The Ultramar Secession is the tale of Warmaster Guilliman and his attempts to hold true to the Emperor's vision. To do so he must stand against the might of the Dark Imperium and their God Emperor.
Saturday, May 9, 2015
Rules of the 1st Eradication Era part 2
Detachments
There seems to be a bit of confusion as to how we are handling Detachments so here is a run down of them.
Each Force Organisation Chart (such as the Battles in the Age of Darkness or Onslaught), Combined Arms Detachment or Formation (currently only found in 40k codices) is considered a Detachment. You may make an army up of any number of Detachments from any number of sources. However you must meet the "Compulsory" requirements for every Detachment. Units only ever gain benefits from the Detachment they are bought as a part of.
Some Force Organisation Charts (Battles in the Age of Darkness for example) include optional Fortifications, Lords of War and Allied detcahments. Each time you take one of these Detachments you get access to one full set of these optional Detachments.
As an example I could take a Raven Guard, Battles in the age of Darkness Detachment with a HQ (required), 2 Troops (required) and an optional Lord of War (which cannot be more than 25% the army points value). I could then take a second detachment in the form of a Skitarii Maniple adding 2 Troops (required). Lastly I add an Officio Assassinorum Detachment of 1 Assassin (required).
If you use an Unbound list, all restrictions are lifted with the exception of Unique models. So you may spend any number of points on Lords of War, you may have any number of 1 per army type units (so long as they aren't unique) and you may draw from any combination of allowed sources. However you cannot gain the benefits any Formations, Detachments or rites of War when using an Unbound list.
Rites of War
The normal restriction for taking only 1 Rite of War has been lifted. Now each Detachment chosen using the Battles in the Age of Darkness Force Organisation Chart may follow its own Rite of War so long as there is a model with Master of the Legion in the army. You may even have multiple different Legions in different detachments using their own Rites of War, be aware that many Rites of War do not allow allies or Legion allies before you try this.
Notes about Master of the Legion
You may only have 1 Master of the Legion per 1,000 points
Primarchs have Master of the Legion
Scoring Units
We are using a slightly modified form of the Age of Darkness scoring rules. In this rule set only Troops are scoring (this includes Troops in an Unbound list). Dedicated transports are never scoring, and units in transports don't count as scoring whilst embarked on the transports. The 7th Edition and the Secession post deals with Command Benefits.
Lords of War- Price of Failure
Just a reminder of this rule. All Lords of War are Secondary Objectives worth the following amount of points:
2VPs
Primarch
Engine of Destruction: a vehicle with 9+ HP
Great Beasts: a Gargantuan Creature with 9+W
1VP per Vehicle/Creature
War Machine Detachment: 1-2 Super heavy vehicles of the same type with 8 or less HP each
Monstrous Horde: 1-2 Gargantuan Creatures of the same type with 8 or less W each
Sub-orbital Strike wing: 1-3 Flyers of the same type with 3 or less HP each
Destroyer weapons
I would recommend using the Age of Darkness Destroyer Weapons rule. Especially given the increase in units that have them. Make sure all players agree on which set of rules to use.
Destroyer Weapons are S10, Instant Death, Sunder and Ignores Cover. In addition invulnerable saves must be rerolled. Destroyer weapons cause D3+1 wounds per hit. Each penetrating hit causes D3+1 HP and 1 roll on the Vehicle Damage Table.
If no AP is given treat a Destroyer weapon as AP2*
Stomps: If you are using the above Destroyer rule, then I suggest changing the '6' result to a Destroyer hit instead of a "remove from the table" hit.
Player Agreement
Players should feel free to use, ignore or make up any new rules they feel like. So long as all players involved in the game understand what rules are being used and follow the same rules.
Wednesday, May 6, 2015
Martian Schism, The second battle
The Coniugatorii would have been pleased, if irritated if he still had any notion of what it meant to be pleased or irritated. Six great armies converged on the Ancient Facility. Each had their own plans and each was part of a greater whole that had its own plans. He pondered the flow of the battle as he watched the forces of the two halves of the Mechanicum face off against each other each flanked by the Secessionists on one side and Imperialists on the other. Could each force work together to overcome their foes? Would each collapse in upon each other? Would the Coniugatorii's plans come to fruition and the Mecanicum be reunited or would they once more fall apart?
The Scions deployment, along with a salvaged Salamanders Glaive. All guns aimed squarely at the Dark Mechanicum.
Iron Warriors bring forth their armoured might ready to crush their Imperialist and Dark Mechanicum foes.
