Вы находитесь на странице: 1из 23

Pirates of the Carribus Sector

Campaign Setting
50 Years after the Badab War, an Inquisitorial shipment containing rare
and exotic warp artifacts and gold ore from a harvested daemon world of
what is assumed to be a Squat Fortress world. The squat planet possessed a
previously unknown but rare material that possesses a super conductive
goldlike ore dubbed "ur-gold" that is also warp tainted but none the less
highly saught after by chaos, the inqusition, and those who wish to fill their
coffers with whatever shiny bits they can get.
This large Inquisitorial space hauler had been lost in the warp, whether
it was chaos daemons, ork infestations, or perhaps a mutiny that had left it
to float amongst the imaterium for decades only to be thrown apart and
vomited by a recent warp storm in the Carribus Sector during the Andomitus
Crusade.

This sector hosts a luxurious tropical moon that hosts the only
available colony named Port Marquis, a hive specalizing in fish exports, ship
repair services, resort services for imperial nobility, and a lower hive to hide
scum and pirates. In addition many other moons and mining outposts float in
the system, perfect for staging operations for raiding Port Marquis and the
surrounding planetside to find the fabled "Gold Hauler".

You the player are a part of a kill team that has one way or another
ended up on this Port Hive seeking personal glory, wealth, or a way to get
the zog' outta this system. Whatever your motivations are, you know that
you cannot achieve these goals by yourself and can seek the assistance of
powerful pirate captains or the nefarious planetary governor Guilliam
Marquis. Your goal is to work with your faction to ensure gold and glory. First
player to get to 30 coins, be the last faction standing (and not in guerilla
mode) or have 25 in two specific resources for their faction wins the game
for their team and is declared the pirate king!

Factions
The Free Rogue Traders Guild - Led by the cunning Captain Kallaho and
his motley crew of likeminded captains, they seek only personal wealth and
will reward greatly for providing tithes to the guild in exchange for powerful
weapons, expendable crew mates, skilled cut throats and thieves, and
bombardments. While they seem greedy, Captain Kallaho will "help" loyal
citizens and begrudgingly work with Guilliam Marquis if the situation is dire.
As it's better to work with an enemy you know than a turncoat chaos
scallywag.

This faction is only limited to Imperial and Eldari factions.Players start


with d6+2 bonus Morale for their roster. Players who spend intelliegence to
roll for hunting for treasure add 1 to their rolls.

Imperial Governor Guilliam Marquis -Lovingly called "Your Thickness" by


Kallaho for his fat decadant nature and love for all hedonistic culinary
pleasures. Marquis lords over Port Marquis and is the defacto tyrant. His
nature is only kept in check as the inquisition is currently investigating tithe
evasion and rumors of warp tainted gold and relics that lurk amongst the
many island jungles aboard parts of a crashed ship. The governor will reward
handsomly for returned artifacts and gold by providing assistance in the form
of inqusitorial assistance through intelligence and access to many of the
ports facilities like the Imperial Apothecariums or the Planetary Defence
Force for example. Personally he would prefer you not keep chaos artifacts as
the inqusitor could easily be bribed with such trinkets, he knows very well
how powerful these tools will be against repelling these pirate hordes from
his shores.

This faction is limited only to Imperial Players, and Deathwatch/Grey


Knights must pick this faction as the inquisition has sided with the governor!

Players start with d3+1 Intel and d3+1 Territory as a bonus to their
roster. Players start with 2 free buildings. The Governors Palace, and 1
free building selected from the building chart.

Chaos Pirate Lord Huron Blackheart- Defacto Tyrant of the Crimson


Corsairs there is only two things Huron seeks in his unholy crusade. Return of
his rightful property from the crashed ship, and death to the false emperor.
He cares little for weakness as the only thing that matters is his rightful
property is returned to him. Pray he does not find out you horde chaos
artifacts or you might face his complete wrath. But if you provide him with
what he wants, you can assist in speeding up the ritual to release the
daemon hordes and infernal chaos magics amongst the populace. In
addition, hordes of cultists, elite astartes warriors, and sorcerors are at your
command if you're willing to pay the infernal price in ur-gold.
Only the Chaos Faction is allowed to play this team.
Players start with d6+2 bonus materials
Each player recieves one chaos artifact (but must roll on the chart).
This team adds a ritual pool score to their roster. As Huron is
attempting to summon demons into this realm. Each player before
a mission may give up one relic they possess to add d6+1 to
the pool. Once 20 points have been accumulated
something fun occurs.

Ork Freeboota Kaptain Badrukk- In a horrific telly-porta mishap, Kaptin


Badrukk and his Freeboota Krew warped to the Carribius System and are
eager to horde the shiny bits. And if therez shiny bitz then therez gitz fer
fightin'. Kaptin Badrukk and krew are a bit short on manpowa at the moment,
but are willin to take on some extra gits. Zog' even da Mad Mek(dok?)
managed to use one of them chaos artee-facts to get them bug boyz under
his biddin. Da Kaptain doesn't give a zog about chaos artifacts but loves da
gold. The Kaptin will lend his krak teem kommando squad to anyone who's
willin to pay out. As well as some special mek perks (but pray you are lucky
to survive the mad meks works!).
Chaos and all Xeno Races are allowed to play in this team.
Players start with d3+1 Morale and d3+1 Materials in this roster.
Whevever an effect causes teams to spend materials, this team
pays one less to a minimum of 1.

