain type and any benefits or penalties you may be subject to, you will not know the mission to be played. This represents the fog of war quite neatly. Even though you have an idea of what is to come, you can never be entirely sure... I would however recommend that you roll up the endgame (if this is necessary) before writing your army lists. You know what has to be done, go and do it.
7 Location, terrain type and events.
Roll a D66 for each column, so Gorgo is not always a ridge and an army event.
Location. This puts a name to the scene of the battle. This serves two purposes. One is colour. After all, the breakout from the Yabelo Valley sounds far better than a plain old breakout, doesnt it? Also, you should keep a record of locations and their associated 8 terrain type. If a subsequent battle takes place at the same location; use the same terrain type. The battlefield need not be identical but should follow the same theme. A player that won a battle at a specific location that is revisited may reuse the bonus that terrain type gives if any. Note that even if a player won a battle at a location; he isnt necessarily in control of it. Therefore it is possible to either attack or defend there. Terrain Type. This is intended as a theme to arrange your terrain to. It is not a straightjacket. If you dont have appropriate models re-roll or use a substitute. Also, just because you find yourself in the Loten forest, it doesnt mean the entire table must be forested, just more than usual. Likewise, copses of trees are fine on the Notek Plains. If you havent got a modelled ammo dump, assume a building is chock full of lovely bombs to fire at the hated foe! Special terrain is included to allow you to use your 200ft square volcano or your 1 to 1 scale model of the Taj Mahal if you wish. Events. These are assorted events and unusual battlefield conditions that may arise. See the appropriate tables for general and army, and descriptions for specific results.
Specific results on the table.
Bombed. Bomb damage to 1D3 buildings (or sections of woods if none are available) has set them on fire. They are now considered to be impassable terrain and block line of sight. Anything forced to enter the area (a drifting skimmer perhaps or deep strikers) will be destroyed. If this happens during night fight conditions, models within 6" of the fires will be illuminated as if under a searchlight. Harassed. The attackers recon elements have been held up by enemy action. If the game uses the infiltrators rule; each squad must roll 4+ or be forced to set up normally. Hazard. Leaking barrels, crates, pipes e.t.c. or possibly an entire river or building spew forth- dangerous materials. There are 2+1D3 small areas of danger, the size of a small blast marker, determined before choosing deployment zones. These should be placed 4D6" in a random direction from the centre point of the table. Roll for each one. Another option is to designate a terrain piece (the aforementioned river or perhaps that sinister looking refinery) as the offending article. Be as neutral as possible in choosing. Any model that comes within 6" of these objects takes a dangerous terrain test. Mechanical. One randomly chosen vehicle in the attackers force is beset with mechanical problems. Roll a difficult terrain test for it every turn it moves. If the attacker has no vehicles, then lucky him. Night fight. Fight the scenario rolled as usual but use the night fight rules as well. Relics. The battlefield is littered with the remnants of previous conflict. Place D6 sections of razor wire, a D6 section of tank traps and 1D3 bunkers any where on the table, outside the deployment zones. Do this before table edges are diced for (if appropriate). If you have some spare vehicles; throw 1D3 of them on too. Did I say throw? NO DONT DO THAT! Place them very gently. Each player should take turns placing terrain. If fortifications or obstacles are to be in use, you may ignore this result. 9 Customising the tables. The tables are there as guidelines and can be changed in any way you see fit. For e.g. you may wish to play out your campaign over a smaller geographical area. To do this, cut down on the number of locations (by repeating them in the table). Also, the place names have been either made up or culled randomly from an atlas. If your wars take place on a Vallhallan style ice world, you could substitute them for Russian sounding ones.
Bonuses and penalties.
Bonuses and penalties may be accrued by succeeding or failing in the objectives, in particular terrain types and through events. An attacker or defender may only take two bonuses into a game. These may be selected after the mission and secondary objectives are rolled for but before table edge roll or deployment. You must take all penalties if you have them. In a counter attack mission, the former attacker loses one bonus (from his entire supply) selected by his opponent. All bonuses and penalties, except fortification, or otherwise stated, are available only in the game after the one in which they were won. This applies even if they are unusable.
Bonuses and penalties, terrain type.
A win at a particular terrain type confers the following bonuses.