Thousand Sons deployment, ready to move out their flanks covered by their allies the Dark Mechanicum and Alpha Legion/Imperial Army. Both of whom have proven to be questionable allies at best.
Imperial Army deployment, ready to advance.
The Alpha Legionnaires insert themselves into a forward position.
Sundered Mechanicum deploy their heavy hitters to the fore, ready to inflict some serious damage.
The Dark Mechanicum, trust in their pacts with the Imperialists to secure their rear whilst they point everything at the Scions of Guilliman.
The Dark and Sundered Mechanicum Ruststalkers infiltrate into the central objective, in an amazing display of stealth (given that they cannot infiltrate... oops)
The Dark Mechanicum and Scions of Guilliman waste no time and launch straight into one another. The Knight took a withering hail of fire, enough to make it think again about charging and throw off its aim.
The Thousand Sons hot foot it to get into a better position. Whilst the Iron Warriors, Alpha Legion and Sundered Mechanicum slightly shift their positions.
As the first two Sundered Knights smash into the Imperialists a third Sundered Knight and a Lightning arrive on the battlefield.
The Dark Mechanicum Eversor and Rust Stalkers hit the Iron Warriors hard, stealing the initiative and putting them on the back foot. They take a phenomenal amountof fire power before they are finally brought low.
The Alpha Legion and their Imperial Army allies spring a deadly trap! Having secretly made alliances with the Secessionists they turn on their erstwhile allies.
Having made considerable headway towards the Scions the Thousand Sons find themselves with enemies both in front of and behind them.
The Scions of Guilliman, Thousand Sons and Dark Mechanicum doing the bulk of the fighting are soon joined by the fresher Iron Warriors, Alpha Legion and Sundered Mechanicum.
Not to be left out the Iron Warriors and Sundered Mechanicum attack each others forces whilst advancing on the centre.
As The Imperial Army/Alpha Legion devastate the Thousand Sons. Who although attacked on all sides do some serious damage in return, not the least of which is bringing down a Sundered Knight! In a final opportunistic act of calculated spite the Alpha Legion blasts the Coniugatorii.
Realising the time was right the Imperial army Valkyrie drops of some Army Scions in the centre. The Sundered Mechanicum Skitarii take the central point. In a final act of calculated betrayal the Dark Castellax turn on and destroy the Thousand Sons Assault squad, before resuming their march to the centre ground.
The Scions forces are largely spent in the fight against the Dark Mechanicum make a final push doing what damage they can. With aircraft zooming all around the Dark Storm Eagle laden with fresh Skitarii Land amongst the rubble of the centre ground to take the last point.
With the Dark and Sundered Mechanicum controlling 2 of the 3 points and with the most forces in the centre ground the Martian Mechanicum tenuously declares its reunification and claims victory!
The Coniugatorii, his ruined form buried under the rubble of the ancient facility continued to read his data-feed as the Mechanicum battle data was fed to him. The Thousand Sons, staunch allies of the Dark Mechanicum's quest for knowledge regardless of the price had fallen prey to the schemes of the Alpha Legion and and the calculated treachery of the Dark Mechanicum. The Scions of Guilliman and Iron Warriors had bled themselves badly and been left out of position by the Dark and then the Sundered Mechanicum, unwittingly drawing the fractured halves closer together. As his vital fluids left him the Coniugatorii reflected that another being might be terrified at dying, or proud that their plans had come to fruition, not so a Priest of the Mecanicum, for long ago had he had such weaknesses surgically removed. As the datafeed slowly flickered and died he simply was, and then he was no more, the dust and debris forming what might be a rough smile over the ruined tubing, lenses and grills that had made up his ruined face.
The Scions deployment, along with a salvaged Salamanders Glaive. All guns aimed squarely at the Dark Mechanicum.
Iron Warriors bring forth their armoured might ready to crush their Imperialist and Dark Mechanicum foes.
Thousand Sons deployment, ready to move out their flanks covered by their allies the Dark Mechanicum and Alpha Legion/Imperial Army. Both of whom have proven to be questionable allies at best.
Imperial Army deployment, ready to advance.
The Alpha Legionnaires insert themselves into a forward position.
Sundered Mechanicum deploy their heavy hitters to the fore, ready to inflict some serious damage.
The Dark Mechanicum, trust in their pacts with the Imperialists to secure their rear whilst they point everything at the Scions of Guilliman.