Resources
In addition to all 4 resources which is shared amongst players, each
individual player will keep track of a resource their specific kill team owns.
"Ur-Gold" or just Gold for claritys sake is a special material that can be used
with psykers and is a highly valueable currency in Port
Marquiss. So prized that factorum serfs will fight to the death for a single
coin, as most coins are valued around a years wage for these poor
individuals.
Gold can be used for command points, psyker powers, or to buy
assistance. Each player starts out with 2d6+1 gold pieces. And every victory
in a mission will let them steal d3 coins from their opponent. If there are
more no coins to steal from your opponent then nothing happens (you
robbed them blind you git!).
 1-2 Coins can be spent for 1-2 command points and can only be
used once per round. This ability can only be used if your leader is
not shaken or out of action. (As he's the one with the coin purse!)
 If you spend 1 coin, you can add +3 to your psyker rolls.
However any rolls of a double cause a miscast and you suffer 1 mortal
wound.
 Coins may be spent before a mission to add resources to your
factions roster. Each coin you spend is worth 2 resources. You may
spend as much as you want.
 Coins may also be used for purchasing equipment for your
specialists or other special abilities/items/troops before a mission
as well.
 First player to get to 30 coins or have 25 in two specific
resources for their faction wins the game for their team and is
declared the pirate king.
 Coins may be traded amongst players for any reason.

Chaos Artifacts- Chaos artifacts are powerful items found amongst the
wreckage, in hidden stashes, or as prizes hung on the wall on noble estates.
An individual model can only carry 2 chaos artifacts into battle, as any more
will cause ill effects on the poor soul.
Whenever you gain an artifact, roll a d66 and consult the table.
Artifacts may be sold for 1d3+1 gold.

Pooled resources
Due to how powerful each of these Pirate factions are, you as a player
collectively pool your resources together with others of the same faction.
Each pirate team starts with 8 resources each, and each team after every
mission generate d3 resources for two resources.
If a team holds 15+ resources, each player in that team recieves 1
gold per mission. If the team controls 20+ resources then they receive 2 gold
per mission. Holding 15+ resources in two values does not stack gold.

Intelligence- Intelligence is a resource that may be spent by a player to


provide boons during specific missions, search out crash sites for treasure, or
provide intel during a fight.
Players may spend 1 intelligence during the scout phase to see which
number their opponent has selected. A player may spend 2 intelligence to
nullify this.
After a mission, a team may spend 1-6 intel to search the planet for a
wreckage site. Each point in intelligence adds to the d6 roll. A roll of 7+ is
needed to find a wreck site. If you roll a 7+, and no other faction spends 2
intelligence and 2 material to "contest" the crash site, you recieve 2d3+1
coins and 2 chaos artifacts.
However if players contest your search, each team elects someone to
contest with you and plays out mission "Secure the loot". The player who
wins this mission recieves the loot and 1 material, while the player who loses
lose 1 material and morale.

Materials- Materials are vital in the support of your crew as specific


missions may grant specific boons during missions or narrative events.
Players may spend 1-5 material before a match to add 10-50 points
during a mission. This may allow additional models to be deployed during the
phase. But these points do not carry over in subsequent matches.
Players may also spend materials to level up a specialist. With 2
materials leveling you up to lv 2, 3 to lv 3, and 4 to lv 4 and so on.

Morale- Moral is how efficient each pirate crew is willing to put up with the
constant stress of war. Specific penalities may occur if your morale is low
during missions, and high moral teams recieve boons during events.
1 moral may be spent to add 1d3 command points per battle phase.
Players may also spend 1 moral to remove the shaken condition from a
model.

Territory- Specific territory is won and lost as pirate gangs carve out the
planetary map and city streets of Port Marquis to expand their gangs
resources and purchase buildings to give equipment and other boons for
their factions team.
Specific buildings may be purchased for territory costs ranging from 2-
5 point in territory.
Buildings may also be lost as players can attempt to steal those
buildings by spending 1 material and 1 intelligence to attempt to do
the mission "Turf War". If the defender is successful in defending his
building, the defending team recieves 1 materials and the attacker loses 2
moral and cannot attack the that faction's buildings again until 2 missions
have passed. If the attack was a sucess, the defenders lose 1 territory and 1
material in addition to the building being lost to their team and given to the
enemy.
Commands
Each Pirate faction recieves 3 bonus commands they may use per battle
phase.

The Rogue Traders Guild


" Drink for what ales you"
1 Command Point
Select 1 model, for the remainder of this battle round, he ignores the
penalties to flesh wounds but must move d6-1 inches during the movement
phase as he drunkenly swaggers around.
Add +1 str to this models str characteristic also for the battle round.

"Defend the loot!"


2 Command Points
Any model within 5 inches of a objective containing gold, chaos artifacts, or
any weapon/treasure models do not have to roll for morale.

"Man the void cannons!"


3 Command points
Draw a point on the battle map, any model within d3+2 inches of this
template on a 4+ receive d3 mortal wounds. Specialists need a 5+ to hit.
This command may only be used once per mission.

The Governor Guilliam Marquis


"Specialty Ammmunition"
2 Command Points
Select 1 model from your kill team that model may instead use the
deathwatch specialty ammunition rule once per shooting phase.

