Wednesday, September 9, 2015

Reinforcement - Battle for Mars phase 2


The war on Mars rages on. Vulkan has brought his Legion to reinforce those brothers that remained on Mars. The  Word Bearers, under Lorgar have assembled a colossal force to add to the struggle on Mars.

Factions
Each player's force is part of one of 3 factions:
The Imperialists
The Secessionists 
The Mechanicum

Assigned Forces
Imperialists
Thousand Sons (Scattered Legion)
Salamanders (Combat Ready)
Word Bearers (Combat Ready)
Secessionists 
Ultramarines (Combat Ready)
Iron Warriors (Combat Ready)
Alpha Legion (Combat Ready)
Mechanicum
Sundered Mechanicum (Unstoppable Horde)
Dark Mechanicum (Unstoppable Horde)

Victory
After winning a game the victor must pick one of the results below, roll a dice on a 3+ the result takes effect (all enemy or empty territories must be adjacent to a friendly territory):
Sabotage uncapture an enemy territory
Fortify build a structure on a friendly territory
Conquest capture an empty territory
Explore add an empty territory to the map
Overwhelm take an enemy territory*
* can only be chosen by an Unstoppable Horde

Structures owning players may make a 4+ save to stop an enemy from using Sabotage or Overwhelm against the territory with the structure.  Structures are destroyed when they are successfully Sabotaged or Overwhelmed.  In addition friendly or unclaimed territories adjacent to the structure have a 6+ save against Sabotage, Overwhelm or Conquest. 

Combat Effectiveness
Each player's force has a combat effectiveness that will affect their Victory
Combat Ready no bonuses or penalties
Scattered Legion +1 to Sabotage and Fortify; -1 to Expand (Structures only give a 5+ save to the territory with the structure on it)
Forces are Scattered Legions if they control less territory than the number of forces assigned to Mars, certain circumstances my also Scatter a Legion. 
Unstoppable Horde may choose to Overwhelm; -2 to Sabotage and Conquest
Forces are Unstoppable Hordes if their Faction controls 1/3 of the map and/or there are 6 forces assigned to Mars for that faction.
Off Worlders +1 to Explore; -1 Conquest and Fortify
Any force not assigned to Mars.

Treachery!
Should 2 players of the same faction fight one another then their faction will immediately lose 1 territory.  After this is resolved proceed through the normal Victory

Tuesday, September 8, 2015

Heroes and Villains

We will be using the Character Progression rules found in Conquest (pg.214-220) with some minor changes.

Each player can make up to 2 heroes/villains per force they play.  A force in this case is: any Legion(s) a player uses, the Mechanicum, Solar Auxilia, Imperialis Militia/Cults.  If one of a player's current Heroes or Villains becomes a Fatality then they may make a new one.

Players may field a maximum of 2 heroes/villains in any army of 4,000pts or less, unless otherwise stated in the Scenario. 

All Heroes and Villains progress must be tracked on the Not Enough Orks forum, as should the status of Lost Relics.  At the start/end of each sub-era all characters will be updated on the blog.

Creating a Hero/Villain
*Select a Non-Unique HQ Independent Character
*Select Wargear and Options for the character these can never be changed (except command units and dedicated transports)
*Select a Warlord Table and roll 3d6 (rerolling doubles) pick one of the results.  The character will use that warlord Trait from then on.
*add +20pts to the cost of the character
*Roll once on one of the Character Advancement Tables (Conquest pg.218)
*Name the character (appropriately) and give a short amount of background (2-3 sentences will do)
*Select which Warzone the Character is assigned to.

Relics of the Dark Age of Technology
Heroes or Villains may use Relics of the Dark Age of Technology.  If the Hero/Villain is removed as a Fatality then the Relic is lost to that player.  To regain use of that Relic they must win a Relic Hunt mission (Conquest pg.228).  Relics can be found in Conquest pg.223-227

Advancing Heroes and Villains
Each game played gains the character two advances if they win or one advance if they lose or draw.  For each advance pick one of the advancement tables below and roll a D6
Characteristic Increase
Command Advance
Morale Advance
Melee Advance
Movement Advance

Characteristic Increases must be accepted unless a character has reached the limit for that characteristic.  Other advances can be rerolled if a duplicate result is rolled.

