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Spring 2016 Campaign Rules


Xavier319

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Starting World Special Rules:

S1 – Martial Hives: When you defend this system, you gain a minimum sized infantry platoon of Astra MIlitarum, equipped with autocannons and grenade launchers. These are considered allies of convenience but are friendly and added to your army.

S2 – Mad Inventors: When you attack or defend from this location you are may choose to pick a unit in your army to gain rending and gets hot! on all shooting and close combat attacks.

S3 – Logistical Support: Any faction that controls this Starting System may gain an additional AP once per campaign.

S4 – Techno-heresy: You may re-roll the dice for attempting to use a warp rift once during the campaign.

S5 – Reinforcement: Once per campaign you may restore a completely destroyed unit as if it was never destroyed, retaining all traits.

S6 – Terrifying Denizens: Any battles fought on this world is treated as a space hulk (simply use woods and forests and rocks instead of ruins).

S7 – Heavy Treads: Any faction that controls this Starting System may make one tank in their Standing Army a heavy vehicle, and it gains +1 armor on one facing of the player’s choice and gains one extra hull point. If this vehicle is ever destroyed, these bonuses are permanently lost.

S8 – Inured to Danger: Any faction that controls this Starting System may choose one unit within their Standing army. This unit gains fearless and monster hunter on their close combat attacks. If this unit is ever destroyed, these bonuses are permanently lost.

S9 – Peerless Heroes: Any faction that controls this Starting System may choose one Independent Character. That character may roll on the independent character campaign trait chart.

S10 – Food Surplus: Any faction that controls this Starting System may add 500 points to the total of one of their two Standing Armies.

 

Stellar Map Rules

Movement on the Stellar Map is handled in turns. Each player gains 2 AP (3 with a Home System) per turn with which to move and attack worlds. Moving one space on the Stellar Map takes 1 AP generally, unless there are conditions that would increase this. Attacking system costs 1 AP.

Each player has two armies that consist of 3000 points worth of models that move as a group, these are called standing armies. When the standing army attacks systems, or a world that army has captured is attacked, the attacking or defending force is drawn from that overall pool of units.

1. Put together a 3k point pool of units. This is NOT a list in the traditional army list sense. it is a pool of units that you will draw from to make armies before each game.

2. put together a SECOND 3k point pool of units, just like above. SPECIAL CHARACTERS may not be reproduced in each army. Ie, the emperor's champion, or mephiston may only be in ONE of your armies. Otherwise, as long as the army you make when you put together your armies from each pool is legal, you may put in whatever you want. If you dont want to pay attention to fluff (like putting necrons and blood angels in the same pool) then go for it. I understand that some people just dont have the units to go pure.

3. when a game is declared, you decide points, and then put together an army from your pool. you play the game.

4. when a unit or character is killed (ie. wiped out, removed, etc) it MUST sit out at least one game. as it is reinforced, fixed, or whatever, so make sure to have redundancies so you can build legal lists even after suffering casualties. you get your guys back after one game out (unless they get an injury or something that says more).

5. When a unit is wiped out, you may choose to replace it. buy something else and put it in your pool of units costing however many points. hell, you could put in multiple small units. example, if a land raider dies, and you dont want it any more, you could pull it out and replace it with 250 points worth of other stuff

6. when you put a unit in your pool (Standing Army), their wargear and options are locked in until they are destroyed or replaced. Destroyed units are restored at the start of the next stellar turn.

When a player attacks a system, moon or station, they decide what points value they would like to attack with, between 500-2000 points. The actions that a player can take when attacking a planet are as follows:

Assassination: 500-1000 points. The goal is to remove key units or characters from your opponent’s forces. This is played as a standard game of the points value, but you may choose one unit or independent character that your opponent MUST field.

Raid: 500-1000 points. If the attacker wins, he or she gains the benefits of controlling the world for 1 game turn, but does not actually hold the territory. The controlling player does not gain the benefits for controlling this territory for this time. Home Systems cannot be raided.