The Dark and Sundered Mechanicum Ruststalkers infiltrate into the central objective, in an amazing display of stealth (given that they cannot infiltrate... oops)
The Dark Mechanicum and Scions of Guilliman waste no time and launch straight into one another. The Knight took a withering hail of fire, enough to make it think again about charging and throw off its aim.
The Thousand Sons hot foot it to get into a better position. Whilst the Iron Warriors, Alpha Legion and Sundered Mechanicum slightly shift their positions.
As the first two Sundered Knights smash into the Imperialists a third Sundered Knight and a Lightning arrive on the battlefield.
The Dark Mechanicum Eversor and Rust Stalkers hit the Iron Warriors hard, stealing the initiative and putting them on the back foot. They take a phenomenal amountof fire power before they are finally brought low.
The Alpha Legion and their Imperial Army allies spring a deadly trap! Having secretly made alliances with the Secessionists they turn on their erstwhile allies.
Having made considerable headway towards the Scions the Thousand Sons find themselves with enemies both in front of and behind them.
The Scions of Guilliman, Thousand Sons and Dark Mechanicum doing the bulk of the fighting are soon joined by the fresher Iron Warriors, Alpha Legion and Sundered Mechanicum.
Not to be left out the Iron Warriors and Sundered Mechanicum attack each others forces whilst advancing on the centre.
As The Imperial Army/Alpha Legion devastate the Thousand Sons. Who although attacked on all sides do some serious damage in return, not the least of which is bringing down a Sundered Knight! In a final opportunistic act of calculated spite the Alpha Legion blasts the Coniugatorii.
Realising the time was right the Imperial army Valkyrie drops of some Army Scions in the centre. The Sundered Mechanicum Skitarii take the central point. In a final act of calculated betrayal the Dark Castellax turn on and destroy the Thousand Sons Assault squad, before resuming their march to the centre ground.
The Scions forces are largely spent in the fight against the Dark Mechanicum make a final push doing what damage they can. With aircraft zooming all around the Dark Storm Eagle laden with fresh Skitarii Land amongst the rubble of the centre ground to take the last point.
With the Dark and Sundered Mechanicum controlling 2 of the 3 points and with the most forces in the centre ground the Martian Mechanicum tenuously declares its reunification and claims victory!
The Coniugatorii, his ruined form buried under the rubble of the ancient facility continued to read his data-feed as the Mechanicum battle data was fed to him. The Thousand Sons, staunch allies of the Dark Mechanicum's quest for knowledge regardless of the price had fallen prey to the schemes of the Alpha Legion and and the calculated treachery of the Dark Mechanicum. The Scions of Guilliman and Iron Warriors had bled themselves badly and been left out of position by the Dark and then the Sundered Mechanicum, unwittingly drawing the fractured halves closer together. As his vital fluids left him the Coniugatorii reflected that another being might be terrified at dying, or proud that their plans had come to fruition, not so a Priest of the Mecanicum, for long ago had he had such weaknesses surgically removed. As the datafeed slowly flickered and died he simply was, and then he was no more, the dust and debris forming what might be a rough smile over the ruined tubing, lenses and grills that had made up his ruined face.
Monday, May 4, 2015
Martian Schism, game 2 scenario
Armies:
Players may choose to use an Unbound army or use any of the Age of Darkness Force Organisation Charts. If a player wishes to use a Rite of War they must use the Age of Darkness Force Org. Chart.
Each player will have 3000pts.
Deployment:
The game will be played on a 6'x8' table. The centre 2'x4' will be the objective. 6 markers will be placed, each one an equal distance from the two either side of it and from the central objective. Players then deploy within 12" of their marker.
Scout, Infiltrate and Outflank will work as normal.
Mission Special Rules:
The game is a 6 player free for all but will have rough alliances and will affect the allies matrix. Here is the starting "alliances"
Imperialists: Alpha Legion, Thousand Sons, Dark Mechanicum
Secessionists: Scions of Guilliman, Iron Warriors, Sundered Mechanicum
Martian Mechanicum: Sundered and Dark Mechanicum
These alliances do not stop you from attacking anyone but it would be wise not to make a friend into an enemy.
New alliances can also be forged during the game (which may positively affect the allies matrix).
Victory conditions:
The centre 2'x4' will be the objective area. Within this area will be 3 equally spaced markers.All units are scoring, except Zooming Flyers and Swooping Flying Monstrous Creatures. There are no secondary objectives.
-1VP unit is in the objective area
-2VP if a unit is in the objective area and within 3" of a marker.
Battle for Mars:
This mission will decide the appearance of the map for the Battle for Mars.
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