"Unsanctioned Psyker"
2 Command points.
Select 1 model from your kill team that model may attempt a smite check
during the psyker phase adding +1 to rolls, but cannot attempt deny the
witch rolls.

"Defenders of the Imperium"


2 Command points
Select 1 model in your kill team. That model recieves -1 to hit when targeted
by shooting or close combat attacks this battle round and all enemy models
in 6 inches must re-roll morale checks if passed.

Chaos Pirate Lord Huron Blackheart


"Beseach the Dark gods"
1 Command Point
Re-roll a d6 whenever using a chaos artifact effect or hit/wound rolls on a
chaos artifact weapon.

"Blessings of the Dark gods"


2 Command Points
Once per battle round you may add an additional effect from your chaos icon
or allow up to 3 models to be effected by a chaos icon effect if they are
already not able to.
(ie: a khorn icon can take a nurgle icon effect too, or if Rubic Marines can
take the icon of vengence, etc)

"The Pirate King demands more skulls!"


3 Command points
Select up to two of your models in close combat. They add +1 str and re-roll
all hit rolls.
In addition, any enemy models taken out of action by close combat by
models with this effect must roll two dice and pick the lowest on the injury
chart after the mission.

Ork Freeboota Kaptain Badrukk


"Zoggin' Get up!"
1 Command Point.
Any model that is currently shaken can attempt to move, cast a psyker
power, shoot, or attempt close combat with a -1 penalty. However after this
effect is done your model must make another morale check, if they fail they
are still shaken and auto fail morale checks this morale phase.

"Wez' First fer da loot"


2 Command points
Select 1 model, after moving that model may move again on the move phase
or attempt a charge with re-roll.

"Kaptinz Orders"
1 Command Point.
Select one order from the Imperial Guard Orders list and apply to one model
for this battle round.