Invasion: 1000-3000 points. If the attacker wins, he or she takes control of the attacked territory. The minimum to maximum points needed to capture a territory are as follows. Moon: 1000-1500 System: 1500-2000 Station & Space Hulk: 2000-2500 Core or Home System: 3000 (Apocalypse). Attackers can choose if they want the game to be a standard mission, or a planet strike style mission. The defender may attempt to seize the initiative on a d6 roll of a 5+. If they do, they may choose what type of mission it is, as well as the points value of the game.

The following are rules for attacking particular types of planets:

Stations: The defending player rolls 1d6 for each unit in the attacking player’s army before deployment. For each 6, that unit takes 1d6 wounds or 1d3 haywire hits (super heavies are hit on a 4+). Each player gains a free aegis defense line fortification to represent the numerous bulkheads across the battlefield.

Space Hulk: As above, but the wounds before the battle happen to both players. The table should be 75% covered by terrain to represent the close-in environs.

At the end of the campaign, the player who has the higher Stellar Score wins the campaign. Moon: 1 System: 2 Station: 3 Home System: 4 Core System: 5.

Passive benefits for different types of worlds are as follows:

Home System: Generates 1 AP. If a player loses their Home System, they may continue to play, but their territory may be cut in half.

Moon: No bonus.

Station: All connecting spaces take double AP to traverse for other players, but not for yourself. Powerful defensive position.

Forge World System: One vehicle or vehicle squadron in your army gains it will not die per game. Once per forge world controlled per turn, when one vehicle or vehicle unit with a campaign trait is destroyed you may keep your campaign traits on a 4+. This ability may not be used if an opponent killed this unit as the target of an assassination mission.

Agricultural System: Once per Agricultural System controlled per Stellar Turn, when one infantry unit with a campaign trait is destroyed you may keep your campaign traits on a 4+. This ability may not be used if an opponent killed this unit as the target of an assassination mission.

Hive World: Once per Hive World controlled per Stellar Turn, one unit that is NOT in your standing army may be added to an army roster.

Deathworld: Once per Deathworld controlled per Stellar Turn, when one monstrous creature or monstrous creature unit with a campaign trait is destroyed you may keep your campaign traits on a 4+. This ability may not be used if an opponent killed this unit as the target of an assassination mission.

Core System: The Core Kirosan system retains all of the above benefits as well as being worth the highest number of end-game points.

Warp Rift: No one may claim a Warp Rift, but may enter one with an army. The army’s controller rolls 2d6, and on a 7 or less, they may travel to any other warp rift of their choice for 1 AP. If the roll is 8+, they travel to another random warp rift for 1 AP.

Space Hulk: For controlling a Space Hulk you gain may nominate a unit in your army each Stellar Turn. Roll 1d6, and on a 4+ that unit may roll on the campaign traits chart, and on a 1 the unit is considered killed and loses all campaign traits. This is due to the units fighting the denizens of the Space Hulk on a regular basis.

 

Rules for Unit Casualties:

If characters, independent characters, vehicles, monstrous creatures or other units are removed as casualties (completely destroyed, NOT including fleeing off the table), they are unavailable for one battle due to the need to reinforce or repair or heal. This may be increased in time due to injuries in the case of independent characters. This can allow players to strategically eliminate certain units in the short term, and encourages redundancy to an extend in a Standing Army.

 

Campaign Trait Rules

Traits for Independent Characters:

Gaining Campaign Traits - If the Independent Character was involved in a close combat or shooting attack that resulted in the removal or wiping out of an enemy unit or vehicle, or if the Independent Character survives a game with only one wound remaining they gain one roll on the IC Campaign Traits chart after the conclusion of the game. If the IC loses all wounds, or is removed from play, at the end of the game, they roll on the IC Injuries chart.

Losing Campaign Traits – If the Independent Character is killed, or as a result of the IC Injuries chart.

