The first proper battle of the Deliverance Lost warzone saw the White Scars and Raven Guard fighting in the bowels of a Strike Cruiser in the early fleet battles that occurred before the planetary invasion proper. To simulate the tighter confines of shipboard combat we used the Cities of Death Rules.
The armies were roughly:
Raven Guard
Consul-Vigilator Vrael [power sword, artificer armour]
10 Tactical Marines [extra CC weapons]
6 Tactica Support [flamers, sarge w/lighting claw]
10 Assault Marines [2 power axes, sarge w/ artificer armour and twin lightning claws]
5 Terminators [assorted weapons]
2 Terantula Sentry guns [lascannon, heavy bolter]
White Scars
Consul-Librarian J'zargo[thunder hammer, artificer armour, biomancy]
15 Tactical Marines
15 Tactical Marines
15 Assault Marines [sarge w/power sword and combat shield]
5 Heavy Support [autocannons]
The scenario meant we had to "plant our flags" in as many buildings as possible, player with the most flags planted wins. A red token is a White Scars flag, blue tokens are Raven Guard flags.
Strategems:
Ammo Cache: in the building held by the Heavy Support Squad
Booby Traps: we both took these
Sewer Rats: 5x 25mm bases were used to mark the sewers the Raven Guard tactical squad and support squad could deploy from.
Deployment
Raven Guard assault marines take fire whilst both armies move out. Raven Guard Securing the right of the table and White Scars taking the left.
The Raven Guard Terminators and Vigilator Vrael are charged by the White Scars assault squad and Librarian J'zargo.
The Terminators are killed down to one survivor "The Bear" (unique heraldry coming soon) and Vrael and J'zargo are locked in a challenge.
Suddenly Raven Guard burst forth from the sewers! Will this make up for the slaughter of the Terminators?
J'zargo casts Iron Arm and gets a Warp Surge! He is now S7 and T7 with Fleshbane, Armourbane, Smash and a 3+ invulnerable save. Even with all this he only just kills Vrael. "The Bear" survives the attacks of the entire assualt squad only to have his nerve break when Vrael falls.
Things are looking better for the Raven Guard at the top of the table, with the White Scars fire base in serious trouble.
J'zargo mops up the last of the assualt squad as the White Scars assault squad starts taking the buildings on the left.
The battlefield mid-game.
Having secured the right flank the Raven Guard start planting their flags when suddenly:
The last of the Raven Guard face the White Scars. It does not end well for the sons of the Raven.
Victory for the White Scars!
Next time Round 2 results, then pics from the Red Angel Commeth.
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, August 9, 2014
Saturday, July 26, 2014
Round 1 Results
At the end of each round I'll be putting up the results from that
round so people can see where we are at, who is doing the best, etc.
Legio III; Emperor's Children; J4ck:
CP:0
Games: 0
Warzone: Isstvan III
Legio V; White Scars; Snowman:
CP: 26
Games: 5
Warzone: Deliverance Lost
Notes: Khorne
Legio VI; Space Wolves; Shadowolf:
CP: 3
Games: 1
Warzone: Unassigned
Notes: Secondary Legion
Legio VII; Imperial Fists; Brothet Syth;
CP: 0
Games: 0
Warzone: Unassigned
Legio VIII; Night Lords; Scotsman:
CP: 20
Games: 4
Warzone: Unassigned
Notes: Nurgle
Legio IX; Blood Angels; Reevesc345:
Cp: 0
Games: 0
Warzone: Isstvan III
Notes: Unfavoured