Chaos Relics
Chaos relics are powerful tools to be reckoned with, as it is rumored that
these tools are so powerful that even the chaos gods attempted to hide the ship
carrying these relics deep in the warp forever. So obviously we being pirates should
loot the shit out of these shiny toys.
A model can only equip 2 chaos relics at a time, but a lv 3+ character may
add one additional relic to his possession as he has grown acclimated to the
corrupting effects of the warp.
Whenever a mission or effect causes you to gain one or more chaos
relics/artifacts roll a d66 for each and consult the chart below (duplicates of items
are allowed as such is the nature of chaos!).
11- It was a fake! You don't actually gain anything! Curse you Tzeentch!
12- Tome of Hargrid the Potterer - Whoever holds this tome gains the psychic power
"Warp Time" with a casting value of 7. Treat the target as allowed a second
move phase.
13- The Infernal Bolter. Treat as a regular bolter but when rolling wound rolls of "6"
cause 1 mortal wound.
14- Banner of Khorne - Models within 3" of whoever holds the banner automatically
passes moral checks for shaken.
15- Icon of Slaanesh - Models within 3" of whoever holds the icon re-rolls hits of 1's.
16- Buzzards head of Nurgle - Models within 3" add +1 to their disgusting reslience.
If models do not possess disgusting resilient then they recieve a 6+ disgusting
resilient roll.
21- The Armor of Chaos Undivided - Wearers of this Armor add +1 to their armor
save.
22- Seeker Mount of Slaanesh - This model's move speed is now 14", secondly
whenever a model is in close combat they may make 1 additional close combat at
str 4, ap -1 , 1 damage.
23- The Staff of Unparalleled Hordes - This models kill team recieves +15 points to
play in a kill team game. But these 15 points must be spent on a non specialist
model(s).
24- The 8 Pointed Star Necklace of Chaos - Models with this star have +1 to their
invuln. If they do not possess a save they recieve a 6+ invuln.
25- The Tome of Summoning- This artifact will allow you to summon a chaos
daemon into the materium. During the movement phase you may have this
model instead of moving summon a daemon. On a roll of 7+ you may summon
either one daemonette, one pink horror, one plaguebearer, or one bloodletter.
This model is placed within 3" of the summoner and can function like any regular
kill team unit. However the model who summoned cannot move during the
move phase.
26- Tzeentch's Cystal Ball of Scrying - You recieve a 3 point bonus to intelligence on
your kill team roster.
31- Nurgles Curse of Swollen Flesh - One Model on your kill team may be equipped
with this item, while equipped they move 1" less and receive +2 toughness.
Secondly models that shoot this target recieve a -1 to hit. As the cloud of flies
obstruct the cursed individual.
32- A sassy Nurgling- Any model this attaches to suffers -1 movement, but gains the
trait disgustingly resiliant. But you as a player must remain sassy at all times. If
you do not makeat least one sassy remark per battle or your model suffers d6
mortal wounds.
33- Daemonette Whip of Secrets - This melee weapon is a Str user Ap -2 d2 weapon
that
may also make d3 assault attacks Ap -2 d1 at Str user at 6" hat auto hit
during the shooting phase.
34- Tzeentch's Scroll of Fireball - Range 9", Assault 2d3+1 Str 3, AP -1, D1. Any
double rolls (1 1, 2 2 , 3 3 ) cause the shooter to also recieve 1 str 3 hit.
35- The Axe of Hagar the Hateful - Str x2 AP -1 D6. Add 1 to the models attack
value, and this model gains the trait fly.
36- The Sacred Bones of Krull- Once per battle round, you may attempt to re-roll
any die rolled that affects this model. However when you roll a 1 this model
takes 1 mortal wound, and on a 6 one model within 3" removes one flesh wound.
41- Nurgles Spicy Burrito- Any model may attempt to eat the burrito once per battle
round. On a 2+ they are successful and add +2 attacks and +1 toughness. But a
roll of 1 causes this model to be automatically taken out of action.
42- Doom Riders Sonic Blaster- This Weapon is a Rapid Fire 2 Bolter with 24" or
Assault d6 Flamer that ignores cover.
43- Khornes Wrath - This model is cursed to die a glorious death. He recieves +2
movement, +2 str and 1 additional attack. But if he does not die the mission
you use this relic your roster loses 2 materials.
44- Slannesh's Stash of Warp Dust - Upon consuming this warp dust, a model must
take a toughness test. If they pass the model gets a 3+ reflex save and adds
1 to attacks. If the model fails the test they are taken out of action. You may only
use this once per battle.
45- Chaos Mutation! Roll a d6
1. Extra Arms - Gain one additional attack
2. Extra Eyes - Models may make overwatch attacks that hit on 5's
3. Extra Legs - Models may re-roll advance and charge rolls
4. Extra Head - This model recieves +1 to hit
5. Unatrual Bloating - This model recieves +1 toughness
6. Fortune! - This model recieves one bonus command point per phase.
46- Select one model from your kill team- they recieve -2 toughness and strength.
You cannot sell this item.
51- Papa Nurgles Bell of Rust- Any model that suffers a wound may roll a d6, on a
4+ that wound is ignored. But any roll of 1 causes any models within 3 inches
to take a str 3 hit.
52- Magnus's Missing Eye - Any model equiped with this relic may attempt to shoot
at a target with any single ranged weapon with a -1 penalty. Secondly you may
cast smite at a target you do not see, and charge a target you cannot see.
However if you use this ability, you must roll a d6, any roll of 1 causes one mortal
wound to the model.
53- Fabius biles Cloning syrum- Any model in your kill team that dies after a mission
can come back to life if you spend this item and discard it from your equipment.
54- The Dark Blade of Kal'Mak - This close combat weapon is a power sword that
adds +2 str, -3 ap and 2 damage. However any hit rolls of 1 hit any friendly models
within 2 inches.
55- Arhimans Lost Tome - This model may cast smite and add +3 to his psyker rolls.
In addition if you equip this to a model who is already a psyker you may cast smite
an additional time with a -2 to your roll.
56- Hound of Khorne - Add 2 to this models wounds, and this model may make 2
additional attacks in the close combat phase with str 4. Additionally when this
model sucessfully charges, on a 5+ inflicts 1 mortal wound.
61- Chaos Boon! - You lucky dog! Roll twice on this table instead, re-rolling all
doubles.
62- The Masque of Slannesh- Double this model's movement speed and they will
always be counted as ready for the purposes of shooting.
63- The Plague Grenades of Mortarion. Treat as a regular Frag grenade, but every
wound roll of 5+ cause’s one automatic 1 mortal wound. Secondly if your
model is aligned with nurgle increase the number to 4+.
64- The Curse of the Chaos gods - Select one random model from your kill team, on
a 4+ this model suffers a -1 to str, ws, bs, and toughness. On a 1, 2, or 3 this
model is replaced with a nurgling. (use the stats for a grot with no ranged weapon)
This chaos artifact cannot be sold, traded, or removed! Such is your poor luck with
the gods!
65- The Forgidden Gem of Ajas - One use only, roll 2d6, on a 8+ your model for the
rest of this battle has the stats of a unaligned daemon prince. After the battle,
your model will gain +2 STR and Toughness, and a level. On a roll of double 1s
your model is turned into a chaos spawn and will automatically die after this
battle. (no saves!)
66- Tyrant's Claw - Melee ( Str x2 ) AP -3 (D d3) when rolling to hit subtract 1 from
the hit roll. This weapon is also a 9" assault d6 weapon, str 5 ap -1 1 damage. This
weapon automatically hit's it's target.
Buildings
Buildings are added to a faction’s roster list and add specific boons like
access to powers or abilities to add to each individual players kill team. Once a
building is bought it cannot be used by other factions unless they attempt to steal
the building. However one player in a team may take the option of commencing a
"turf war" mission.
The Imperial Governors Palace- 0 territory - This building is automatically
added to the Imperial Governors faction. When you possess this building your
faction generates an additional command point when in a mission.
The Ragged Flaggon - 3 Territory - The team who possesses this tavern,
recieve a special brew to carry into battle. Models may once per turn recieve a 5+
feel no pain. You may only use this once per battle.
The Promethium Guilds Derreck - 2 territory - The team who possesses this
building allow units with flamers to re-roll how many hits are recieved and do an
additional -1 ap.
The Governors PDF Armory - 3 Territory - The team who possesses this
building pay 1 less gold for purchasing weapons from their factions armory.
Pirates Star Charter Archive - 1 territory - The team who possesses this
building allow them to re-roll die results when using intelligence when hunting for
loot.
Carribus Free Companies Gun Emplacements - 3 Territory - The team who
possessess this building allows for players to add the "Man the Void Canons"
command.
The Tech Magos Vox Communication Hub - 2 Territory - The team who
possesses this building generates 1 additional command point from their comms
specialist.
Donagers Ammo Warehouse - 3 Territory - The team who possesses this
building allows gunners and heavies to use their command traits at 1 command
point less to a minimum of 1.
Secondly you may add 1 to the limit for model limits for unit limitations (guard
specialists add 1, Deathwatch gunners are now limit 5, etc)
Captain Redguards Shanghai Recruitment company - 2 territory - The team
who possesses this building allow you to bring 5 Imperial Guardsmen for your kill
team if you pay 1 gold. You may pay 2 gold to bring in 3 Scion Infantry as well. The
normal rules of model limits are ignored.
The Royal Ministorum Facility - 3 territory - The team who possesses this
building allows you to earn 1 additional experience point after every mission.
Sister Meribelles Hospitaller Chapel - 2 Territory - The team who possesses
this building allows you to spend 1 material to add 1 to the d6 roll on the injury
chart.
Mad doks Workshop - 2 territory- The team who possesses this building may
take out of comission models and spend one material to add a augment to them. If
you add a augment roll a d6, on a 3+ the surgery is sucessful, on a 2 the model sits
out the next mission and the surgery is sucessful, and on a 1 the model is dead. If
they live through the surgery, they may add 1 to any of their characteristic.
Mad Mek's workshop - 2 Territory - The team who possesses this building may
spend 1 command point to have a unit fire again in the shooting phase, but roll a
d6, on a 1 the model suffers a mortal wound.
Secondly add 2 inches to all ranged weapons for the team who possesses this
building.
Chaos Ritual Pit - 3 Territory - If the team who possesses this building is under
the Chaos faction, after every battle they add 1 to the ritual meter. If a non-chaos
player possesses this building, then you recieve one chaos artifact. This is a
onetime use only (but you should probably stop chaos)
Baba Yaga's Cove - 3 Territory - The team who possesses this building may
select one model from their kill team to become a psyker with the default smite
power.
Secondly you may spend 3 Gold to add one psy power from your kill teams codex.
Psykers can only add one power to their abilities.