IC Campaign Traits (roll 2d6; 1 for tens place, 1 for ones place)

11 – ‘Slaught Addiction: the IC decreases its Leadership value by 2, but increases Initiative by 1.

12 – Frightening Demeanor: The IC decreases its Leadership value by 1, but gains fear.

13 – Draconian Will: The ICs gains fearless, all friendly units within 6” gain stubborn, and all other friendly units suffer -1 Leadership while the IC is present on the table.

14 – Obsessive Attention to Detail: Any army may re-roll the dice involved with movement, attacking and defending on the Stellar Map, but may never roll of seize the initiative during a battle.

15 – Reckless Abandon: The IC and any unit it joins gains fleet and move through cover, but treats all terrain as dangerous terrain.

16 – Emotional Detachment: The IC gains stubborn and slow and purposeful (this does not confer to the unit).

21 – Enhanced Reflexes: The IC gains fleet.

22 – Inspiring Charge: The IC and any unit it joins may re-roll any of the dice when rolling for charge distance.

23 – Guerilla Specialist: The IC and any unit it joins gains hit and run.

24 – Tactical Insertion: The IC and any unit it joins gains deep strike.

25 – Longshanks: The IC and any unit it joins may move an addition 3” during the movement phase. If this ability is used, the IC and the unit may not charge that turn.

26 – Rapid Reposition: The IC and any unit it joins may choose to move 1d6” during the assault phase instead of declaring a charge.

31 – Tough as Nails: The IC gains +1 to its Toughness characteristic (to a maximum of 10).

32 – Swift as Silver: The IC gains +1 to its Initiative characteristic (to a maximum of 10).

33 – Strong as Stone: The IC gains +1 to its Strength characteristic (to a maximum of 10).

34 – Big-Boned: The IC gains +1 to its Wounds characteristic (to a maximum of 10).

35 – Hawkeye: The IC gains +1 to its Weapon Skill & Ballistic Skill characteristics (to a maximum of 10).

36 – Darting Blades: The IC gains +1 to its Attack characteristic (to a maximum of 10).

41 – Archeotech Discovery: The IC chooses one of its weapons, that weapon becomes master-crafted.

42 – Digital Weapon: The IC gains the following weapon added to its wargear list:

Digi-Melta Range 24” Str 8 AP 1 Assault 1 Melta, One Use

43 – Battle-Hardened Armor: The IC gains a 4+ armor save, or improves its existing armor save by +1 (to a maximum of a 2+).

44 – Over-Charged Power Field: The IC gains a 4+ invulnerable save, or improves its existing invulnerable save by +1 (to a maximum of 3+).

45 – Feel no Pain: The IC gains feel no pain (5+), or improve its existing feel no pain by +1 (to a maximum of 4+).

46 – Tempered Blade: The IC picks one of its close combat weapons, and it either gains AP 3, or gains +1 (to a maximum of AP 2).

51 – Daring Tactician: The IC grants +1 on rolls to seize the initiative.

52 – Master of Maneuver: The IC grants a re-roll on the die roll to choose table side.

53 – Perfect Planning: The IC grants a re-roll on the die roll to determine first turn.

54 – Eyes on the Prize: The IC grants a re-roll on one of the dice when rolling for maelstrom objectives each turn.

55 – Ground Seizer: The IC may claim objectives by being within 6” of them, and gains objective secured (this does not confer to any unit joined).

56 – Tactical Genius: The IC may roll an additional warlord trait from the tactical traits in the core rule book.

61 – Inspiring Leader: All friendly units within 12” of the IC may reroll failed morale, pinning and fear tests.

62 – Jaded: The IC gains fearless.

63 – Hold the Line: While the IC is in play, all friendly units gain stubborn while claiming an objective, or occupying a fortification.

64 – Into Them!: The IC and all friendly units within 12” gain furious charge and rage.

65 – Against all Odds: The IC and all friendly units within 12” gain rampage.

