Showing posts with label Eradication Rules. Show all posts
Showing posts with label Eradication Rules. Show all posts

Thursday, May 12, 2016

The Grand Battle of Forgeworld Sarum

As Guilliman's Imperium Secundus spread across the former Ultima Segmentum of the Imperium of Man more and more worlds turned to the benevolent rule of the Warmaster, rather than the uncaring rule of the distant Emperor of Mankind.  Not all worlds joined the Imperium Secundus so willingly however.   Many often vital worlds had to be brought to heel, shown the might of Guilliman's empire  before enjoying the benefits it brought.
The raging Battle for Mars and the reunification of the Dark and Sundered Mechanicum into a singular independent entity, the Martian Mechanicum, demonstrated to all the importance of shoring up their supply lines.  In light of these events Guilliman ordered the attack on Forgeworld Sarum.  Not willing to let such a vital asset fall into the hands of the Warmaster, Magnus the Red, Primarch of the Thousand Sons sent a force of his own.  Thus began the Grand Battle of Forgeworld Sarum.

The first battle of Sarum saw 2 knightly households take up arms alongside the Ordo Cybernetica and Skitarii Legions in defense of the forgeworld.  Arrayed against the Mechanicum forces were a combined force of various Imperialist Legions and Militia units and even Freeblade Knights. 

Such were the vast numbers sent by Magnus that they were easily able to outflank the smaller tighter spearhead of the Knights formation.

The Skitarii hold the line as the Knight households rush forward to meet the well dug in Imperialists.

As the 2 Knightly Households push into the Imperialists a second larger force of Secessionists attacked elsewhere in the Mechanicum's defense line.  The additional forces require the deployment of a fearsome Reaver Titan, supported by yet more knights from the two households.

Already hard pressed by the Imperialists the Mechanicum forces choose once again to marshal their strength on a narrow front, yet again being outflanked by the massively numerically superior Secessionist forces.  

The second battle of Sarum pits the Collegia Titanica, Knightly Households and a much more limited number of Skitarii and Cybernetica cohorts against the assembled Legions of the Secessionists and various Militia forces from across the fledgling Imperium Secundus, under the command of the Ultramarines.

The mighty God Machine unleashes its righteous praise to the Omnissiah in a swirling Maelstrom of death and destruction wrought by its many devastating weapons.  Beneath the Titan's gaze the Knights set to their enemies.

The Secessionist forces unleash a withering hail of firepower as their superior aerospace assets dominate the skies.

Although few in number the Mechanicum forces wield devastating weaponry making each warrior more than a match for even the mighty Legionnes Astartes


The focused fire of the Secessionists is able to bring the mighty Reaver Titan low!  The concentration of fire did leave relatively little fire being brought to bear on the Knights however, who caused staggering losses on their enemies.

The blasted ruin of the God Machine of the Collegia Titanica even in its death throws managed one last act of spite crushing a Militia Baneblade beneath its colossal form!
A Militia heavy weapons trooper surveys the cataclysmic scene unfolding ahead of him.  if these are not mankind's darkest days he ponders what could still be to come?

This was yet another report that I completely forgot about (I think that is the last of the forgotten battles).  Details are roughly as I remember them and what I could gather from the pictures (of which there aren't as many as I'd like).  Some details weren't really important to add given the pictures above but I'll add here for interests sake.
-The Imperialists/Secessionists could outflank 1 super heavy and 3 tanks per turn
-The Imperialists/Secessionists had unlimited respawns of tanks and super heavies (I think it was only those) and infantry for their trenches so long as the trenches had any infantry in them.
-The Reaver Titan got killed in turn 1 or 2 in the second game so it got to respawn too (since some tool forgot to bring it on day 1)
 -All vehicles doubled any form of movement they could perform so we could better make use of the 12' long (I think) table.
-The game was meant to be a spectacle so no real winner could be determined although it flt pretty balanced with crazy fast knights vs unlimited tanks and super heavies
-Originally the game was meant to be Knights vs Superheavies, but a few players dropped out at late notice leaving us with a severely reduced number of super heavies.  Hence the respawns.

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

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.

Sunday, February 22, 2015

Rules for the 1st Eradication Era



The following rules will apply to the Eradication Era as a whole.

Heroes & Villains and Badass Bolters

Legiones Astartes Thousand Sons

Scions of Guilliman Emissaries

Secession Allies Matrix

Rite of War: Thunderous Strike

7th edition and the Secession

The Army Lists players can choose from are:

Space Marine Legion Crusade Army List
-a player must pick one of the 18 Legions
-if your legion does not have a 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

Skitarii**

Cult Mechanicus**

Imperial Knights***


*Codices may be removed from this list as and when FW does an equivalent army list.
**All of these are separate lists so will need to be taken as formations (which can be found in the Cult Mechanicus and Skitarii codices) or as allies to the other forces
***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 formations, special rules, warlord traits, etc are unique to each list.  You will have to choose which list your army is chosen from.

Unbound Lists, Leviathan & Onslaught force org charts, Lords of War and Extreme Lists

Unbound lists are perfectly acceptable.  Please note you cannot take a Rite of War in an unbound list

  If you are using an Unbound list, the Leviathan or Onslaught force org charts or any Lords of War you must forewarn your opponent so that they have a chance to adjust their army to deal with the threat.  Preferably give them some idea of what they are facing too.