Legio X; Iron Hands; Ironknight:
CP: 29 (fluff)
Games: 8
Warzone: Unassigned
Notes: Tzeentch
Legio X; Iron Hands; Frosthammer:
CP: 8
Games: 2
Warzone: Unassigned
Notes: Tzeentch; withdrawn until further notice
Legio XII; World Eaters; Teddles22:
CP: 9
Games: 3
Warzone: Isstvan III
Notes: Slaanesh
Legio XIII; Scions of Guilliman; Steelesamurai:
CP: 11
Games: 3
Warzones: Battle for Mars, Isstvan III
Notes: Warmaster
Legio XV; Thousand Sons; Sanguis:
CP: 30
Games: 8
Warzone: Battle for Mars
Legio XVI; Luna Wolves; Daexcitedginganinja:
CP:0
Games: 0
Warzone: Isstvan III
Legio XVIII; Salamanders; Tiges:
CP: 27
Games: 6
Warzone: Unassigned
Notes: Paladin
Legio XIX: Raven Guard; Lastakodo:
CP: 19 (battle report)
Games: 5
Warzone: Deliverance Lost
Notes: Campaign Organiser; Unfavoured
Legio XX: Alpha Legion; Ratt:
CP: 21 (fluff)
Games: 5
Warzone: Battle for Mars
Notes: Paladin
Total number of games: 48
Average number of CP per game: 4.2
1st: Thousand Sons 30CP
2nd: Iron Hands (Ironknight) 29CP
3rd: Salamanders 27CP
Legio III; Emperor's Children; J4ck:
CP:0
Games: 0
Warzone: Isstvan III
Legio V; White Scars; Snowman:
CP: 26
Games: 5
Warzone: Deliverance Lost
Notes: Khorne
Legio VI; Space Wolves; Shadowolf:
CP: 3
Games: 1
Warzone: Unassigned
Notes: Secondary Legion
Legio VII; Imperial Fists; Brothet Syth;
CP: 0
Games: 0
Warzone: Unassigned
Legio VIII; Night Lords; Scotsman:
CP: 20
Games: 4
Warzone: Unassigned
Notes: Nurgle
Legio IX; Blood Angels; Reevesc345:
Cp: 0
Games: 0
Warzone: Isstvan III
Notes: Unfavoured
Legio X; Iron Hands; Ironknight:
CP: 29 (fluff)
Games: 8
Warzone: Unassigned
Notes: Tzeentch
Legio X; Iron Hands; Frosthammer:
CP: 8
Games: 2
Warzone: Unassigned
Notes: Tzeentch; withdrawn until further notice
Legio XII; World Eaters; Teddles22:
CP: 9
Games: 3
Warzone: Isstvan III
Notes: Slaanesh
Legio XIII; Scions of Guilliman; Steelesamurai:
CP: 11
Games: 3
Warzones: Battle for Mars, Isstvan III
Notes: Warmaster
Legio XV; Thousand Sons; Sanguis:
CP: 30
Games: 8
Warzone: Battle for Mars
Legio XVI; Luna Wolves; Daexcitedginganinja:
CP:0
Games: 0
Warzone: Isstvan III
Legio XVIII; Salamanders; Tiges:
CP: 27
Games: 6
Warzone: Unassigned
Notes: Paladin
Legio XIX: Raven Guard; Lastakodo:
CP: 19 (battle report)
Games: 5
Warzone: Deliverance Lost
Notes: Campaign Organiser; Unfavoured
Legio XX: Alpha Legion; Ratt:
CP: 21 (fluff)
Games: 5
Warzone: Battle for Mars
Notes: Paladin
Total number of games: 48
Average number of CP per game: 4.2
1st: Thousand Sons 30CP
2nd: Iron Hands (Ironknight) 29CP
3rd: Salamanders 27CP
Men of the Helean First
Colonel Curt Auteberry looked over the camp from his command tent.
The Halean First Regiment, Blue Company, Blue Platoon had been sent out
to investigate the reports of the forge-factories in the deserts of
Mars, or to be more accurate, the reports that they had indeed been
under attack from some of the Space Marine Legions. Auteberry sighed and
signaled Lieutenant Fairbairn to join him. It was time to begin.
Fairbairn rushed to the Lord Commissar's side.
"Colonel. Blue Squad, Red Squad, Heavy Weapons Teams Alpha and Beta, and of course, my Squad, are ready for deployment. Green Squad is currently tending to the security requirements of our camp. Heavy Weapons Teams Charlie, Delta and Echo and Special Weapons Squads Foxtrot and Golf are currently on downtime, resting for the night's Sentry duty. We await your command."