66 – Emperor’s Inspiration: Roll twice on this table, re-rolling the same result.

IC Campaign Injuries (roll 2d6; 1 for tens place, 1 for ones place)

11-16 – Tragic End: The IC is killed and must be replaced. All campaign traits and injuries are lost.

21-26 – Devastating Injury: The IC may not be used in the next battle of its army, and loses one random campaign trait.

31-36 – Pyrrhic Victory: The IC gains the corresponding result in the first tier of campaign traits (11-16).

41 – Lost Eye: The IC’s Ballistic Skill is reduced by 2 (to a minimum of 1).

42 – Crippled Arm: The IC’s Strength is reduced by 1 (to a minimum of 1).

43 – Seizures: The IC’s Initiative is reduced by 1 (to a minimum of 1).

44 – Broken Back: The IC’s Toughness is reduced by 1 (to a minimum of 1).

45 – Missing Fingers: The IC’s Weapon Skill is reduced by 2 (to a minimum of 1).

46 – Brain Damage: The IC’s Leadership is reduced by 2 (to a minimum of 1).

51 – Lame Leg: The IC cannot run or fire overwatch. It and any unit it joins loses fleet.

52 – Nerve Injury: The IC loses feel no pain, and can never gain it for any reason.

53 – Foolish Hubris: If the ICs unit ever flees for any reason (shooting, close combat, etc), the IC detaches from the unit and does not fleet, losing the Independent character rule for the remainder of the game. If they won’t stand their ground, forget them!

54 – Berserker Rage: The IC must attempt to charge in every assault phase if any enemy units are within assault range. This may prohibit the IC or its unit from firing at certain targets in the shooting phase.

55 – Cowardice: The IC and any unit it joins treats every enemy unit as having fear, and ignores any special rules that would prevent rolling a fear check, but only for the purpose of fear (ie. fearless).

56 – Hemophobia: The IC and any unit it joins must take a morale check if the units suffers any shooting casualties, not only if it takes 25% casualties.

61-64 – Amnesia: The IC loses one random campaign trait.

65 – Horrifying Injury: The IC rolls twice on the injury chart, re-rolling identical results and results between 11-16.

66 – Damn Lucky: Roll on the campaign trait chart instead.

 

Traits for Units:

Gaining Campaign Traits - If the unit was involved in a close combat or shooting attack that resulted in the breaking or wiping out of an enemy unit or vehicle they gain one roll on the Unit Campaign Traits chart after the conclusion of the game. If the unit loses over half of its starting models, it loses one random campaign trait at the end of the game. If the unit loses all models (but not if it flees off of the table), at the end of the game, they lose all campaign traits. Re-roll any traits that do not apply to the unit. Everything except for vehicles and vehicles squadrons and monstrous creature units roll on the unit campaign traits. Vehicles (and units) use the vehicle chart, and the same for monstrous creatures. The effects apply to the entire unit.

Super-heavy vehicles and Gargantuan monstrous creatures may not roll campaign traits.

Losing Campaign Traits – If the Independent Character is killed, or as a result of the IC Injuries chart.

Unit Campaign Traits (roll 2d6; 1 for tens place, 1 for ones place)

11 – Scouts: The unit gains scout and infiltrate.

12 – Flanking Attackers: The unit gains outflank and acute senses.

13 – Spurn the Witch: The unit gains adamantine will.

14 – Tread Fethers: The unit’s character gains tank hunter.

15 – Chink in the Armor: The unit’s grenades gain armorbane against vehicles and buildings in melee.

16 – Shock and Flash: The unit gains defensive grenades.

21 – Warp Blessed: The unit gains brotherhood of psykers (ML 1). They generate their powers from the Telekinesis discipline.

22 – Paratroopers: The unit gains deep strike.

23 – High Impact: The units weapons gain concussive (note only the unit’s weapons gain it, not all of their attacks).

24 – Aggressive: The unit gains crusader and counter-attack.