If your army list is heavily focused around a certain unit type that can be extremely difficult to deal with then you should forewarn your opponent so they can adjust their list appropriately.
Examples of this include (assuming a game of 3,000pts):
-3+ flyers
-3+ Front armour 13+ vehicles
-4+ units of "Marine Killers"
"Marine Killers" are units where every model is equipped with AP2/3 ranged weapons.  These would include:
-Support Squads with the following weapons: Plasmaguns and Meltaguns
-Heavy Support Squads with the following weapons: Plasma Cannon, Lascannon, Multimeltas or Missile Launchers
-Predators or Leman Russes where each tank had 3+ AP2/3 weapons
-Iron Warrior and Ultramarine Terminator squads where all troopers have Cyclone missile launchers
-any model with an AP2/3; 5" blast (or larger); and the Ignores cover special rule


Thursday, February 19, 2015

Legions, Players and Allies (Eradication era)

This post is to get all the information together in the one spot, so we will have which Legions are what, where, who is playing them and who they will ally with.


Please note that "Player" refers to the player who has declared for that Legion, people are free to play any Legion they like.

Warzones will be updated in the next few weeks.

*An asterisk denotes the primary player of a Legion

 
Legion
Loyalty Player Warzone Other
I
Dark Angels Imperialist Shadowolf*
Aven
 
Lion and Drake

Paladin

III
Emperor's Children Secessionist Rob

Unassigned

IV
Iron Warriors Secessionist Onyx Battle for Mars

V
White Scars Imperialist Snowman Deliverance Lost Khorne
VI
Space Wolves Secessionist

Unassigned



VII
Imperial Fists Imperialist
Secessionist
Brother Syth*
Lord Pants
Dissent in the Ranks



VIII
Night Lords Imperialist Scotsman Enter the Darkness

Nurgle
IX
Blood Angels Secessionist

Unfavoured

X
Iron Hands Imperialist Frosthammer*
Ironknight


Fall of the Iron Hands
Tzeentch
Tzeentch
XII
World Eaters Secessionist Teddles22
Slaanesh
XIII
Scions of Guilliman Secessionist Steelesamurai
Battle for Mars


XIV
Death Guard Secessionist Teddles22



XV
Thousand Sons Imperialist Sanguis Battle for Mars

XVI
Luna Wolves Secessionist



XVII
Word Bearers Imperialist

Battle for Mars



XVIII
Salamanders Imperialist Tiges Lion and the Drake

Paladin

XIX
Raven Guard Secessionist Lastakodo Deliverance Lost Unfavoured

XX

 -


Alpha Legion

Martian Mechanicum

Secessionist


Independent
Ratt

Snowman
Lastakodo


Battle for Mars

Battle for Mars
Battle for Mars


Paladin







Wednesday, October 1, 2014

Badass Bolters


Badass Bolters
Anyone who has played in our larger games will probably have noticed that we tend to bring alot of bolter armed Legionnaires to the table.  We also tend to have alot of survivors, generally armed with bolters.  This seems rather unfitting from the fluff point of view that the bolter is one of the most potent standard weapons in the setting and that they seem so damned effective in the stories, but not on the tabletop.  So the Badass Bolters house rule is in effect.
Game Effect
Any "Bolter" type weapon; including but not limited to: bolters, bolt pistols, comb-bolters (only the bolter portion), heavy bolters, maxim bolters, mauler bolt cannons, vulkan mega bolters, and anyother "bolt" type weapon* gain the following rule:
Mass Reactive Shells
This weapon may change its AP to AP-.  If it does so the enemy model recieves a -1 to its Sv.

eg. a marine squad fires its bolters at a recon squad in recon armour (Sv4+).  They may either use their AP5 or change to AP- to give the Recon Marines a -1Sv bringing them to Sv5+.  Since the bolter is now Ap- the recon Marines roll their Sv vs 5+.

*Any bolt weapon using alternate ammunition rules do not gain the Mass Reactive Shells rule

Saturday, July 5, 2014

7th Edition and the Secession

This post will act as a rough FAQ for how 40k 7th ed and the Horus Heresy rules overlap. So feel free to post here any questions you have regarding the new rules and the campaign. You are welcome to suggest answers to your questions but don't get disappointed if I don't use them.

Q&A

Q: Can I take an Unbound army?
A: Yes, but you need to forewarn your opponent that you will be doing so. I would also recommend giving them a general idea of the theme of your force so they can prepare somewhat (no one will enjoy taking on a pure landraider army with an anti-infantry force etc).

Q: What Command Benefits do the "Battle is in the Age of Darkness Force Organisation Charts" get?
A:No command Benefits are used in the Secession.

Q: What rules are we using for Super Heavy Vehicles, D weapons and Apocalyptic Blasts?
A: in normal games use the rules as presented in the 7th edition rulebook, in Apocalypse games use the rules as found in the Apocalypse supplement. Alternatively use the optional rules for D weapons found in Legiones Astartes Crusade Army List book.

Q: Which psykers can take Daemonolgy (Sanctic or Malific)?
A: During the Betrayal, Eradication and Masscre Eras only models with 'Burning Lore' can use Daemonology (either).  This is currently limited to Psykers with the Legiones Astartes (Word Bearers) or Legiones Astartes (Thousand Sons) special rules, or Imperialis Militia/Cults Rogue Psykers.

Q: What happens if a model suffers Instant Death from an attack with the Deflagerate rule?
A: The target unit suffers an additional number of hits equal to the number of wounds the character had remaining.