Faction Equipment & Dramatis Personae


Each faction possesses special relic equipment that only may be possessed by one
member of a faction. So once someone buys it, you cannot use it for yourself. While regular
items costs a specific amount of gold, secondly named mercenaries can only be bought by a
single player and cannot be used by others while the merc is fighting. However regular
Mercenaries can be bought by all players and all mercenaries must be bought again after every
battle. In addition, mercenaries when taken out of action do not influence morale checks. (As
they're expendible!) Mercenaries when slain generate 1 additional xp as it is quite a task to kill
these legends. Finally for balance's sake models in a kill team with a mercenary do not gain xp.

The Free Rogue Traders Guild


Relic Equipment -
1. Kaptain Brins Cutlass - 3 Gold - This cutlass is a mastercrafted powersword that adds 1
additional attack. Secondly you may forgo one of your attack to "parry" and add a 4+
invuln save in melee.
2. Kallaho's Holdout Plasma Pistol - 2 Gold - This Archaeo tech plasma pistol fires twice in the
shooting phase and re-rolls hit and wound rolls of 1s
3. Baba Yaga's Lucky Monkeys foot - 3 Gold - Whoever bears this lucky monkey's foot has the
gift of the emperors luck on their side. As it seems whenever they are the target of a
close combat or shooting attack, and there is another friendly model within 2" they may
attempt a look out sir on a 3+ and redirect the attack onto the friendly model instead.
4. Broadsides cannon - 3 Gold - This man portable las canon belonging to the legendary
lieutenant broadside can be fired normally if the unit has strength 4. If they have a
lesser strength value then they fire at a -1 penalty.
5. Captain Rouges Rosarius - 2 gold - This scoundrel of a renegade space marine loyalist was
slain in a long forgotten crusade on some desolate rock, only to be found again in
Kallaho's treasure vault. Whoever wears this relic has a 3+ invuln save.
6. Heretek Gamma 345 Neural Dampeners - 2 gold - This mental implant allows individuals to
ignore the effects of the first 2 flesh wounds. However models will still be slain after 3
flesh wounds

Mercenaries
Rogue Trader Captain Kallaho - 3 Gold - Lv 4 Leader Expert (you must use him as your leader
when you take this model in your kill team)
M Ws Bs S T W A Ld Sv
6 2 2 3 3 3 4 9 4++
Resourceful, Bold, Paragon, Mentor, Tactician.
Kallaho Buckshot Flint Pistol - Range 6" d6 Pistol , Str 6, Ap -2 D2. Every time this pistol fires roll
a d6 twice and pick the higher value for number of shots determined.
Kallaho's Mastercrafted Falchion - Melee, Str +1 , Ap -3, D2. Re-roll hit rolls of 1 with this
weapon.
Frag,Krag Grenades

Kallaho's Keyhauled Krew - 2 Gold - This team adds 4 Imperial guardsmen with +1 to their WS
and BS.

Galavin Throat Cutter - 2 Gold - This is treated as a lv 3 Combat Expert Harlequin player
equipped with a Fusion Pistol and Harlequinn's caress and the skills Expert Fighter, Deadly
Counter, Killer Instinct.