25 – Dubious Change: The unit becomes the daemon type in addition to all of their other types.

26 – Dead ‘Ard: If the unit has any models with multiple wounds, the unit gains eternal warrior. Otherwise reroll this result.

31 – War Cry: The unit gains fear.

32 – Steadfast: The unit gains fearless.

33 – Combat Medic: The unit’s character grants any unit it is in feel no pain (5+).

34 – Swiftness: The unit gains fleet.

35 – Death to All: The unit chooses one weapon type (ie. Boltgun), an those weapons gain fleshbane and gets hot!.

36 – Thunderbolt Charge: The unit gains hammer of wrath.

41 – Into Them!: The unit gains furious charge.

42 – The Gravity of the Situation: The unit chooses one weapon in the unit, this weapon gains the graviton special rule.

43 – Violent Contempt: The unit gains hatred.

44 – Captured Xenotech: The unit gains haywire grenades.

45 – Skirmishers: The unit gains hit and run.

46 – You Can’t Hide: The unit’s weapons gain ignores cover.

51 – Deathblow: The unit’s close combat attacks gain instant death on a roll of a 6 to wound.

52 – Hero in the Making: The unit’s character gains +1 to its wound characteristic.

53 – Sharpshooters: The unit may choose to fire their weapons as heavy 1, and gain rending.

54 – Experimental Field Generators: The unit gains a 5+ invulnerable save.

55 – Can Openers: All models in the unit add a power sword to their wargear.

56 – Desperate Pace: The unit gains +3” to their run and charge moves.

61 – For the Fallen!: The unit gains feel no pain (5+) and fearless when under 50% starting strength. This trait cannot be lost unless the unit is wiped out.

62 – Ghosts: The unit gains shrouded until the start of their next turn if they did not move in the movement phase.

63 – Adaptive Tactics: At the start of each game, the unit may choose from the following list, and gain that special rule for the duration of the game: tank hunters, furious charge, outflank or deep strike.

64 – Heavy Ordnance: The unit may purchase one additional weapon upgrade that is normally allowed by their unit entry.

65 – Mentors: Roll again on this chart. That trait cannot be lost due to being brought under 50%, only by being wiped out.

66 – Emperor’s Grace: Roll twice more on this chart, re-rolling duplicates.

Vehicle Campaign Traits (roll 2d6; 1 for tens place, 1 for ones place)

11 – Unflappable Crew: When the vehicles are shaken or stunned, roll 1d6; ignore the effects on a 2+ or 4+ respectively.

12 – Reactive Armor: Each vehicle in the unit may ignore the first penetrating hit caused by missile or grenade weapons (except weapons with Str D).

13 – Track Guards: Vehicles in the unit may ignore immobilized results on a 4+ on 1d6.

14 – Venerable: When damage is rolled for a penetrating hit against any vehicle in the unit, the attacker may be forced to re-roll the result.

15 – Adamantine Hull: Melta weapons do not gain the additional 1d6 to penetration rolls for being within half range.

16 – Blessed Hull: Weapons do not reduce the vehicles armor as a result of the lance special rule. Re-roll if the vehicle’s armor is 12 or below.

21 – Crack Gunners: The vehicle may re-roll 1’s to hit with ranged weapons.

22 – Extra Powder Load: Choose one weapon on the vehicle. That weapon may choose to fire either as an ordnance weapon each turn, or using it’s normal profile.

23 – Archeotech Targeting Array: The vehicle’s weapons gain ignores cover.

24 – Automated Defense Launchers: Any unit that assaults the vehicle takes 2d4 hits at Str 4 AP 5 with shred for each vehicle in the squadron.

25 – Active Countermeasures: Once per game, the vehicle’s owner may declare that they are activating the active countermeasures when the vehicle is targeted by a shooting attack. The vehicle gains a 4+ invulnerable save against shooting attacks for the remainder of the turn.