Road/bridge. Freedom of movement. Crossroads. Captured infrastructure. Ammo dump. Blaze away. Fuel dump. Inflict lack of resources. Forest. Hidden manoeuvres. City. Resupply. Ridge. High ground.
Bonuses and penalties, missions.
Successful completion of a primary mission reaps the following.
Special missions.
Scenario. Attacker wins. Defender wins. Effect. Night fight. The enemy is forced back and loses contact with us. See left. Hidden manoeuvres. Patrol. Aggressive reconnaissance allows us to gain more ground. See left. Patrol. Rescue. An important individual/device has been recovered. See left. - Saboteur. Saboteur/bomb mechanism recovered. See left. Sabotage. Saboteur. Saboteur/bomb mechanism recovered. See left. Booby trap. 10 Spy. Observer recovered, information received. See left. Intelligence. Fifth column. Elements are active behind enemy lines. See left. Inflict delayed. Fifth column. Elements disrupt enemy communications. See left. Comm-net break. Loot. Important item of equipment has been retrieved. See left. War gear.
Standard missions.
Mission Attacker wins. Defender wins. Effect. Cleanse and cleanse + With the enemy removed from the field, we can move up heavy elements unopposed. See left. Freedom of movement. Recon. Information received from reconnaissance elements. See left. Recon. Secure and control. Roll before the game to identify the loot on the rescue table. Important materiel recovered. See left. The loot recovered. Seek and destroy. Solid victory inspires the troops. See left. Rousing speech. Take and hold. Strategic locations captured. We will dig in across the whole front to consolidate our position. Important defences held, we will refortify. Fortification.
Battle missions.
Mission. Attacker wins. Defender wins. Bunker assault. Captured documents from the h.q. bunker/information from enemy commanders brain yields vital information. The fortifications withstand the siege and prove their worth. We will dig in. Effect. Intelligence. Fortification. Take and hold. Important ground held and still in our possession. Strategic position held. Effect. Patrol. (See left). Meat grinder. All out assault swamps the enemy, their positions are fragmenting. Death or glory attack breaks on our positions, losses are heavy but sustainable. Effect. Sustain losses but gain outmanoeuvre and inflict losses x3. Sustain losses but inflict set back and losses x 3.
11 Raid missions.
Mission. Attacker wins. Defender wins. Ambush. Enemy column stopped in its tracks, a vital push destroyed. The column punches through the enemy trap and threatens their lines of communication. Effect. Inflict losses and sabotaged Rousing speech and behind the lines. Sabotage. Objective destroyed. Component successfully defended. Effect. Inflict the result of the roll on the markers table. (See left, gain or inflict as appropriate). Strongpoint attack. Command codes and unit call signs captured/hive nodes disrupted. Enemy dashed to pieces against our lines, their organisation is fragmented and we will take advantage. Effect. Comm net break. Reinforcements.
Breakthrough missions.
Mission. Attacker wins. Defender wins. Blitz. Pivotal defensive line is breached, the end is in sight! Carefully prepared defensive lines break the enemy assault. Effect. Rousing speech and outmanoeuvre. Rousing speech and inflict losses. Breakout. The foe is surrounded and destroyed. Trapped elements escape encirclement; they now roam free and threaten the enemy reserve. Effect. Inflict x2 losses. Behind the lines. Rearguard. Inferior enemy force cannot stop our remorseless advance. The foes advance is stalled and exposed elements are withdrawn to prepared positions. Effect. Inflict x2 losses. Fortification.
Other missions.
Mission. Attacker wins. Defender wins. Assassins (standard mission). With the death of the enemy commander, their hierarchy is temporarily disrupted. Hah! You cant kill me! Effect. Inflict set back and gain intelligence. Gain reinforcements and (a trophy taken) war gear.
Mission. Kill team win. Brute win. Kill team. Glorious commando action inspires all to greater efforts. I, the great brute laugh at your pitiful efforts. Effect. Inflict setback. Rousing speech.
Other missions. Various missions are printed in White Dwarf and elsewhere and you might like to add them to the tables, or treat them as special missions (which can be chosen on a roll of 12 a 6 on the scenario table). If you wish to include them, remember to determine what penalties and bonuses they will generate beforehand.
Definitions of bonuses.