Injury
After a battle you must roll to see what happens to any Heroes and Villains that are casualties.  The roll is modified as follows:
-1 if the character Fell Back off the table
-1 if the character was caught in a Sweeping Advance
-1 if the character was killed during a Tank Shock (including Death or Glory)
+1 if the character was killed in a Challenge
+1 if the killing blow had Instant Death
+1 if the killing blow had the Destroyer rule

Injury Table
D6  Result
1-2  Survived  The character suffers no lasting injury and can be used as normal
3     Shaken  -1Ld in the characters next game
4     Wounded -1 Wound in the character's next game  
5     Captured The character is captured by the enemy.  You must play a Liberation mission (Conquest pg 221) to free the character, not playing the Liberation mission or failing the mission results in the character becoming a Fatality*
6+   Fatality  The character being slain or so heavily wounded they must withdraw from the Warzone. They are removed from the campaign

Primarchs and Special Characters
Warzones
Primarchs and Special Characters are assigned to warzones in the same manner as Heroes and Villains.  If a Legion is assigned to only one Warzone all of the Legion's Special Characters and Primarch are assumed to be at that warzone.
Injury
Primarchs may roll 2 dice and pick the lowest when rolling for injury.   If Special Characters or a Primarch are captured roll a dice on a 4+ they escape but will play their next game with -1 Wound and -1 Toughness.

Rules of the 2nd Eradication Era (September 2015)

 Here are the new generic rules for this round of the Eradication Era.  These supersede previous rules changes.

Army Selection 
Army selection will now fall more directly in line with the Forge World Horus Heresy rules.  These rules only apply to games of 3,000pts or less, for larger games agree with your opponent how you wish to handle army selection
Force Organisation Charts 
Players should use the Battles in the Age of Darkness Force Organisation Chart (found in Betrayal pg.184; Massacre pg.166; Tempest pg.159; Crusade Army List pg.10).
Players may also use the Onslaught, Leviathan or Castellan Force Organisation Charts (Massacre pg.166-167; Crusade Army List pg.10-11).  Alternatively you may use an Unbound list.  In either of these instances double check that your opponent is happy to play against that list.
Rites of War
An army may only use a Rite of War if it is using the Battles in the Age of Darkness Force Organisation Chart.  A Primary Detachment may only take 1 Rite of War, Allied Detachments may take a Rite of War if they contain a model with the Master of the Legion special rule and if the allied force is worth atleast 1,000pts.
 Master of the Legion
Please note you may only have 1 Master of the Legion per 1,000pts.  All Praetors and Primarchs have the Master of the Legion Special Rule.
  Relics of the Dark Age of Technology
Only a Heroes or Villains may use Relics of the Dark Age of Technology if the Hero/Villain is removed as a Fatality then the Relic is lost to that player.  To regain use of that Relic they must win a Relic Hunt mission (Conquest pg.228).
  Scoring Units
The only units that count as scoring are Troops (not including Dedicated Transports or Troops mounted in a Dedicated Transport), models with a special rule conferring Scoring status to the unit (such as Implacable Advance), or models that gain Scoring status from a scenario's special rules.
All units count as Denial Units.
Army Lists
Any of the Army Lists presented in the Horus Heresy book series may be used, these are summarised below:

 Space Marine Legion Crusade Army List
-a player must pick one of the 18 Legions
-if your legion does not have a specific Legiones Astartes rule then they may choose Stubborn or Furious Charge

Taghmata Omnissiah Army List**
-you may also use the Legio Cybernetica and Ordo Reductor Lists

Questoris Knight Crusade Army List***

Solar Auxilia Crusade Army List

Imperialis Militia and Cults Army List

The following 40k Codices* can also be used (some might have some limits):

Chaos Daemons
-this isn't entirely relevant just yet, but this will be the source of all your Daemonic needs

Officio Assassinorum
-Each Assassin is bought as a single Elite slot in the Primary Detachment.

Skitarii**
-If using a pure Skitarii list you may take a single Magos Prime as a HQ choice.  The Magos has the Doctrina Imperatives special rule and access to all equipment options from Codex Skitarii in addition to its normal options.  The Magos may not select a High Order of Technoarcana.

Cult Mechanicus**
-Canticles of the Omnissiah applies only to units chosen from the Cult Mechanicus list.

Imperial Knights***

*Codices may be removed from this list as and when FW does an equivalent army list.
**The Taghmata Omnissiah, Skitarii and Cult Mechanicus are all considered to be a single army list and may be freely chosen from.  No formations or alternate Force Organisation Charts may be used
***Knights may be freely mixed between these two lists, so the Imperial Knights may take a Lancer or a Questoris list could take a Gallant.  However special rules, warlord traits, etc are unique to each list.  You will have to choose which list your army is chosen from.  No formations from Codex Imperial Knights may be used.

Additional Rules
The following rules will also be in effect:
Heroes and Villains
Secession Allies Matrix 
Badass Bolters 
Legiones Astartes Thousand Sons
Rite of War: Thunderous Strike
Scions of Guilliman Emissaries
7th Edition and the Secession