26 – Lumbering Behemoth: Increase the vehicle’s armor on all facings by +1 (maximum 14), an reduce its speed by one step (fast to normal, normal to heavy, etc). Re-roll this trait if the vehicle’s armor on all sides is already 14. If the vehicle is a walker, it gains slow and purposeful.

31 – Over-Charged Engines: The vehicle may choose to use its overcharged engines at the start of any movement phase. Roll 1d6, on a 1 the vehicle is immobilized, and on a 2+ it becomes fast for that turn. If the vehicle is a walker, it gains fleet.

32 – Reinforced Hull Struts: The vehicle gains +1 maximum hull points.

33 – Inspirational Hulk: The vehicle allows all friendly models of the same faction to re-roll failed morale, pinning and fear tests within 12”.

34 – Off-Road Modifications: The vehicle automatically succeeds at difficult and dangerous terrain tests.

35 – I Have Come to Destroy You: Walkers only, re-roll otherwise. The vehicle gains rage and hatred.

36 – Assault Launchers: The vehicle gains defensive and offensive grenades. If the vehicle is a transport, any units that disembark from it count as being armed with assault grenades for the ensuing assault phase.

41 – Displacement Field: Penetrating hit results against the vehicle must be rolled twice, and the lower result is used.

42 – Scything Blades: Non-tanks gain the ability to tank shock and ram. Tanks cause 2d6 Str 3 hits with rending when they tank shot or ram. Walkers gain shred on their close combat attacks.

43 – Unstable Plasma Reactor: The vehicle may fire all of its weapons at full ballistic skill no matter how far it moves. Due to the extra power, when the vehicle loses its last hull point, it always explodes, creates a 1d6+3” radius, and the hits are resolved at Str 5.

44 – Famous Tank Ace: The vehicle’s tank commander is a famous ace with a knack for escaping the burning hulks of his or her vehicles. Traits cannot be lost due to the vehicle being destroyed. This is not conferred to the unit. Re-roll if the vehicle possesses no traits already.

45 – Destroyer Blades/Wrecker: The vehicle’s attacks gain armorbane against fortifications and vehicles that did not move in the movement phase.

46 – EMP Shielding: The vehicle is invulnerable to weapons with the haywire rule.

51 – Predator: The vehicle gains tank hunter.

52 – Big Game Hunter: The vehicle gains monster hunter.

53 – Directional Shield: At the start of each shooting phase, the vehicle’s controller chooses a facing and gainst a 5+ invulnerable save from shooting attacks originating on that facing.

54 – IR Lamps: The vehicle gains a searchlight. When it illuminates an enemy unit, it does not illuminate itself.

55 – Dragon’s Breath Rounds: The vehicle’s solid-shot weapons (ie. autocannons, bolters, heavy bolters, big shootas, etc) gain poisoned (2+).

56 – Command Tank: The vehicle allows the controlling player to re-roll reserve rolls (failed or successful). This is not conferred to the unit.

61 – Orbital Array: The vehicle may call down an orbital strike once per game. The Orbital Strike has the following profile: Range Unlimited Str 10 AP 1 Lance, Ordance 1, Large Blast, One Use. This is not conferred to the unit.

62 – Helical Targeting Array: If the vehicle does not move, it may gain skyfire and interceptor. This is not conferred to the unit.

63 – Punishing Salvo: If the vehicle does not move, it may fire an extra shot from all of its weapons. This is not conferred to the unit.

64 – Blessing of the Omnisiah: The vehicle gains power of the machine spirit. This is not conferred to the unit.

65 – Assault Ramps: The vehicle gains assault. Re-roll if the vehicle is not a transport, or already has this special rule. This is not conferred to the unit.

66 – Blessing of The Emperor: Roll twice on this chart, re-rolling duplicate results.

Monstrous Creature Campaign Traits (roll 2d6; 1 for tens place, 1 for ones place)

11 – Stinging Salvo: The MC’s ranged weapons gain shred.

