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

Monday, May 30, 2016

Legions of the Massacre

Here is the relevant information about which forces belong where.  


Legion
FactionPlayer
Notes
I
Dark AngelsImperialistShadowolf
Paladin

III
Emperor's ChildrenSecessionistRob




IV
Iron WarriorsSecessionistOnyx


V
White ScarsImperialistChops
Khorne
VI
Space WolvesSecessionist




VII
Imperial FistsImperialist
Secessionist
Lachdannan
Lord Pants



VIII
Night LordsImperialistScotsman
Nurgle
IX
Blood AngelsSecessionist

Unfavoured

X
Iron HandsImperialist
Ironknight
Frosthammer

Tzeentch
Tzeentch
XII
World EatersSecessionist

Slaanesh
XIII
Scions of GuillimanSecessionistSteelesamurai


XIV
Death GuardSecessionist



XV
Thousand SonsImperialistSanguis


XVI
Luna WolvesSecessionist



XVII
Word BearersImperialist




XVIII
SalamandersImperialistTiges
Paladin

XIX
Raven GuardSecessionistLastakodo
Unfavoured

XX

 -

Alpha Legion

Mechanicum

Unaligned

Martian
Mechanicum
Ratt

Chops
Lastakodo

Untrusted




 Factions
Imperialists- the Legions of the Dark Imperium and its Emperor
Secessionists- the Legions of the Warmaster fighting for Imperium Secundus
Martian Mechanicum- the Independent Empire of the Mechanicum of Mars
Unaligned- Due to their actions and seemingly fickle and random changes Unaligned forces are independent to the greater powers.


 Notes
Paladin- An order of Imperialist Legions that refuse to deal with darkness and daemons.
-Paladins may never use Daemons, Maleific Daemonology psychic powers.  They also receive a free Astropath (rules will be provided and linked to in a future post) which they must take.
Followers of the Chaos Gods-  The Legions with the name of a Chaos God next to them are followers of that god.  They have a Cult unit dedicated to that god and may take Daemon allies that are  aligned with that god.
Unfavoured- These Legions were cast out of the Imperium by the Emperor's command and can never again be Imperialists
Untrusted- These forces have by choice or by their actions turned away from everyone else seeking their own agenda.  In games they may choose to play as either Secessionist or Imperialists.  In multiplayer games after sides and points have been decided they may choose which side to join, although they may attack and be attacked by any force on the table.
Blackshield armies are also considered Untrusted

Allies
We will be using the Secession Allies chart show below rather than the Allies chart in the Forgeworld Horus Heresy books. (note the Thousand Sons should swap the status of the Raven Guard and Salamanders, this will be corrected when I have time).


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.

Monday, April 27, 2015

Warzones of the Eradication Era


The Battle for Mars
The war for Mars rages on, the Mechanicum fighting for the sovereignty of Mars whilst the Legions fight for a vital staging point for further conquest and to secure munitions and materiel.  Ever more Legions are drawn to the struggle as the fate of the red planet, the Imperium and Imperium Secundus hang in the balance.

We also have the following mini-campaigns in effect:
The mini-campaign games do not effect the Battle for Mars map.

Dissent in the Ranks
The Imperial Fists civil war on their home world of Inwit

Deliverance Lost
The White Scars assault on the Raven Guard in an attempt to purge the legion, fought on Deliverance.

Fall of the Iron Hands
Following the Iron Hands on their descent into worship of Tzeentch.

Lion and the Drake.
The trials of two Legions with the strongest bond, the formation and collapse of the Paladin order

Between a Forge and a Hard Place.
Substantial forces of Iron Warriors and Iron Hands meet in one of the bloodiest conflicts of the Secession.

Enter the Darkness
Guilliman has tasked the Alpha Legion with the destruction of the Night Lords, a thousand skirmishes on a thousand worlds as each Legions seeks to tear the other apart.