Auteberry nodded. "Send Squad Beta to our right flank, Alpha to our left. Take your Command Squad and Red Squad - set defensive positions here" Auteberry pointed to a spot on the map in front of him. "And I will take Blue Squad and make a move for our Primary Objective. If Report Two Zero Alpha is correct, Centurion Vinicius and Squad Balbus should meet us on the field. After you have secured the Primary, we will make a move for the Secondary Objective." Auteberry pointed to another location on the map.
"Sir." Fairbairn interrupted. "Begging pardon sir, who are Vinicius and Balbus?"
Auteberry looked up from the map and saw the look of confusion on the Lieutenant's face. "They are Marines of the Alpha Legion. General Banister has been in contact with the Alpha Legion, and believes that they have a similar mission to us. He personally ensured me that they will assist us to achieve our mission. Which, if all goes according to plan, will allow Red Squad to move upon the Tertiary Objective." Auteberry pointed at a third location on the map.
"Sir, are we expecting any resistance?"
"Reports indicate no less than four Legions, excluding the Alpha Legion, have been active in this region - The Thousand Sons, Night Lords, Salamanders and Raven Guard. We can of course expect to encounter a Mechanicum force if the report is correct. General Banister has declined to pass on any information as to who may or may not assist us in our mission. Centurion Vinicius will be providing the intel upon his arrival at the drop site. Now, unless there is anything else, it's time."
Fairbairn nodded. "Sir, I'll ready the men." He then saluted, and left the command tent, signalling his Squad Sergeant with a very obvious gesture indicating that his presence was required yesterday.
Sergeant Blake Hobster saluted. "Sir, are we ready to deploy sir?" Fairbairn nodded. "Very good sir." With that, Hobster whistled, gaining the attention of Sergeant Edison Michaels of Blue Squad, and Sergeant Beckett Vipond of Red Squad. Both men jogged over to where he and Fairbairn stood. Fairbairn relayed the orders the Lord Commissar had laid out. With that, Michaels and Vipond gathered their squads, whilst Hobster relayed the information to Squads Alpha and Beta. With that Blue Company set off on their Mission.
"Colonel. Blue Squad, Red Squad, Heavy Weapons Teams Alpha and Beta, and of course, my Squad, are ready for deployment. Green Squad is currently tending to the security requirements of our camp. Heavy Weapons Teams Charlie, Delta and Echo and Special Weapons Squads Foxtrot and Golf are currently on downtime, resting for the night's Sentry duty. We await your command."
Auteberry nodded. "Send Squad Beta to our right flank, Alpha to our left. Take your Command Squad and Red Squad - set defensive positions here" Auteberry pointed to a spot on the map in front of him. "And I will take Blue Squad and make a move for our Primary Objective. If Report Two Zero Alpha is correct, Centurion Vinicius and Squad Balbus should meet us on the field. After you have secured the Primary, we will make a move for the Secondary Objective." Auteberry pointed to another location on the map.
"Sir." Fairbairn interrupted. "Begging pardon sir, who are Vinicius and Balbus?"
Auteberry looked up from the map and saw the look of confusion on the Lieutenant's face. "They are Marines of the Alpha Legion. General Banister has been in contact with the Alpha Legion, and believes that they have a similar mission to us. He personally ensured me that they will assist us to achieve our mission. Which, if all goes according to plan, will allow Red Squad to move upon the Tertiary Objective." Auteberry pointed at a third location on the map.
"Sir, are we expecting any resistance?"
"Reports indicate no less than four Legions, excluding the Alpha Legion, have been active in this region - The Thousand Sons, Night Lords, Salamanders and Raven Guard. We can of course expect to encounter a Mechanicum force if the report is correct. General Banister has declined to pass on any information as to who may or may not assist us in our mission. Centurion Vinicius will be providing the intel upon his arrival at the drop site. Now, unless there is anything else, it's time."