12 – Tearing Strike: The MC’s close combat attacks gain rending.

13 – Thunderous Stomps: The MC may perform a stomp attack at initiative 1 during close combat. Only one template is placed, and rolls 1d6-1 for the result.

14 – Bull Through: The MC always moves the maximum distance when moving through cover.

15 – Unexpected Speed: The MC gains fleet.

16 – Terrifying Bellow: The MC may choose to perform a Terrifying Bellow instead of shooting weapons during the shooting phase. Choose one enemy unit within 18”, that unit must immediately take a morale test or fall back.

21 – Agile Charge: The MC counts as being equipped with assault grenades (it may not use them during the shooting phase).

22 – Wing/Jump Jets: The MC gains the “jump” type, but may not swoop.

23 – Ambush Predator: The MC gains deep strike and must deep strike into area terrain, but does not scatter.

24 – Defensive Tactics: The MC gains defensive grenades and counter-attack.

25 – Heedless Charge: The MC gains rage and furious assault, but treats all terrain as dangerous when charging.

26 – Cautious Approach: The MC may choose to use this ability before rolling charge distance. The MC subtracts two inches from its charge distance, but the enemy may not fire overwatch.

31 – Impenetrable Hide: The MC’s armor save is improved by +1 (maximum 2+) or gains a 4+ armor save, controller’s choice.

32 – Against All Odds: The MC gains rampage.

33 – Big Game Hunter: The MC gains monster hunter.

34 – Hungers for Steel: The MC gains armorbane.

35 – Weighty Swings: The MC may choose to double its strength (to a maximum of 10) and strike at initiative 1. This choice is made at the start of each close combat phase.

36 – Bounding Charge: The MC adds +2” to its charge distances.

41 – Skirmisher: The MC gains hit and run.

42 – Rock Hard: Increase the MC’s toughness characteristic by +1 (Maximum 10).

43 – Impressive Bulk: Increase the MC’s wounds characteristic by +1 (Maximum 10).

44 – Steadfast Determination: The MC gains feel no pain (4+) once it is missing at least half of its wounds.

45 – Hyper Regeneration: The MC gains it will not die, but restores a lost wound on a 4+.

46 – Mighty Thews: Increase the MC’s strength characteristic by +1 (Maximum 10).

51 – They’re Coming Out of The Walls!: The MC gains outflank and acute senses.

52 – Ancient Enemy: The MC picks a faction at the start of the game (ie. Space Marines, Chaos Daemons, Tau) and gains preferred enemy against that enemy for the duration of the game.

53 – Weighty Blows: The MC’s shooting and close combat attacks gain strikedown.

54 – Storm of Blades: Increase the MC’s attacks characteristic by +2 (Maximum 10).

55 – Legendary Beast: The MC is now a character, with all of the associated special rules. This does not confer to the unit.

56 – Charmed Life: The first time each game the MC is removed as a casualty, remove it from the board and set it aside. On the start of the controlling player’s next turn roll 1d6, on a 2+ the MC is returned to the table via deep strike. On a 1, the MC is killed. If the MC returns to play via this trait, no campaign traits are lost.

61 – Pack Alpha: All other MCs of the same faction within 12” of this MC gain fleet and rage.

62 – Fire Control: The MC may fire all of its weapons at separate targets, just as if it were a gargantuan monstrous creature.

63 – Reaper of Men: The MC’s shooting and close combat attacks gain fleshbane against all non MCs and GCs.

64 – Final Smash: When the MC chooses to perform a smash attack, that attack gains instant death, armorbane and fleshbane.

65 – Inspirational Presence: The MC makes all units that belong to the same faction within 12” fearless.

66 – Emperor’s Blessing: Roll twice on this chart, re-rolling duplicate results.

 

 

Starting World Special Rules:

S1 – Martial Hives: When you defend this system, you gain a minimum sized infantry platoon of Astra MIlitarum, equipped with autocannons and grenade launchers. These are considered allies of convenience but are friendly and added to your army.