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

Monday, July 7, 2014

Masters of the Unification Directive

For those who remember Ratt ran a small 500pt mini campaign called the Unification Directive between the Great Crusade and Betrayal eras.  Ratt and I had discussed the winner gaining a bonus in the Betrayal era.  Sadly I had totally forgotten about this until I was reminded about a week ago.

Tiges' Salamanders gain a 15% points increase to all* games in the Betrayal era.

Tiges' 500pt Unification Directive army.

*I mean all games
In the Martian Rebellion he will have 863pts
Standard Games he will have 2875pts
In the Isstvan III Legendary games he will have 3450pts

Void War

Wars in the 31st Millennium are fought in all manner of unbearable conditions.  Possibly the worst of which are those battles in space, on battlefields with little to no atmosphere or gravity, where event the most minor of attacks can spell certain doom.  Whether on the hull of a space craft, through a breach in its hull, on an orbital platform or a small asteroid base void battles are by far the most dangerous theaters a battle can take place in.

Void War is a minor set of adjustments to regular games fought in the Secession to help mix games up a bit and to provide an extra dimension into the game.  The core rules should always be used for Void War games, with players agreeing to use any Additional rules they like.

Core rules
All weapons in a void war have the Rending special rule.  Any weapon that already has the Rending special rule will instead Rend on a 5+.  Models with hardened armour or a 2+ save are unaffected by this rule.

All blast weapons also gain the Pinning special rule.  Any weapon that already has the pinning special rule gives a -1 to the pinning check.

All Difficult terrain will also count as Dangerous terrain as well.

Additional rules
Exploding Terrain
Any cover saves taken that result in a '1' cause an extra D3 AP- auto wounds.  Representing the added danger of shrapnel in space.

Airless Void
Any model without a helmet has its Sv reduced by 1.

Faster Run
All models may run an extra D6" (so roll 2d6 and add them together), if any dice on a run comes up as a '1' then all the models in the squad must make an armour save, vehicles take a glancing hit.

Open to the Void
Have areas of the table be Impassible terrain to reflect that there is no ground there.  Skimmers, Flyers, Jetbikes, Jump troops and Jetpack troops may traverse it as normal (no dangerous terrain test needed).

Passages of Death
Due to how little of a table Space Hulk corridors cover treat all of them as open ground, with the gaps being Impassible (ignore penalties for Jump, Jetpack, Jetbikes or Skimmers) and all LoS is unblocked.  However each room or corridor section that a shooting attack, or witchfire psychic power, passes through gives +2 to a models cover save.

Extermination also has some nifty Void Battle rules for Zone Mortalis games.

 Horus Heresy: Shadows of Treachery cover.

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.

Legiones Astartes Thousand Sons

The Thousand Sons are one of the Legions hit hardest by the lack of their Legiones Astartes rule, given that it will probably give them all of their sorcery.  On that note here are some rules to allow thousand sons to have some psychic fun.  Once Forgeworld makes the actual Legiones Astartes (Thousand Sons) this rule will become obselete.

Legiones Astartes (Thousand Sons)
All units with  Legiones Astartes (Thousand Sons) are Stubborn.

Any unit may replace Stubborn with the Brotherhood of Psykers (mastery level 1) rule for 10pts per unit. 

Independent Characters (except Consuls) may replace Stubborn with the Psyker rule for free.  Psykers must buy up to 2 mastery levels for 15pts each.  Any psyker may purchase a Force weapon for 25pts.

Thousand Sons Librarians may replace Stubborn with a 1 Mastery Level for free, this allows them to go to Mastery Level 3.

Thousand Sons Psykers and Brotherhood of Psykers may choose from the Telekinesis, Pyromancy or Divination disciplines.

Any model with the Psyker or Brotherhood of Psykers rule counts as a Psyker for the purposes of the Edict of Nikaea and as such should be declared as a restricted unit. 