Fairbairn nodded. "Sir, I'll ready the men." He then saluted, and left the command tent, signalling his Squad Sergeant with a very obvious gesture indicating that his presence was required yesterday.
Sergeant Blake Hobster saluted. "Sir, are we ready to deploy sir?" Fairbairn nodded. "Very good sir." With that, Hobster whistled, gaining the attention of Sergeant Edison Michaels of Blue Squad, and Sergeant Beckett Vipond of Red Squad. Both men jogged over to where he and Fairbairn stood. Fairbairn relayed the orders the Lord Commissar had laid out. With that, Michaels and Vipond gathered their squads, whilst Hobster relayed the information to Squads Alpha and Beta. With that Blue Company set off on their Mission.
The Pursuit of Knowledge (part 1)
His search began on the edge of known space, a city long ruined by some unknown invader. Centurion Nevia looked once again to his companion, they had been friends once, long before. “thiiisss waay” came Seeker Matalio's psychic voice, as always a raspy hiss in his mind. They had been working together so long that he wasn't bothered by it any-more. “furrther into the ssity” Matalio said out loud, speaking this time to the battle brothers that stood in a perimeter around him. “the pssycchic sssignal leads furrther in” the battle hardened veteran next to him nodded and began calling orders, within a few moments a full squad had formed up around him. He spoke another two names and the other squads, less experienced but no less professional, began moving cautiously into the ruins ahead of them, in less than a minute the square was empty as the silent warriors continued after the elusive signal.
Far above them Iron Lord Heifestos Cratus looked grim. He stood imposing in the command section of his battle barge, his many subordinates bustling around him. Officially he was in this emperor forsaken system to hunt down some of the miserable outcasts known as the Raven Guard and much of his Clan was doing just that, but in truth he had come searching for a mysterious psychic signal. He looked back to the pict of the planet, the insignificant dust ball of Mallis, its inhabitants dead and gone for a 1000 years. He looked back at the tactical map and frowned. It appeared that the men he had sent to investigate the signal had been engaged. He would have to do something about that, he turned walking back to his grav chair thoughtfully. An absent wave of his hand summoned a Centurion from the edge of the room. “take your men to assist Nevia at once” he said as he sat down “his mission must succeed”
Nevia ducked instinctively as heavy bolter fire stuttered out across the abandoned city. He checked the positioning of his men and the direction of the fire then activated his vox “Sergeant Malaris, analysis of that fire?” he said to the leading sergeant
the vox hummed as Malaris replied in a unemotional monotone. “single stalker class sentry currently engaging us. two squads of ranged combatants definite moving to engage, probable additional combatants melee also moving to engage. Most likely direction of attack from them is the ruined building directly ahead. Feeding you the locations of the definitives now.” the second the report finished Nevia could hear the sounds of bolter fire from his vox. He considered the tactical data for a moment then began broadcasting rapid orders in Heifesian combat cant.
When Nevia awoke he was on a triage cot, in a room with grey metal walls and ceiling. He looked over and spotted a armoured apothecary in iron hands colours at work over another bed. As he got up a medical servitor moved over to him and extended out a screen. It displayed his new orders, that he was required to either consent to transfer to the immortals or to kill himself to erase the shame failing to achieve his objectives. the orders came from Iron Captain Zaus and were countersigned by Heifestos himself. Scrolled after that was a detailed report of the battle highlighting his failing's to counter assault the enemy flamer unit when it got within range, leaving a squad open to three simultaneous assaults and bunching his men up enough that his enemy could ambush him on two sides. Nevia was about to reach for his pistol, though whether to kill himself or the servitor he didn’t know when it beeped again and extended a scroll. He took it and was surprised to find that a single sentence was written on it. “Join the Immortals I still have uses for you” and then Heifestos's signature. He dropped the scroll, maybe there was still hope for him.
“My lord, we have found the source of the psychic signal. It appears to be a marker of some kind.”