Ah, you shall be rewarded. The winner may, before deployment in the next battle, declare which of his troops squads made the miraculous find. This squad will automatically succeed in one morale or pinning test, determined after it is rolled. A job well done. 1d3 troops squads may re-roll one morale or pinning test this battle. Behind the lines. Free roaming elements behind the enemy lines can disrupt their movements or reinforce your army. Choose either inflict delayed or reinforcements. Blaze away. One randomly determined troops squad has raided the ammo cache. In the next game only, they can operate without a care for ammo expenditure. This, in effect, allows them to re-roll misses the first time they fire. Note that different armies may use incompatible equipment, but for simplicities sake most will be able to utilize it in some way even if Tyranids have to throw bolt guns at Marines. Bluff. Expert use of available terrain and subterfuge has enabled you to bluff your enemy. One chosen elites squad may, after deployment, be removed from the table. It may then be placed either in reserve (if that rule is in play), or replaced elsewhere in your deployment zone more than 18" from any enemy. This may not be combined with any other special deployment rule, such as infiltrate. Booby trap! An operative has succeeded in placing a booby trap at a tactically important location. Place 3 numbered markers, the size of a small blast marker on the table, outside any deployment zones. Write down which one is real, the others are decoys. See main rulebook for details. Capture. Intelligence gained allows increased force to be applied to enemy weak points. If the attacker wins he gains reinforcements. Individuals from alien armies (see definition, later) may not be captured and ignore this. Captured infrastructure. The capture of strategic road junctions enables you to speed up your deployment. One elites choice may, after deployment, but before the game starts, move up to 6", but may not end this move within 18" of enemy models. This is not compatible with other free moves, such as Tau Pathfinders. Com-net break. Enemy command codes and unit call signs have been appropriated/an inexplicable failure of the hive mind has occurred. This has led to sabotage of/confusion within the enemy command structure. One randomly determined troops choice must test against pinning every move as they receive confusing orders (planted by the enemy) or weird voices from the ether. Tyranid creatures in hive mind range must test vs. LD+2 (max 10) and if they fail they must act instinctively. Darkness we bring. You may choose to fight this battle in night fight conditions.
13 Deep strike. One of your deep strike capable units may use this special rule even if the scenario does not normally allow it. Delayed. Fifth columnists / Special Forces / lictors e.t.c. have been at work behind the enemy lines. One randomly determined enemy vehicle (including transported troops), or squad on table at the start of the game may be targeted. H.Q. and elites may not be affected: they are far too determined to be waylaid. The squad / vehicle is removed from play and may only return after a successful reserves roll is made. This event may only occur if the enemy army has a deployment zone with a table edge. Desecrators. Before deployment, the defender should nominate one of his troop squads to be the infamous desecrators. As soon as this unit is placed on the table (even if its in a transport vehicle), the attacker must be informed of its identity. If it is destroyed, the unit that inflicted the last wound will become avengers. See the bonus for the avenger Disaster. As a result of the incident, one randomly determined troops squad might have suffered casualties. The squad takes 1D6 wounds, armour saves apply. If the unit was in a transport vehicle it must take a difficult terrain test every time it moves or become immobilised. If the unit takes 25% or more casualties, it will become delayed also. Divine inspiration. One upgraded character from the troops section of the army gains a 5+ invulnerable save for this battle only. Note down which before deployment. Fortification. You have consolidated your gains carefully and are prepared for inevitable enemy countermeasures. If, as an attacker, a counter attack is generated against you, you may place D3 bunkers in your deployment zone. You may not do this if you are ambushed. Freedom of movement. The capture of territory allows heavy elements to be moved swiftly. One heavy support selection may choose to deploy as an elites choice instead. Fuel (lack of resources). Control of the fuel dump has denied vital supplies to the enemy. One randomly chosen enemy vehicle is dangerously low on fuel. It must take difficult terrain tests every turn. Re-rolls, such as for dozer blades are of no use in this case. Gargant. An off table Gargant misfires and hits the table. The bom arrives after a successful reserves roll, place the ordnance marker twelve inches out from the table edge at the centre of the enemy deployment zone. It will then scatter 3D6". This however is a one-shot weapon, str4 ap5 ordnance. Heavy support. Carefully marshalled artillery is available to pound the enemy position to soften them up before you go in to finish them off. You may use the preliminary bombardment rules against 1d3 troops choices and obstacles in this game. Note that this will alert any sentries that may be on duty! Hidden manoeuvres. One chosen infiltrator capable squad has made use of the cover available to take up a hidden position. In the following game, this squad may infiltrate even if this special rule is not used. They may set up last, anywhere outside the enemy deployment zone, more than 18" away from the enemy.