The Burning Lore and Brotherhood of Sorcerers
The Thousand Sons whilst having a greater understanding of the mysteries of the warp than almost anyone else in the Imperium are still somewhat limited in their knowledge.  As such they tread down a dark path in some cases knowingly, in others unwittingly.  Instead of taking the rules as given above Thousand Sons may use the rules below.  This can be decided on a unit by unit basis.
 
Any unit may replace Stubborn with the Brotherhood of Sorcerers (Mastery Level 1) rule for 10pts per unit.

Independent Characters (except Consuls) may replace Stubborn with the Burning Lore rule for free.  Models with Burning Lore are Psykers and must buy up to 2 mastery levels for 15pts each.  Any psyker may purchase a Force weapon for 25pts.

Thousand Sons Librarians may replace Stubborn with Burning Lore and get 1 Mastery Level for free, this allows them to go to Mastery Level 3.

Thousand Sons with Burning Lore and Brotherhood of Sorcerers may choose from the Telepathy, Biomancy or Daemonology (sanctic or maelific) disciplines.

Any model with the Burning Lore or Brotherhood of Sorcerers rule does not count as a Psyker for the purposes of the Edict of Nikaea, however they such should still be be declared as a restricted unit. 


Unfortunately I don't know to whom the credit for this image goes, please let me know if you know.

Posting Game Results and Campaign Points

Each game has a certain amount of information that players will need to keep a record of.  The campaign will be split into a series of rounds with each round being 2 weeks long.  Results are to be posted on the Notenoughorks forum.  Each results' thread will have a summary of the results so far and will explain how players earn points.

Players are welcome to put up fluff, battle reports and pictures about their games and exploits on either the blog (just ask me for posting rights) or on the forums.  Not in the results threads though.

Player Name; Legion; Victory, Draw or Loss:
Opponent Name; Legion; Victory, Draw or Loss:
Warzone:
Restricted Units*:

*Restricted Units are units that have some restriction upon them, these include but are not limited to:
-Psykers (except White Scars Stormseers, Space Wolf Rune Priests, Astropaths and models with Burning Lore).  Even Secessionist players should note if they use psykers.
-Cult units for Iron Hands, White Scars, Night Lords and World Eaters.
-Scions Emissary Squad
-Some players will also have specific units that they are required to take or are restricted from taking or opponents they are restricted from fighting.  Players will be notified on a case by case basis where this is appropriate.

Campaign Points (CP)

 Players will earn campaign points during the campaign to track overall success in various warzones, who is the bestest and other such nonsense.  Campaign Points are typically achieved through victory in battle but there are additional circumstances that will grant bonus points.

Points break down:
-Legion Victory: 2CP
-Fighting in the correct warzone: 2CP
-Battle Report 1CP
-Fluff 1CP (At least 1 paragraph. It doesn't have to relate to specific games and I would like a chance to vet it first.  Max 1pt per round)
-Playing as Xenos 1CP*
-Any Legions playing against Xenos or an Isstvan III mission 1CP**
-game played at TGA or Northern Gamers 1CP
-play a multiplayer game: 2CP
-win a multiplayer game: 1CP


Xenos in this instance includes the following armies:  Adeptus Mechanicus, Imperial Army (using the Astra Militarum codex), Chaos Daemons, Eldar, Dark Eldar, Orks, Necrons, Tau Empire and Tyranids.  The army may not have a Legion ally.  Games vs Xenos are never played in a warzone.

*A Legion player that plays a game as a Xenos army gets a flat 1CP (they cannot gain bonus points for any reason). A player cannot score more CP playing as Xenos than the number of games they played as their Legion in a round.  eg. 3 games as xenos gives you 3CP, but if you only play  2 games as your Legion then you can only claim 2CP.

** Any Legion can play against a Xenos army or play one of the Isstvan III missions from Betrayal to gain bonus points.  If you play an Isstvan III mission your warzone is automatically Isstvan III.