Heifestos smiled “Lorekeeper Coeus is on his way. Secure the area and wait for him. Command out.” he said. He allowed himself a short moment of triumph and then opened a new vox channel to the lorekeeper. “Coeus, the marker has been found. Move immediately to examine it and report back to me, we have been on this world too long already.”
there was a bang through the vox and then it crackled to life “already in motion my lord.”
“Amazing, to all sensors it appears to be nothing but stone, but it radiates a psychic aura beyond anything I've ever seen” Coeus stood in front of the tall stone marker, all around him Iron Hands fortified the area. “Forgefather Promethi what do you think” he said looking at the imposing Iron Hand next to him.
“I've never seen anything like these carvings. The age analysis is impossible, literally. The machine is either showing yesterday or a trillion years. When I tried to take a sample to run through my system the servitor exploded. This is definitely not normal stone. Have you tried to psychically probe it yet?”
“not yet, I was waiting for the translation of the writing, which seeing as the cogitator we brought to do just that has been spouting gibberish for the last five minutes and has” he paused as the cogitator exploded in a shower of sparks “just exploded, I guess that wont be happening.” he sighed “well I best start before Heifestos voxes us again. He picked up his force staff and aimed it directly at the marker then closed his eyes and stretched out his mind through the conduit of the staff.
Wednesday, July 23, 2014
The Crimson Sands (Martian Rebellions Battle Report)
The abandoned way station of Sigma Prime had sat isolated and largely forgotten in the vast wastelands of Mars for nearly 300 years. Although out of the way of the larger Manufactora smaller Forges lay in relatively close proximity. When the prohibition on forbidden technology was lifted by the Emperor, those elements of the Mechanicum that defied his will, the so called Sundered Mechanicum, began hording what forbidden technoarcana they could in sites like Sigma Prime. The increased activity of the various Legions that had so suddenly sent small forces to the red planet soon turned these sites into veritable battlefieds as the legionnaires sought materiel for their Legions.
Sigma Prime saw the Thousand Sons, Night Lords and Raven Guard face off against the Sundered Mechanicum, Salamanders, Imperial Army and elements of the Alpha Legion.
The two sides swiftly began to advance on one another whilst the Imperial Army shored up their defensive position. Night Lords advanced into the firepower of the Salamanders on the left flank. The Raven Guard clashed with the Mechanicum forces around the central building. Meanwhile the Thousands Sons were thrown back by the massed firepower of the ensconced Imperial Army troopers on the right flank.
The Salamanders, under the stern gaze of Imperial statuary, rain death on the Night Lords as they advance on the far left.
After destroying a sizable unit of Thalaxii and topping it off with taking down 2 Castelax, the Raven Guard run rampant through the Mechanicum lines.
On the right flank the Thousand Sons hit the Alpha Legion and Imperial Army lines and are swiftly repelled, except for their commander.
The combined might of the two contemptors manages to tear the arm off of Cassian Dracos for only minor damage in return.
Things look grim for the right flank with only the Thousand Sons commander left in the fight. He reaps a bloody tool before eventually succumbing to his wounds.
The Contemptors both heavily damaged finally lay Cassian Dracos low and move on to confront new foes.
The Salamanders find themselves outflanked by the Night Lords commander as they move in to finish off the Night Lords marines.
After the Magos reduces the Raven Guard commander to molten slag the Raven Guard assault quickly falters and then fails. The Mechanicum have made their counter attack, but is it too late?
Confident the building is secure the Imperial Army and Alpha Legion move out to secure more vital objectives. Although the left flank has fallen, the right holds strong. The game hinges on the counter attack in the centre.
The Raven Guard Contemptor Heads to the centre to stop the Mechanicum counter thrust.
The Night Lords Contemptor crushes the last of the Salamander resistance on the left flank.
After smashing aside all remaining resistance the two Contemptors converge on the hapless Imperial soldiers and whilst the Contemptors clear the centre the cost becomes all too apparent. Both sides are gutted and the few survivors retreat to safer ground to tend their wounded. The few surviving warriors of the forces fighting with the Sundered Mechanicum make off with the forbidden treasures they sought. Leaving Sigma Prime and the secrets it once held to be swallowed once more by the crimson sands.