Imperial Governor Guilliam Marquis


Relic Equipment
1 - Sargent Requis Hot Shot Lasgun - 2 gold - 20" Rapid fire 4, Str 3 ap -1 d1.
2 - Inquisitor Ivenlofts Bolt Gun - 2 Gold - 12" Pistol, Str 4 AP -1 D1 (this pistol
uses deathwatch ammo rules)
3 - Seal of the Inquisition - 2 Gold - Models equipped with this item make
enemy units within 6" take moral checks with a -2 penalty.
4 - Chapter Master Yurrus's Panther Pattern Bolt Rifle - 2 Gold - 35" Rapid Fire
2 Ap -1 D1
5 - Blessings and Insence of Cardinal Gwynivierre - 2 Gold - Unit equipped
with this can ignore an additional flesh wound. Secondly units make
injury rolls with a -1 bonus.
6 - Fragmentation Launcher of tech Magos Inguis - 2 Gold - Treat as a
deathwatch frag cannon that re-rolls all failed hit and wound rolls.

Mercenaries-
Inquisitor Hector Rex - 3 Gold - Rex is a lv 3 Zealot specialist with the
profile M6" WS 3+ BS 3+ S 4 T 3 W 5 A 3 Ld 9 Sv 2+ 3+
Inquisitor Rex has the traits Frenzied, Exultaunt, and Rousing.
Psyhic Hood - You add 1 to deny the witch rolls tests you take for this model
against enemy psykers within 12"
Teleport Strike - During deployment you can set up this model aside and
deep strike
All friendly imperium units may use this inquisitor’s leadership
Quarry re-roll hit and wound rolls for ordo malleus units if the target has the
chaos or daemon keyword.
Arias Range Melee, Str User Ap -3 D d3. If the target of this model is a demon
it inflicts a single mortal wound.

Inquisitorial Hit Squad - 3 Gold - Add 4 Scions with +1 ws and bs

Chaos Pirate Lord Huron Blackheart


Relic Weapons
1 - The Tyrant's Claw - 3 gold - Range Melee, Str x2 Ap -3 Damage D3 (-1 to
hit)
Assault D6 Str 5 Ap -1 D1 This weapon automatically hits.
2 - Plague Grenades of Typhus - 2 Gold - Grenade d6 6" Str 4, ap -1 plague
weapon (re-roll hits of 1)
3 - Infernus Daemon Heavy Bolter - 3 Gold - Treat as a heavy bolter with a AP
-2 and d2
Chaos can spend 3 Gold to purchase a chaos artifact.

Mercenaries
Huron Blackheart - 3 Gold - See Huron Blackheart from codex chaos space
marines.

Chaos Spawn - 2 Gold- See Chaos Spawn from Codex Chaos with mark of
Khorne
M 7" WS 4+ Bs - S 5 T 5 W4 A d6 Ld 9 Save 5+
Hideous Mutations - Range Melee Str User Ap - 2 D2.
Mutated beyond Reason. When a chaos spawn attacks roll a d3 and apply
the effects.
1- Razor Claws. Attacks have a AP -4 till the end of the close combat phase
2- Each Chaos Spawn in the unit adds 2 to its attacks characteristic till the
end of the fight phase
3- You can re-roll failed wound rolls for this unit until the end of the Fight
Phase.

The Lost and Damned 3 Gold - Add 2 Chaos Space Marine Bikers. Treat as
regular marines armed with bolters with movement 12" and +1 Toughness.
Each Marine is also a lv 1 combat expert with the mark of khorne.

Ork Freeboota Kaptain Badrukk


Relic Weapons -
1- Da Extra Flashy Gunn - 2 Gold - Range 24" Heavy 4 Str 5 ap -2 d2
2- Rippspinna - 3 Gold - 48" Heavy D6 Str 7 Ap - 1 d2 (you may re-roll hit rolls
of 1)
3- Staff of light - 2 Gold - 24" Rapid Fire 3 Str 5 Ap -1 D2
4- Tyrannic Infestation Glands - 2 Gold - This model automatically makes
units pass moral checks within 12"
5- Lash of Woes - 2 Gold - Range Melee Str User Ap -2 D1 (This weapon
wounds on a 3+)
6- Orkamedies Finking Kapp - 3 Gold - Units equipped with this item wins roll
offs, and when in a mission with a required intel or material score for
benefits the unit with this item's kill team automatically wins.

Mercenaries-
Kaptin Badrukk - 3 Gold - See Kaptain Badrukk but as a lv 3 Heavy
Specialist with the traits Relentless, Suppressor, and Rigerous.
M 5" Ws 2+ BS 4+ S 5 T 4 W 6 A 4 Ld 8 Save 3+ 5++
Choppa. Da Rippa 24" Heavy 4 Str 7 (8) Ap -3 D2(3)
Slugga, Stikk Bomb

Kaptain's Kommando's Skuad - 2 Gold - Treat as 4 Kommandos with


Shootas, 1 Boss Kommando with a power Klaw.

Kreepy Krawlie - 1 Gold - Treat as a Necron warrior lv 2 combat expert with


expert fighter and warrior adept. Secondly. he is equipped with only flayers
claws and adds 1 to the attack characteristic and rerolls all failed to hit rolls
in melee.