Legions, Allies and Players (Betrayal 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.  
*An asterisk denotes the primary player of a Legion
A name in brackets is a player who may or may not still be in the campaign
 
Legion
Loyalty Player Warzone Other
I
Dark Angels Imperialist Shadowolf

Paladin

III
Emperor's Children Secessionist J4ck Isstvan III

IV
Iron Warriors Secessionist Onyx Battle for Mars

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





VII
Imperial Fists Imperialist
Secessionist
Brother Syth*
Lord Pants
Inwit
Inwit



VIII
Night Lords Imperialist Scotsman

Nurgle
IX
Blood Angels Secessionist (Callum) Isstvan III Unfavoured

X
Iron Hands Imperialist Frosthammer*
Ironknight


Tzeentch
Tzeentch
XII
World Eaters Secessionist Teddles22 Isstvan III Slaanesh
XIII
Scions of Guilliman Secessionist Steelesamurai Isstvan III
Battle for Mars


XIV
Death Guard Secessionist




XV
Thousand Sons Imperialist Sanguis Battle for Mars

XVI
Luna Wolves Secessionist (Daexcitedginganinja) Isstvan III

XVII
Word Bearers Imperialist





XVIII
Salamanders Imperialist Tiges

Paladin

XIX
Raven Guard Secessionist Lastakodo Deliverance Lost Unfavoured

XX
Alpha Legion Imperialist Ratt Battle for Mars Paladin





Sunday, June 29, 2014

Scions of Guilliman Emissaries

In the lead up to his betrayal at Isstvan III, Guilliman sent retinues to his brother's legions in an attempt to sway them to his cause.  Each Legionnaire was utterly loyal to the Warmaster and his vision of the future.  These retinues were not tasked to sway the Primarchs but the legionnaires.  Assigned to fight alongside their brother legionnaires they would bring the Warmaster's ideals to the Legions so that the legionnaires would bring the ideals to their Primarchs.

Any player can take the following squad in a Legion primary detachment:


 Scions of Guilliman Emissary Squad
Rules: they are a Veteran Tactical squad as per the rules in Betrayal, but have a base cost of 110pts
For the Warmaster!: this unit has the Objective Secured command benefit.
Veteran Tactics: Replace this Special Rule with Stubborn
Emissaries of the Warmaster: This unit is bought as part of the armies parent list but has the Legiones Astares(Scions of Guilliman) special rule instead of the lists normal Legiones Astartes rule. The unit is treated as an ally for how they interact with other Legions per the Allies Matrix. This unit may be purchased even if Allies are not normally allowed.
Shadows of Isstvan III: The emissary squad must be listed as a Restricted unit in any games the are taken in.

 Scions of Guilliman Emissary Squad "Thiel" - Steelesamurai

Monday, June 23, 2014

Rite of War: Thunderous Strike

Due to the White Scars having such a prominent place in the Secession and proper rules for them probably being a few years away we have a new Rite of War to represent armies that are mostly if not entirely bike mounted.

Rite of War: Thunderous Strike
-Effects
*Legion Outrider Squads may be chosen as Troops or Fast Attack
*Legion Attack Bike Squads may be chosen as Heavy Support or Fast Attack
*Legion Jetbike Sky Hunter Squads may be chosen as Elites or Fast Attack

-Limitations
*Only models able to move 12" in the movement phase or start the game mounted in a transport capable of moving 12" in the movement phase may be selected.
*no fortifications may be selected.

not sure to whom the credits for this pic go, but I'm pretty sure it is from the cover of "The Hunt for Voldorius" novel by Black Library

Tuesday, June 17, 2014

Warzones of the Betrayal (Deliverance Lost)

The Betrayal era sees the Legions the beginnings of the Secession proper.  With several major warzones being fought over between the Secessionists and Imperialists at the dawn of Guilliman's Imperium Secundus.