14 High ground. Control of the ridge or other high ground has enabled you to set up observation posts overlooking enemy positions. This advantage allows you to better site artillery and other support. You may re-roll 1D6 dice in a preliminary bombardment if applicable. Also, you may make lightning attacks that catch the enemy off guard. In this case, you may add +1 to your who goes first roll. Infiltrate. One of your infiltrate capable units may use this special rule even if the scenario does not normally allow it. They may set up last, anywhere on the table more than 18" away from the enemy. Intelligence. Intelligence has come through identifying weak spots in the enemy line. You may add +1 to your who goes first roll. Its stopped again. One randomly chosen vehicle (except da bosses wagon) must take difficult terrain tests every time it moves. Joy! Should you win this battle you may commemorate your success with great ceremony and rejoicing. This can take many forms but results in the creation of a holy or despised object. This functions as a trophy (see below) except when in an assault, all adversaries fighting over it become fearless. Look to the banners. The winner of this battle gains x2 reinforcements in the next. Losses. A stinging defeat has weakened your army. Your army points limit (but not your opponents) is lowered for the next battle. Type 1 battles incur a 20 pnt penalty, type 2 -25 and type 3 -30. Some defeats are so costly; a multiple of this number will be applied. My underlings are failing me. One randomly selected troops squad suffers from 1Ld. Outmanoeuvre. Recon elements have pushed aside enemy forces and scattered them. Their defensive line is now disorganised. Taking advantage of this confusion, you are better able to pick your ground in the following engagement. You may add +1 to your choose table edge roll if applicable. Patrol. Aggressive patrolling has allowed you to push elements deeper into enemy territory. After deployment, but before the battle begins, one of your troops or elite squads may move up to 6" but may not come within 18" of the enemy. Plastered! One randomly selected nob in a troops choice squad gains +1D3 attacks when he first charges instead of the normal +1. Recon. Information gained on enemy dispositions allows you to plan your attack thoroughly. You may add +1 to your choose table edge roll if appropriate. Recovery. If the attacker wins, one randomly determined troops squad successfully locates and recovers their dead comrades. In the next battle they become inspired and gain +1Ld (up to max 10) and are never considered to be outnumbered in assault.
15 Reinforcements. You have marshalled your forces in order to outnumber the enemy in the forthcoming engagement. Your army points limit (but not your opponents) is raised for the next battle. See losses for details. Resupply. The timely capture of stockpiles of equipment in the city enables you to make use of the fortify bonus. Also, you may benefit from blaze away or inflict lack of resources (fuel) on your foe. Rousing speech. A great success / inspiring act of bravery / quality genetic stock, adds impetus to your efforts. 1D3 troop squads are at +1 LD (max of 10) for the next game. Sabotaged! One randomly determined enemy vehicle has been sabotaged. Every time it moves, it must take a difficult terrain test (no re-rolls) or become immobilised. In the case of Tyranids or Necrons 1d3 randomly chosen multiple wound creatures have been hit by sniper fire. They begin the game at -1 wound. Set back. Some disaster has overcome your force (farce). Your commander may have a cold and is performing poorly, the omens are dire or your termagants are made of bunny rabbits. Whatever the case, 1D3 of your troops squads are at -1 LD in the next battle. Slaughter the ignorant. You may add +1 to your choose table edge roll if appropriate. Speedsta! All vehicles gain +1" to their movement as if they had a red paint job. Not cumulative with the vehicle upgrade of the same name. Tactical opportunity, ambush. Our recon units / spies / orbital support, tell us of an enemy column about to push on through this region. We will destroy them. The attacker may choose to ignore the scenario rolled and fight an ambush mission instead. Tactical opportunity, drop zone. If we can just win this battle, we can force the foe from the best drop zone in the region. The winner gets to re-roll one reserves roll in the next game that uses this rule. The avenger. Before deployment, the defender should nominate one of his troop squads to be the infamous murderers / objects for the enemys hatred. See desecrators, above for rules. However, in this case, the successful avengers gain the preferred enemy special rule (hit all enemies except vehicles and monstrous creatures on a 3+) for the rest of the battle. Triumph. If the attacker wins, he gains reinforcements. If he loses, he suffers losses. Alien armies ignore this result. Trophies. Should you win this battle you will capture an item of enemy war gear. This may be a librarians force rod, a hive tyrants head or whatever. This object is a vital psychological tool. It may be carried by any independent character, upgraded squad member, icon / standard-bearer or any multiple wound creatures. It gives no attack bonuses but may change hands during battle in the same way as a sacred standard. Whoever retains it at the end of the battle gains +1 campaign point. Tyranids do not benefit from this; they dont care, though their enemies do.