Missions
Special Mission - Secure the Loot
After a mission, a team may spend 1-6 intel to search the planet for a
wreckage site. Each point in intelligence adds to the d6 roll. A roll of 7+ is
needed to find a wreck site. If you roll a 7+, and no other faction spends 2
intelligence and 2 material to "contest" the crash site. You recieve 2d3+1
coins and 2 chaos artifacts. However if players contest your search, each
team elects someone to contest with you and plays out mission "Secure the
loot". The player who wins this mission recieves the loot and 1 material,
while the player who loses lose 1 material and morale.
After days of searching or buying surveys from private sources, intel
shows a wreckage site of where a chunk of the gold hauler crashed. Your
team has been tasked to hunt down and verify the rumors. But it seems that
other pirates have got the better on you and your team when you're
searching.

The Kill Teams


The attacker is always the player who contested the loot, while the
defender is the player who originally spent the intel. Attackers go first.
The scouting phase
The scouting phase is resolved as normal.
Deployment
The players should put down a lot of forest terrain and at least 1 crashed
vehicle terrain or ruin. Next players place face down 6 objectives in the defenders
zone that should be more than 6" away from each other. Next the attacker rolls a d6
publically and announces to the defender which number he rolled. This is where the
loot was landed.
The defending players zone is 15" deep and 22" wide from his edge, while the
attackers deployment only recieves 3" deep and 22" wide.
The Battle Length
The battle length lasts only 3 turns, on the end of turn 4 after the attackers turn on a roll
of a 2+ the game continues, turn 5 needing a 3+, and turn 6 the game ends.
Victory Conditions
The game is over when a player has a model with the loot has crossed over their battlefield
edge.
Players flip over an objective when a model ends its movement ontop of the objective. If the
objective is the number noted the model picks up the objective. He recieves -1 movement and
-1 to their hit rolls to melee or shoot others. The model drops the objective and places it below
him if he is taken out of action or is shaken.
Resources
The faction that won recieves 2d3+1 gold and 2 chaos artifacts and 1 material.
While the loser faction loses 1 material and morale.

The Tactics
"Leg it!" 1 CP
If a model is holding an objective, you may roll 2d6 and pick the better of the two for advancing.
"Boobytrap" - 1 CP
Spend 1 cp when an objective is flipped on your opponents turn, roll a d6. On a 4+ the model on
top of that objective suffers 1 mortal wound.

Special Mission - Turf War


Buildings may also be lost as players can attempt to steal those
buildings by spending 1 material and 1 intelligence to attempt to do the
mission "Turf War". If the defender is successful in defending his building, the
defending team receives 1 materials and the attacker loses 2 moral and
cannot attack the that faction's buildings again until 2 missions have passed.
If the attack was a sucess, the defenders lose 1 territory and 1 material in
addition to the building being lost to their team and given to the enemy.

The Kill Teams


Players who spent the resources to attack the building are attackers and go first.
Deployment
Both players place models down with the attacker placing first. The defending player
sets aside 25% (rounding down) of their models to the reserves.
The battlefield map should have at least 1 building with 1 objective in the defenders
zone. There should also be at least 2d3 pieces of terrain in middle with no terrain on the
attackers zone.
Both teams have a 6" deployment zone lengthwise.
After every turn on a 4+, the defender can bring in reserves on their edge. Like normal
40k rules.
The scouting phase
The scouting phase is resolved normally.
The Battle Length
The battle length follows the standard 5 turn timer.
Victory Conditions
Players who have the most models in the objective win.
Resources
If the defender is successful in defending his building, the defending team
recieves 1 materials and the attacker loses 2 moral and cannot attack the
that faction's buildings again until 2 missions have passed. If the attack was
a sucess, the defenders lose 1 territory and 1 material in addition to the
building being lost to their team and given to the enemy.

The Tactics
Attacker Tactics
"Breaching Tactics" - 2 CP
After spending 1 cp, select one model. That model in the shooting
phase if it were to fire a weapon at 6" or less can add 2 to the weapons
strength.
"Frag out" - 1 CP
After spending 1cp, select one model with a grenade. After throwing a
grenade and sucessfully hits a model with said grenade, that model
afflicted cannot fire overwatch.
Defender Tactics
"Reinforced Armor” - 1 CP
You may spend 1 cp if this model is being shot at or engaged in melee to
add 1 to it's armor saves.
"Emergency reserves" - 2 CP
You may spend 1 cp to turn your reserve rolls to a 2+ this turn.

Mission 1
Raid the Governors Palace
Peace had been the defacto state of affairs in the Carribus sector, but all of that has
changed 6 months later when the fabled "gold hauler" crashed. And rumor has it the lord
governor has stockpiled a lot of gold in his palace! Quickly scrambling a defense force, Lord
Governor Guilliam Marquis has assembled a crack team to guard the show room after
numerous pirate raids have swarmed Port Marquis and shelled his once glorious Palace.
Now with his hands tied commanding the PDF to repel the pirates, he entrusts (or
begrudgingly hires for a fee) a crack team of defenders to hold the ruins of his showroom after
the most recent shelling in the palace. The defenders must hold the loot and whatever is inside
that mysterious box in the center! While the attackers must smash and dash!