Shortly before the events of Isstvan III the White Scars were sent to destroy the Raven Guard Legion.  Having taken it upon themselves to censure the ever erratic actions of the White Scars, the Raven Guard found themselves cast adrift, no longer a part of the mighty Imperium.  Whilst determining what course of action to take now Corax withdrew the majority of the Raven Guard back to Deliverance, this one of the Raven Guard's most tragic mistakes during the Secession.  Unbeknownst to Corax the White Scars had been sent to attack his Legion, to punish them further and to rid the Imperium of their newest enemy.  The White Scars attack was sudden and brutal. The White Scars came out of warp mid system, a freakishly dangerous action at the best of times and one that caused considerable damage to the White Scars fleet, they unleashed a terrible devastation on the Raven Guard forces which scrambled to counter attack.
 
Deliverance Lost Rules
The Legions fighting over Deliverance are:
Imperialists
White Scars
Secessionists
Raven Guard

Being one of the longer lasting fights during the Secession, Deliverance Lost will occur over several eras.

There are 3 main theaters involved in the battles of Deliverance Lost.  Players should use these theaters to help them theme mission selection, game size and terrain types.  The three theaters are:
The Desolate Moon

The moon Deliverance is a desolate and blasted wasteland punctuated by the moons defence systems and the few habdomes needed above the surface of Deliverance.  This theater would be good for larger battles and is the only theater where large numbers of tanks and larger vehicles could easily be used.  Rocky outcrops, craters, defensive weapon emplacements and limited buildings would be perfect terrain for the moon.  Planet Strike would be perfect to represent the initial landings on the moon.
The Labyrinths of Deliverance
Beneath the surface of Deliverance lies the vast network of cavernous tunnels of the old Lycaen mines.  Those mines with richer seams or further from the Raven Spire are still used as mines.  The tunnels closer in serve as armouries, storage, training and housing areas for the Legion and its serfs.  Extremely close in fighting, with limited long ranged or aerospace support would make this theater ideal for City Fights or Zone Mortalis battles.  Although larger, more open areas abound Deepstriking, Fliers, and Barrage weapons should be very heavily restricted.
Naval Battles and Kiavahr's Hives
This theater is a mix of battles fought in and amongst the Hives of Kiavahr and the various battles that took place in space between the White Scar and Raven Guard fleets.  Broadly speaking similar terrain and rules could be used for each.  Zone Mortalis and City Fights would be ideal, as would a densely clustered terrain set.  Planet Strike would work for the initial boarding actions in the space battles and the Void War rules (coming soon to a Secession blog near you!) could also be used.

Generic Betrayal Warzone Rules
Although the various Legions are assigned to various Warzones this doesn't mean that elements for their forces aren't active elsewhere in the galaxy.  As such (and so no one gets left out; and we can have some big games)  players may bring their Legions to any Warzone.  There will however be a benefit given for fighting in the correct warzone (more details in a future post).

Warzones of the Betrayal (The Battle for Mars)

The Betrayal era sees the Legions the beginnings of the Secession proper.  With several major warzones being fought over between the Secessionists and Imperialists at the dawn of Guilliman's Imperium Secundus.


Mars is without a doubt the most important forgeworld in the galaxy.  Supplying the vast majority of the Crusade fleets' materiel.  When the Emperor lifted the bans on forbidden technology, the hiccup in supplies was barely noticed.  As what would later be called the Martian Rebellions rolled on disruptions became more common.  Many Legions sent small teams to investigate and secure materiel for their respective Legions.  Before long full blown war broke out on Mars, with the Imperialists backing the Dark Mechanicum and Secessionists backing the Sundered Mechanicum.  The Iron Warriors and Scions of Guilliman knew the loss of Mars would cut the Secession off from vital supplies and an major strategic position.  The Thousand Sons and Alpha Legion sought to preserve the vast knowledge of the Mechanicum and hold the powerful forgeworld. The Thousand Sons were also desperate to prove the worth of the Librarius and over turn the Edict of Nikaea.  The Battle for Mars would prove to be one of the longest running and most vital warzones in the entire Secession.
 