S2 – Mad Inventors: When you attack or defend from this location you are may choose to pick a unit in your army to gain rending and gets hot! on all shooting and close combat attacks.

S3 – Logistical Support: Any faction that controls this Starting System may gain an additional AP once per campaign.

S4 – Techno-heresy: You may re-roll the dice for attempting to use a warp rift once during the campaign.

S5 – Reinforcement: Once per campaign you may restore a completely destroyed unit as if it was never destroyed, retaining all traits.

S6 – Terrifying Denizens: Any battles fought on this world is treated as a space hulk (simply use woods and forests and rocks instead of ruins).

S7 – Heavy Treads: Any faction that controls this Starting System may make one tank in their Standing Army a heavy vehicle, and it gains +1 armor on one facing of the player’s choice and gains one extra hull point. If this vehicle is ever destroyed, these bonuses are permanently lost.

S8 – Inured to Danger: Any faction that controls this Starting System may choose one unit within their Standing army. This unit gains fearless and monster hunter on their close combat attacks. If this unit is ever destroyed, these bonuses are permanently lost.

S9 – Peerless Heroes: Any faction that controls this Starting System may choose one Independent Character. That character may roll on the independent character campaign trait chart.

S10 – Food Surplus: Any faction that controls this Starting System may add 500 points to the total of one of their two Standing Armies.

 

Moon Special Rules:

A – Craters: At least three craters should be used on the battlefield.

B – Mountains: At least three hills over six inches tall should be used on the battlefield.

C – Forest Moon: At least three forests should be used on the battlefield.

D – Ruined Moon: At least five ruins should be used on the battlefield.

E – Daemon-Blasted Wastes: Daemons have their invulnerable save increased by +1 on the first turn of the battle, and is decreased by -1 starting on turn three. Starting on turn three, every unit must take a toughness test, and suffers one wound with no armor or cover saves allowed (allocated by the controlling player) if the test is failed. This test must be repeated at the start of each player turn.

F – Warp Storms: All psychic phases double the number of available dice for each player. When manifesting psychic powers, any psychic roll that contains at least one double is a perils of the warp.

G – Asteroid Shower: At the start of each player turn, that player may place a large blast marker over an enemy model. This attack, scatters the full distance rolled on the 2d6, or half if a ‘hit’ is rolled. Any models under the template take a Str 9 AP 4 hit from the plunging asteroid.

H – Watched by the Stations: Assaulting this moon uses the same rules as assaulting a station (though no free Aegis Defense Line is used).

I – Dumping Ground: The choked nature of the battle field causes all terrain on the battlefield to become area terrain that provides a 5+ cover save.

J – War Storms: All psychic phases double the number of available dice for each player. When manifesting psychic powers, any psychic roll that contains at least one double is a perils of the warp.

K – Ruined Moon: At least five ruins should be used on the battlefield.

L – Forest Moon: At least three forests should be used on the battlefield.

M – Mountains: At least three hills over six inches tall should be used on the battlefield.

N – Warp Storms: All psychic phases double the number of available dice for each player. When manifesting psychic powers, any psychic roll that contains at least one double is a perils of the warp.

 

Station Special Rules:

S1 – Bulwark: All cover saves provided by terrain is increased by +1 due to the heavily reinforced bulkheads.

S2 – Mighty Guns: The massively over-stuffed batteries and missile silos cause the defensive fire at the start of the game hits normal units on a 5+ and Super-Heavies on a 2+

S3 – Dark Secrets: Either player may deploy any of their units using the deep strike special rules, due to the strange ways the empyrium warps time and space around the station.

 

Space Hulk Special Rules:

SH – Every piece of terrain on the table is treated as dangerous due to the eldritch horrors and dangerous xenotech melded into the space hulk. The entire battle is fought under night fighting conditions due to the unnatural twilight that suffuses the hulk.

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