Victory to the combined force of Salamanders, Mechanicum, Imperial Army/Alpha Legion!
please note some stuff isn't really covered as these are all the photos that turned out any good.
Sigma Prime saw the Thousand Sons, Night Lords and Raven Guard face off against the Sundered Mechanicum, Salamanders, Imperial Army and elements of the Alpha Legion.
The two sides swiftly began to advance on one another whilst the Imperial Army shored up their defensive position. Night Lords advanced into the firepower of the Salamanders on the left flank. The Raven Guard clashed with the Mechanicum forces around the central building. Meanwhile the Thousands Sons were thrown back by the massed firepower of the ensconced Imperial Army troopers on the right flank.
On the left flank the Night Lords and Raven Guard Contemptors advance against the Dragon Revenant Cassian Dracos, in the hope that their combined might would bring him down.
The Salamanders, under the stern gaze of Imperial statuary, rain death on the Night Lords as they advance on the far left.
On the right flank the Thousand Sons hit the Alpha Legion and Imperial Army lines and are swiftly repelled, except for their commander.
The combined might of the two contemptors manages to tear the arm off of Cassian Dracos for only minor damage in return.
Things look grim for the right flank with only the Thousand Sons commander left in the fight. He reaps a bloody tool before eventually succumbing to his wounds.
The Contemptors both heavily damaged finally lay Cassian Dracos low and move on to confront new foes.
The Salamanders find themselves outflanked by the Night Lords commander as they move in to finish off the Night Lords marines.
After the Magos reduces the Raven Guard commander to molten slag the Raven Guard assault quickly falters and then fails. The Mechanicum have made their counter attack, but is it too late?
Confident the building is secure the Imperial Army and Alpha Legion move out to secure more vital objectives. Although the left flank has fallen, the right holds strong. The game hinges on the counter attack in the centre.
The Raven Guard Contemptor Heads to the centre to stop the Mechanicum counter thrust.
The Night Lords Contemptor crushes the last of the Salamander resistance on the left flank.
After smashing aside all remaining resistance the two Contemptors converge on the hapless Imperial soldiers and whilst the Contemptors clear the centre the cost becomes all too apparent. Both sides are gutted and the few survivors retreat to safer ground to tend their wounded. The few surviving warriors of the forces fighting with the Sundered Mechanicum make off with the forbidden treasures they sought. Leaving Sigma Prime and the secrets it once held to be swallowed once more by the crimson sands.
Victory to the combined force of Salamanders, Mechanicum, Imperial Army/Alpha Legion!
please note some stuff isn't really covered as these are all the photos that turned out any good.
Saturday, July 19, 2014
Cometh the Red Angel 3rd August
Sunday the 3rd of August will see our first multiplayer game for the Secession! We will be playing "Cometh the Red Angel" found in Horus Heresy Book I "Betrayal" on page 158-9, with some alterations.
Please note that only the following Legions (all of which are Secessionists) are actually present on Isstvan III: Scions of Guilliman, Blood Angels, World Eaters, Emperor's Children, Luna Wolves. Given that we want everyone involved and a truly massive game we are obviously going to have all the Legions we can present. As such players must decide if they represent a Imperialist or Secessionist part of one of the Legions present. This choice has nothing to do with which side your Legion is actually on, unless you are fielding a Primarch in which case you must be on the Secessionist side.
On to the 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.
Secessionist players have 3,500 points to spend on their armies. All normal buying criteria apply with the following exceptions:
-No fortifications may be taken
-Any player that cannot spend 3,500 points may give their left over points to any other player on the same side.
Imperialist players have 2,500 points to spend on their armies. All normal buying criteria apply with the following exceptions:
-At least 1 Imperialist player per 6'x6' (see battlefield below) must purchase fortifications.
-No Primarchs may be taken
-No flyers or Drop Pods May be taken.
-No Titans larger than a Knight Titan may be taken.