16 Trouble and strife. One randomly selected upgraded character (such as a vet sarge or nob) has been killed before the battle. Begin with troops choices. If none are present, move on to fast attack, heavy support, elites and then H.Q. Independent characters may not be eliminated in this way. Unexpected. The enemy have launched an unexpected pincer movement to cut your lines of supply. The winner of this game may inflict a delayed penalty on the foe. War gear. See trophies. We adapt. One chosen troops squad gains a 6+ cover save if it remains stationary. We iz da best! All troops choices count as having one more boy for all waagh and mob size tests. We respond. One chosen troops squad may re-roll morale tests.
Events.
The location / terrain / events table generates events for the campaign. The specific events are dealt with there. Other events occur, known as general and army events. General events affect all armies in the same way. Army events however apply directly to broad categories of forces. Roll on the appropriate table then check the definition to see what has occurred. See definitions of bonuses.
General Events table.
2 Trouble and strife 3 Trophies 4 Heavy support 5 Delayed 6 Unexpected 7 Tactical opportunity, drop zone 8 Tactical opportunity, ambush 9 Rousing speech 10 Deep strike 11 Infiltrate 12 Bluff
Army events table.
Note. In this section, the armies are bracketed together differently than in previous examples. They are grouped as follows.
Traditional armies - Space Marines, Eldar, Imperial Guard, Tau. Evil armies - Dark Eldar, Chaos. Driven armies - Sisters, Hunter Ordo's and all armies accompanied by Hunters. Alien armies - Necrons, Tyranids. Orks - Orks! 17 Traditional Armies. 2. Treachery! A trusted lieutenant has been found guilty of collaboration with the enemy / heresy / desertion, the ultimate punishment has been meted out. See trouble and strife. 3. The Commanders pace stick / Farseer's rune staff e.t.c. has been lost upon the field. It must be found! See ah, you shall be rewarded. 4. Beyond this enemy lie the dead of previous engagements. We must recover their bodies / spirit stones / progenoids and inter them accordingly. See recovery. 5. The enemy are escorting prisoners through this area. If we can recover them, their aid will be invaluable. This is ignored vs. Tyranids. See triumph. 6. We must know more about enemy strength and disposition. In the coming encounter we will attempt to capture some of them for interrogation. If you kill at least 10 enemy models in assault you will succeed. This is ignored vs. Tyranids and Necrons, as they cannot be captured. You try but inevitably fail. See capture. 7. Those evil scum, they desecrated the holy site of Oooah Talharh (or whatever), they must pay for this vile act! See desecrators. 8. The hateful foe massacred our comrades at (roll for location), we shall surely avenge them! If a future battle takes place at this location, you may use the preferred enemy rule. See the avenger. 9. The fates are with us this day! See a job well done. 10. This conflict will be decisive. See look to the banners. 11. Catastrophe! A transport vehicle has been involved in a terrible crash. There may be injured. See disaster. 12. The blessings of The Emperor / Khaine e.t.c. are gratefully received! See divine inspiration.
