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Warhammer 40k Campaign

Gemein Cho V.3

Prologue mission (optional): Moon (500-XXXX) Deployment: Hammer and Anvil Objective: Reach the defenders Capture point worth 3 points Secondary Objectives: Slay the warlord and First blood Special rules: Hard Vacuum: All models that shoot and roll a 6 on the to hit roll have their AP value posted to 3 if not already higher Low Gravity: all infantry models and monstrous creatures can move as if they had jump packs but if they do they have to take a dangerous terrain test to see if they fly off the moon no armor saves allowed ( for multiple wound models they activate a grenade to fly back to the planet or some other suitable manner) whoa whoa to fast stop spinning: if a model swings with a weapon that is unwieldy and roll a one they have to re roll that die(s) and if they miss again they lose all of their attacks but they can potentially hit again Cant stop: as models can barely control them selfs in low gravity they all gain hammer of wrath USR Sealed armor: for an additional +5 per model you can make them have sealed armor which lets the model ignore the AP3 shot from the Hard Vacuum special rule Concussive waves: if a grenade has been thrown it scatters 2D6 instead of 1 and for every model under the template suffers a Dangerous terrain test to see if they fly off if they fail there are no armor saves allowed Mission 1: Planet strike (2000-XXXX points) Deployment: Hammer and Anvil (all attackers must come in off of board edge and be in reserve) Objective: Victory Points every unit killed counts as one VP Slay the warlord and first blood in effect Special rules: Night fighting: turn one (pg.124 in BRB Big rule book) Deep strike: all units (excluding vehicles, bikes, artillery, beasts, and cavalry) (vehicles with deep strike can deep strike) (walkers can also deep strike) Trained for hard entry: all units with Deep strike as a special rule prior to this mission are able to assault when they arrive from deep strike but may not shoot (similar to heroic intervention C:SM pg.62) Attackers: entire force comes in from reserves. Flyers: can come in turn one for the attackers defenders normal Reserves: attacker at start of the game roll one D6 for every unit in army 4, 5, and 6 come in on first turn. 2, 3 come in at normal reserves rolls. 1 experiences trauma from the drop

Warhammer 40k Campaign

Gemein Cho V.3

Trauma from the Drop: come in turn one but cannot shoot run or assault Fields of fire: defenders get to make over watch at a BS of 2 if the assault(s) are coming from the opponents board edge explanation the defenders have prepared for this assault and have trained to fire their weapons at only the correct time (unit loses the rule after first round of combat in an assault) Home field advantage: defenders add +1 to their cover saves if they are in any terrain pieces or gone to ground this makes the GTG a 5+ (maximum save is 3+) This is our land: all defenders are fearless (Still takes fear checks and can GTG) Bomb the drop-zone: the attacker gets to fire D6 strength 9 ap3 ordinance barrage large blast shots Mission 2: Force Recon 1 (1000-XXXX) Deployment: Players pick sides then pick a corner in that corner can deploy forces in and 18 inch bubble Both players randomly pick one troop choice and place that troop choice within 12 inches of the center of the table Objectives: the two randomly selected troops placed at the center act as objectives both counting for 3 points and have to be collected by troops by your own force. The two troops in the center cannot leave the 12 inch bubble unless accompanied by another troop choice but may still fire at the opposing forces and assault if the units are destroyed leave one model representing the data found out by that scout and that was dropped this cannot be collected by the opposing player. When with the squads they act as if they are the relic and can only move 6 inches a turn and if they embark in a vehicle they have to all fit in the vehicles transport capacity Special rules: Night fighting: turn one Report Report : at the start of the first turn all units not in the center 12 inch bubble most role a D6 if a 1 is rolled that unit may not do anything as they are trying to reach the scouts by radio Hard terrain: all vehicles move 1in. less than possible IE if a vehicle moves combat speed it can only move 5 cruising 11 We cant lose you to: No unit can have Scout USR Fog of war: all units have a 6+ cover save that cannot be modified What was that: if you do not have Scout USR, have independent character USR and/or Fearless USR you have to take a leadership test to see if you can move if you fail you cannot move as youre trying to ascertain your location?

Mission 3: Spearhead (1500-XXXX)