-Any player that cannot spend 2,500 points may give their left over points to any other player on the same side.
Battlefeild
The game will be played on 1 6'x6' board per 4 players (to a max of 3 6'x6's). All the boards will be linked together into one 6'/12'/18'x6' table. I will set up all the terrain initially, but the Imperialists will be given some time to rearrange the terrain how ever they please. Due to the way deployment will be handled each 6'x4' will be referred to as a "Board" and the whole length will be the "Table"
Deployment
Warlords: Before deployment each player picks a single warlord from any eligible model in their army or armies.
Imperialist players deploy their whole armies first. They may deploy anywhere on any of the Boards that isn't within 6" of the edge of that Board edge. Imperialists may not hold any units in reserve, the Scout, Infiltrate and Outflank special rules are all ignored .
Secessionist players each nominate a long Board edge or short Table edge. All of that player's non-Deep Striking reserves come on from that board edge. Players do not deploy any forces on the table. Instead the army deploys via Deep Strike or moves on from that player's table edge on turn 1. Models with Scout, Infiltrate or Outflank special rules may deploy within 6" of any Board edge, that isn't also a Table edge. These units still may not charge in their first turn.
First Turn and Game Length
Secessionists get first turn. Imperialists may not seize the initiative. The game uses the rules for variable game length.
Victory Conditions
Primary
Each enemy unit that is completely destroyed, falling back at the end of the game or off the table is worth 1VP, Super Heavies (including superheavy fortifications) are worth their Hullpoints/3 in VP if destroyed.
Secondary
Slay The Warlord: Loyalist warlords are worth 2VP if slain. Imperialist Warlords are worth 1VP. This is in addition to the VP from the Primary mission.
God-Killer: Secessionists gain 1VP for each Primarch still alive at the end of the game. Imperialists gain 4VP for each Primarch slain. Note this is in addition to the points for the Primary and Slay the warlord.
Unbowed and Unbroken: If the Imperialists have a greater number of units than the Secessionists at the end of the game they gain a number of VPs equal to the number of Secessionist players.
Mission Special rules
Deadly Atmosphere; All armour saves (not invul or cover) of '6' must be rerolled. All armour penetration rolls of '1' must be rerolled.
Lines of Retreat: Secessionists retreat to their nominated board edge. Imperialists retreat to the nearest board edge.
Dug-in: Imperialists may take up to three Fortification choices rather than the normal one per Primary detachment
Orbital Assault:
Any Secessionist Infantry, Jump Infantry, or Walkers in reserve may arrive via Deepstirke. If a unit already has the Deepstrike rule (unless it is from a drop pod) the unit may assault on the turn it Deep Strikes.
Campaign Special Rules
CP will be tracked differently for this scenario.
Playing the game: 6CP
Being on the winning side: 3CP
Killing a Primarch: 1CP
Killing a Super Heavy: 1CP
Memorable Moments: bonus CP
Friday, July 18, 2014
Some pics from the first day of fighting
We kicked the campaign off with the Martian Rebellions, a two week (re)introduction to 40k and the Legion rules played at 750pts. Warbands of Raven Guard, Thousand Sons, Night Lords, Scions of Guilliman, Salamanders, World Eaters and no less than 2 clans of Iron Warriors came to blows trying to secure war materiel for their respective legions.
A decent turn out for the first day of fighting (people not in the campaign have been blurred out) with 8 of our players smashing face and drawing plenty of onlookers.
Command elements of the Scions of Guilliman survey the battlefield
The Raven Guard launch a surprise attack on the Heifesian Iron Hands.
The Barasian Order of the Iron Hands attack the Salamanders
A rapid strike force of Thousand Sons
A night Lords Contemptor advances on its next victim
A decent turn out for the first day of fighting (people not in the campaign have been blurred out) with 8 of our players smashing face and drawing plenty of onlookers.
Command elements of the Scions of Guilliman survey the battlefield
The Barasian Order of the Iron Hands attack the Salamanders
A rapid strike force of Thousand Sons
A night Lords Contemptor advances on its next victim
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