Thursday, November 10, 2011

Campaign, Phase 3 Bloody Omens


Campaign Phase 3 - Bloody Omens

The war against the fallen captain has reached its zenith with nobody holding back in order to bring him to justice. Taking to calling himself the Arch Militant, the fallen captain shows his anger by giving the order to all of his forces to annihilate all before them. Whole worlds are laid to waste as both Imperial and Fallen fight tooth and nail in order to utterly destroy the other.


Below are the rules for this phase.

Victory in a Battle Mission (1500 - 2000 pts a side, roll for battle mission used)is worth 2 Campaign Points
Victory in an Objective game (4 Objectives, 1000 - 1500 points a side, Roll for deployment as normal)is worth 2 Campaign Points
Victory in a Team Battle (1250-1500 per player/2500-3000 pts a side)is worth 3 Campaign Points
Other Victories are worth 1 Campaign Point

Phase 3 special mission - Genocide on Planet 483 is worth 4 Campaign Points

Special Mission - Genocide on Planet 483 -
With the momentum going to the Imperium at this point in the campaign, The Arch Militant in his rage resorted to using forbidden weapons in an effort to beat back the invasion of Planet 483. The Imperial forces discover this plan and organize a defense to prevent the forbidden weapons from being used by blocking the path of Transports carrying the weapons, knowing that they must not fail. This mission is a modified battle mission/City of Death game with the Imperials having 1500 points. The Forces of Disorder have 2000 pts for this game and in addition they have a number of modified Rhinos (4 additional) with self destruct devices carrying cannisters of the dreaded toxin-101 virus.

Deployment - This mission uses a 6 by 4 foot table with as much urban terrain as possible per the city of death rules. The table is divided into 3 sectors length wise with both ends being deployment zones. Choice of deployment zone goes to the winner of a roll off who chooses one side while the other player picks the opposite side. First turn goes to the winner.

Special Rules - Weapons of Mass Destruction - The Fallen Player begins the game with 4 additional Rhinos that are wired with self destruct devices. In all ways these are treated as normal Rhinos without any optional upgrades except that they can not transport any models. These Rhinos may be indistinguishable from other "normal" Rhinos so mark them in some way to avoid argument on which is which (label them secretly). The goal of the Fallen player is to detonate these Rhinos inside the Imperial deployment zone. This is done during the Fallen players shooting phase, the Rhino "explodes" and is removed from play and everything within 2D6" suffers a wound on a 3+ with an AP of 3, vehicles are unaffected, no cover saves are allowed. If the Imperial player is able to destroy a rhino in their turn, the bomb onboard will only detonate on a 5+. Each time a Rhino is destroyed, another bomb carrying Rhino may enter play from reserve the next turn for the Fallen Players table edge. The games lasts the normal 5 turns with rolls to continue to six on a 2+ instead of a 3+ and a roll of a 4+ to continue to turn 7. Each Rhino detonated by the fallen player is a point for them with the game ending in their victory if they detonate all 4 of the Rhinos in the imperial deployment zone. The Imperial player scores points by destorying the Rhinos in their turn. Game immediately ends if all 4 are destroyed. The Rhinos are the objectives fellas.

Cities of Death Stratagems - The fallen player may select 2 cities of death stratagems from the key building and armoury stratagems lists. The Imperial player may select 2 stratagems from the key building and dirty tricks stratagems lists. I have a cities of death book so please let me know if you need to borrow it.

Below is the Unit upgrade table for your reference
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
New rule for this Phase and beyond - Any unit that flees the table will lose 1 ability if they have more then 1. If they only have one, they will lose that 1 ability.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)

Happy Gaming!!

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