The Kill teams


The Factions belonging to the Imperium are the defender's team. Non-Imperial teams are the
attacker. If the teams are Rogue Traders and Governor, then the governor is the defender. If two
teams are not on the imperial factions then both players instead roll off to determine the
attacker and defender (it's two groups fighting over the spoils!)

The Battlefield
The defender and attacker then set up terrain alternating between the two one piece at a time. It's
recommended to use around 4-5 pieces of terrain. Secondly a 6" wide empty corridor should run
through the middle of the map.

The defender places 3 objectives in his deployment zone and one objective in the dead center of the
map. These objectives should be 6 inches away from each other. Please make a note about the center
objective as it is an important resource.
The map above shows how the deployment field should look with a objective in the center.

The Scouting Phase


Resolve the Scouting Phase as normal following the normal rules. In addition you may spend one
intelligence resource as the attacker to see your opponents number choice, the defender may spend 2
intelligence resources to nullify this.
Next, the attacker and defender compare intelligence scores from their team’s roster. The team
who wins will get to place one model an additional 6 inches. If there is a tie, roll off.

Deployment
The attacker places his first model and players then alternate.

The Battle Length


At the end of a battle round 4, the attacker rolls a d6. The battle continues on a 3+, otherwise
the battle ends. At the end of a battle round 5 roll a 4+, the game ends at the end of turn 6.

The Victory Conditions


The attacker receives 3 victory points for every objective they can have run off their edge.
Attackers must end their movement within 3" of an objective to pick it up (effectively on the objective
disk). A attacker suffers a -1 penalty to hit and movement while carrying the loot. The attacker drops the
loot and places an objective below him if he is shaken or taken out of action.
The defenders receive 3 victory points for each objective they successfully defend at the end of the
mission.
Both players receive 1 victory point for every specialist they take out of action.

The Resources
The victor recieves d3 gold for their kill team for each objective they won. The special objective
is a secret and if the defender is the victor they recieve 3 gold (for hush money!) while the attacker if
they sucessfully get the secret objective off the board notify the game master and you will be notified of
your reward.
In addition, if the majority of attackers wins the defender faction loses 2 resources and the attackers gain
2 resources. If the majority of defenders wins the mission the attacker loses 2 morale, and the defenders
gain 2 morale.

The Tactics
Attacker Tactic
"Leg it!" - 1 CP
If a model is holding an objective, you may roll 2d6 and pick the better
of the two for advancing.
Defender Tactic
"Aim for the legs!" - 1 CP
Select one model from your kill team to shoot, that model may take a -1
to hit on a enemy target. If it sucessfully wounds, that model suffers a
d6 penalty for moving next round.

Mission 2
Plunder the Coast
Port Marquis has been shook to its core as now the grim realization of war has beset this peaceful
colony. Pirates everywhere have taking advantage to how weak the peons have grown while the
decadant nobles have fled or hired out defenders to protect their building assets from these raiders.
Now is the time to take advantage of the mayhem and blow everything up for those cowards not offering
us pirates tribute! (Or if you're the governors faction, you can take advantage of the destruction and
remove some of your competitors buildings)

The Kill teams


This is a mission for two to four players. The mission is a free for
all and it's recomended that players each be of a different team.
The Battlefield
The battlefield should require 3-5 buildings with each player recieving one building, piece of terrain, and
one building in the center of map. Follow the map deployment from page 57 of the core killteam
rulebook.

The Scouting Phase


The normal scouting rules follow, but the player with the highest morale for their faction is the person
with the first turn. In the case of a tie roll off.
The next player who has the second highest goes second, and resolve ties with a roll off. Continue going
till the iniative order is determined.

Deployment
The player with the highest iniative order goes first, then followed by the person with the second rank,
and so on.

The Battle Length


At the end of a battle round 4, the attacker rolls a d6. The battle continues on a 3+, otherwise the battle
ends. At the end of a battle round 5 roll a 4+, the game ends at the end of turn 6.

Victory Conditions
The player who sucessfully has the most models that are not shaken inside the center building recieves 1
victory point at the end of every turn.
Players also recieve 2 victory points for each building they destroy, as well as 3 victory points if their
building is standing at the end of the game.
Players may shoot or engage a building like it were a giant model with a Toughness 8, 12 Wounds, and a
5+ invuln save.
Since it's such a large target all shots and attacks automatically hit.
If a building is destroyed with a model in it, remove the building and place all models inside it within 2"
of the building. Then roll a d6 for every model in the building. On a 2+ the model suffers d3 mortal
wounds as the building collapses in on them!

Resources
If a player has their building still standing at the end, their faction recieves 1 territory and personally
recieves 3 Gold as either thanks from a rich nobleman protecting his factory or each of the civilians
offering tribute.
The faction that assembled the most victory points at the end is the majority winner and recieves 1
territory from each other faction that lost.
All players this mission recieve d3 gold as they have looted whatever building they occupied before the
mission.

The Tactics
Attacker Tactic - 2 CP - "Bringing the special demo charges" - One
model in your killteam may make a 3" ranged attack that does d6
mortal wounds.
Defenders Tactic - 1 CP - "Makeshift repairs" - One model within 1 inch
of a building may forgo all shooting and melee attacks to repair d3
wounds on the building.

Вам также может понравиться