Warhammer 40k Campaign

Gemein Cho V.3

Deployment: Counter attack (Pg.7 Spearhead expansion) (looks like an hour glass units are in a spear shape and are 18 apart from each other) Objectives: 4 main objectives one in each of the deployment zones and 2 on each side of the deployment on the imaginary line that divides the 18in space into even 9 inch spaces must be within 12 inches of the board edge. Secondary objectives: Slay the warlord, line breaker, first blood Special Rules: Night fight: first turn only We are the Spear: any land vehicles can squadron even if normally not allowed to The thunder of guns : any vehicles that do not have the flyer special rule are scoring units and are the only units that can score (even if they are immobilized and wreaked (see Iron Hides) All land monstrous creatures are scoring also Iron Hides: Wreaked vehicles that have a transport capacity can still hold half of the amount that it can normally hold to a minimum of three and if there is an entire unit that can fit in the vehicle it can fire its guns at a single target a turn (power of the machine sprit does not work) Double tap: when a vehicle is wreaked the vehicles AV immediately drops 2 levels (land raider has 14 AV is wreaked now has 12 AV) Hold together for the love of the emperor hold together GAhhhhhhhhhhhhhh: a wreaked vehicle that suffers a glancing or penetrating hit it explodes What happened to the crew? If the vehicle has no listed transport capacity assume that it has the transport capacity of 3 as for the purpose of iron hides Duct tape and Wd40: all infantry and jump infantry models can repair immobilized vehicles (on a 6+). Kamikaze: 1 vehicle or monstrous creature may be a kamikaze the unit must charge (tank shock) into another unit and that unit suffers D6 Strength 10 ap hits the vehicle after its attack explodes again as a normal vehicle explosion if the vehicle is blown up before it can kamikaze it blows up 2D6 at strength 10 Mission 4: Fall back to the next line (1500-XXXX) Deployment: the Defender deploys his forces 18 from the attacker board edge the attacker deploys within 4 of his board edge Objectives: the attackers have to capture the Objective at the opposite end of the board which is placed 12 out from the board edge the defenders have to hold this objective from capture and have one troop holding it the objective counts as 3 victory points variable game length (Jump infantry can never capture the objective) Special Rules: Run faster: if there is a character in the unit whether independent or just a character they can inspire the unit to run faster gaining an extra D3 to their run value

Warhammer 40k Campaign

Gemein Cho V.3

Dodge, Duck, Dip, Dive, Dodge! all defenders get a 6+ cover save Keep firing: if an attacker controlled troop does not move in the movement phase they count all their weapons as twin linked Feed them to the Treads: a tank can elect to tank shock a unit if that unit fails their leadership they must automatically death or glory if death or glory is failed the tank moves through the unit and the unit loses one person and is pinned. Im way to fat for this: if the unit uses run faster 3 times in a game they cannot run for the rest of the game Booby twaps: the defender can place one booby twap per unit the booby twap is a single blast template that hits automatically and wounds on a 5+ no matter what the booby twap can only be placed over an area that the unit was walked over Mark the area with a suitable marker the marker explodes whenever someone come in the blast radius of a small blast template Its a trap: this is for fun only every unit takes D6 Booby Twap hit before the game begins (optional) Mission 5: End Game (XXXX) Deployment: Dawn of war Objective: ERADICATE THE ENEMY who ever get tabled or concedes Special Rules: Deep strike: all units (excluding vehicles, bikes, artillery, beasts, and cavalry) (vehicles with deep strike can deep strike) (walkers can also deep strike) Trained for hard entry: all units with Deep strike as a special rule prior to this mission are able to assault when they arrive from deep strike but may not shoot (similar to heroic intervention C:SM pg.62) Iron Hides: Wreaked vehicles that have a transport capacity can still hold half of the amount that it can normally hold to a minimum of three and if there is an entire unit that can fit in the vehicle it can fire its guns at a single target a turn (power of the machine sprit does not work) Double tap: when a vehicle is wreaked the vehicles AV immediately drops 2 levels (land raider has 14 AV is wreaked now has 12 AV) Hold together for the love of the emperor hold together GAhhhhhhhhhhhhhh: if there is a unit embarked in a wreaked vehicle and that vehicle takes a glancing or penetrating hit it explodes What happened to the crew? If the vehicle has no listed transport capacity assume that it has the transport capacity of 3 as for the purpose of iron hides Kamikaze: 1 vehicle or monstrous creature may be a kamikaze the unit must charge (tank shock) into another unit and that unit suffers D6 Strength 10 ap hits the vehicle after its attack explodes again as a normal vehicle explosion if the vehicle is blown up before it can kamikaze it blows up 2D6 at strength 10 Your brothers await in the afterlife: Every model gains furious charge and counter attack

Warhammer 40k Campaign

Gemein Cho V.3

Kill them all: If a challenge is issued and accepted whichever side wins the challenge gains +1 attack for the rest of combat Death oath: Your warlord may replace his warlord trait for one on this table to decide roll a D6 1 Bro Im mad: the Character is enraged at the enemy and wants their blood gains counter attack at a +2 and rage 2 I will find you: whenever this character challenges any unit the unit has to accept with someone (does not have to be an independent character or character) 3 Dont run from me: I will find you except the character who issued the challenge get to pick who they fight 4 You will not Have THIS PLANET!!!!: the character ignores unwieldy special rule 5 By the last ounce of my strength you shall fall: gains the heroic sacrifice rule (pg.26 C:GK) and can crawl back to life with D3 wound remaining 6 If this is our end let us meet it with Fire in our hearts and strength in our bodies and a war cry to ring into the eternal battle: The Warlord gets to roll two dice and take which two he rolls if he rolls doubles he takes both if he rolls a 6 again he rolls two more Game Over man Game over: if a unit its reduced to one model that model goes into a rage gaining rage and feel no pain that can be taken always Bombing run: Each player rolls off Then the winner picks when to use the ability to call a bombing run which means that he gains D3 Large blast Strength 10 ap3 that are ordinance and barrage scatters normally both players get to drop D3 bombs in the same shooting phase these bombers count as AV 11 all the way around and can be shot down by interceptor special rule ( these blasts can hit flyers if a flyer is hit it explodes with all hands aboard suffering a strength 10 ap 1 hit with cover saves not allowed for those embarked and all models under the template then suffer strength 4 as hitting the flyer greatly weakens the explosive potential) In the end times fear will fall away: all Models are fearless

In the grim darkness of the far future there is only war

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