Driven Armies table. 2. One of your most trusted lieutenants has been convicted of that most heinous crime, heresy! Justice must be done. See trouble and strife. 3. Inquisitor Brians favourite hat / daemon detecting marble is lost on the field. If we recover it we will be increased in his favour. See ah, you shall be rewarded. 4. The bodies of our fallen lie here. If they are to be martyred in the Emperors holy name they must be recovered and buried correctly. See recovery. 5. To determine the nature of their foulness we must capture and interrogate the hated foe. Tyranids and Necrons are immune to this, they cannot be captured. You try but inevitably fail. See capture. 6. Some of our brethren have fallen into the hands of the great enemy. Before they can be interrogated / defiled in some unspeakable way, we must save them from this hideous fate! See triumph. 7. The most holy shrine of Mmmmmla (who?) has been laid low by the heretic. Revenge will be swift and sure. See desecrators. 8. Our brave brothers / sisters were massacred by things too vile to be named. We will crush them utterly. See the avenger. 9. Oh the blessings of the Emperor are upon us this day. Surely we cannot fail. See a job well done. 10. Foul magiks confound our efforts. See disaster. 11. This day we shall lay low the blasphemous icons. See trophies. 12. Upon the moment of our victory, an offering shall be made to the holy Emperor of mankind. See joy!
18 Alien Armies. 1. Bombardments from above have damaged repair facilities / mass stampedes have occurred. Casualties have been sustained. See disaster. 2. Minions have been adapted for specific tasks. See we adapt. 3. Minions have been adapted for specific tasks. See we respond. 4. We have no need for rest. We shall strike when they are weakest. See darkness we bring. 5. How can they oppose us, we are too powerful. They fail to understand our methods. See slaughter the ignorant. 6. Malfunctions / disruptions of the hive mind are causing difficulties. See my underlings are failing me.
Orks! Orks!! Orks!!! 2. Ruck! Tooo nobs, Bograt nd Gutbargerlackwit av ad a scrap. Bograts ed iz now neatly chopped off kurtesy ov Bargers power claw. See trouble and strife. 3. Weve got a Gargant weve got a Gargant! See Gargant. 4. Bugga! Dat nutbrane Mekboy az botched ar wagon. Again! See its stopped again. 5. Ha ha, we av kanob kanub klanobulized de enemeez stuff. See re-supply. 6. Da squigs got arht! See ah, you shall be rewarded. 7. Kor, dis iz gunna be good! See look to the banners. 8. We iz da best! See we iz da best! 9. Blogg! See its stopped again. 10. Itz all gon red! See speedsta! 11. Blimee! Da dread went bonkerz! See disaster. 12. Eeeze ad a few aint ee? Dat Gorkades strong innit? See plastered.
Evil Armies table. 2. A rebellious underling, seeking to gain advancement has been eliminated. See trouble and strife. 3. The daemon stone / the Archons favourite torture umbrella is lost upon the field. Whoever finds it could use it as a bargaining tool for position. See ah you shall be rewarded. 4. A bitter rival lies wounded in no mans land. This is a fine opportunity to finish him off for good! See a job well done. 5. Through victory, many will abandon their former masters and flock to my banners. See triumph. 6. Ah the bittersweet cries of those taken alive! We will capture select few of them for our edification and enjoyment! See capture. 7. The foolish have torn down the delicious shrine of Khaine / Slaanesh e.t.c. They will pay dearly. See desecrators. 8. Purest hatred, nurtured in blood and bile, shall annihilate them! See the avenger. 9. All the signs point toward a fateful day. Our masters look down upon us. We shall not fail. See look to the banners. 10. Our devotion is rewarded! Surely we serve the true cause! See divine inspiration. 11. Foolish cattle! I deserve better slaves. See disaster. 12. In celebration of our inevitable victory we shall raise an altar of pain and humiliation and so add glory to our lords! See joy!
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Index of contents.
Alien army events table-pg 18. Battles, type1-pg 2. Battles, type 2-pg 2. Battles, type 3-pg 2-3. Bonuses and penalties, terrain type-pg 9. Bonuses and penalties, missions-pg 9-11. Bonuses and penalties, definitions-pg 12-16. Driven army events table-pg 18. Evil army events table-pg 18. General events table-pg 16. Index- pg 19 (thats helpful). Location, terrain types and events ultra mega table of doom-pg 7. Orks! Army event table-pg 18. Rolling for scenarios-pg 1. Secondary objectives-pg 3-6. Secondary objectives table-pg 4. Secondary objectives markers table-pg 5. Secondary objectives definitions-pg 5-6. Specific events definitions-pg 8. Traditional army event table-pg 17.