Battle for Mars Rules
The Legions that are fighting on Mars are:
Imperialists
Thousand Sons
Alpha Legion
Secessionists
Iron Warriors
Scions of Guilliman

Being one of the longer lasting fights during the Secession, the Battle for Mars will occur over several eras.

There are 3 main theaters involved in the battle for mars.  Players should use these theaters to help them theme mission selection, game size and terrain types.  The three theaters are:
The Great Forges
 Dotted all over the landscape of Mars are the vast Forges and Manufactorum.  Within these Labyrinthine complexes the tech priests labour to supply the Imperium with their war material.  Cities of death battles would be perfect to represent battles fought withing the vast forges of Mars.  otherwise dense urban terrain would be most suitable.
The Plains of Mars
The vast surface of mars is dotted with ruins and wreckage of wars long past. Smaller supply stations, launching platforms, vast roadways and the few smaller forges that are on the surface of Mars litter this rocky wasteland.  This theater would be ideally suited to larger games especially ones involving lots of vehicles.  Roads, craters, rocky out crops and smaller clusters of buildings to represent supply depos or small installations are ideas for terrain.
The Orbital Platforms 
Space dockyards and supply stations this theater gives some great opportunities for odd battles.  From using the rules for Void battles (which I'll add in an upcoming post) to using corridor sets (like Space Hulk or the many available from various online sellers) to city fights or planet strikes.



Generic Betrayal Warzone Rules
Although the various Legions are assigned to various Warzones this doesn't mean that elements for their forces aren't active elsewhere in the galaxy.  As such (and so no one gets left out; and we can have some big games)  players may bring their Legions to any Warzone.  There will however be a benefit given for fighting in the correct warzone (more details in a future post).

Friday, June 13, 2014

Warzones of the Betrayal (Isstvan III)

The Betrayal era sees the Legions the beginnings of the Secession proper.  With several major warzones being fought over between the Secessionists and Imperialists at the dawn of Guilliman's Imperium Secundus.


Guilliman gathers his closest allies above the blighted world of Isstvan III.  It is here Guilliman, Horus, Fulgrim, Sanguinius and Angron openly plot against the rule of the Emperor.  Their first move to cleanse their Legions of those who show greater loyalty to the throne than to their Warmaster and Primarchs.  It is Guilliman's intention to simply strand their Legionnaires upon the world on which they now fight.  Sanguinius and Fulgrim are quick to point out that leaving an army of that size at their backs is too great a threat.  Guilliman does not hear the plans of his brothers, nor their bickering, his heart is heavy with the knowledge of what he must do.  The orders to begin the bombardment are given, soon the Imperialists in their ranks will be purged in the most ignominious way possible.  Guilliman wears a wry smile as the order spreads from his brothers to their Legions, as he alone hears Angron give the order that the Imperialists be warned of their fate.  Perhaps the Legionnaires will get an honourable death after all, a chance to stand against this Betrayal.

Isstvan III Rules
The Legions that are battling on Isstvan III are:
Scions of Guilliman
Emperor's Children
Luna Wolves
World Eaters
Blood Angels

Isstvan III will follow all the rules found in Betrayal and players are strongly recommended to use the scenarios found therein.  I will be running 3 of the Legendary battles as multiplayer events in the 3rd week, middle of the campaign and as a finale game, more details will be provided closer to the events.

When any of the above Legions fight a battle on Isstvan III their player should decide if they are playing as Secessionists or Imperialists.  It does not matter which side their opponents choose.  When players post their game results (to be detailed in a future post) they will need to add which side they played as. 

Generic Betrayal Warzone Rules
Although the various Legions are assigned to various Warzones this doesn't mean that elements for their forces aren't active elsewhere in the galaxy.  As such (and so no one gets left out; and we can have some big games)  players may bring their Legions to any Warzone.  There will however be a benefit given for fighting in the correct warzone (more details in a future post).