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Happiness is success... (Buddha)

Friday, November 30, 2012

Battle in the Eye of Terror • 3rd Chaos Mission


BRIDGE OF SIGHS

This is the third and final mission for a one day campaign that takes place in the Eye of Terror. Whichever player accumulates the most battle points total over the course of all three missions claims control of a pristine planet located in the very center of the Eye. The warp is very strong but also fickle and favors no one.

Note
These missions are only for Chaos armies (Chaos Daemons and Chaos Space Marines) - no other armies are allowed, not even as allies.

Background
The Bridge of Sighs is located along the very equator of a northern province on the main continent of the planet. The bridge was forged by the four Gods of Chaos from the many skulls and bones of slain enemies that fought on either side of the molten river that flows beneath it. It passes over the Rio Diablo and connects the New Prison to the sacrificial chambers in the Prince's Palace.


The view from the Bridge of Sighs was the last view of the former capital city palace that convicts gathered from across the entire galaxy saw before their imprisonment. The bridge name comes from the suggestion that prisoners would sigh at their final view of the once beautiful palace before being taken down to the underground containment cells. In reality all of the summary sacrifices were over by the time the bridge was completed and the cells underneath the palace were occupied by hundreds of thousands of crazed convicts. In addition, little could be seen from the bridge due to the vast towering gouts of burning ash belched out from the swollen burning river.

A local legend says that the last of the convicts revolted, lead by the fifth Chaos God Malal, erupting from the Bridge Of Sighs to lay waste to the entire city in one gruesome act of final revenge. The bridge collapsed under the sheer weight of bodies claiming their death as well.

Every other 10,000 years the bridge re-appears at sunset and the reanimated forces of Chaos assemble on either side to fight to the death for their dark Gods again (Night Fight is in effect the entire game).


PRIMARY OBJECTIVE
Place a bridge in the center of the table with a river flowing from one end to the other underneath it. Whomever controls the bridge at the end of the game wins. Keep playing turns (after the sixth turn if necessary) until only one army has control... Even if it comes down to the very last model. The bridge is worth 10 battle points.

The River Goliath
The ancient river is a vast daemonic entity created from the very souls of the last convicts that fell into it after the bridge collapsed. Nothing can cross the river by any means - except by crossing the Bridge of Sighs. Note that one of the Warlord Traits listed below is the one and only exception.


SECONDARY OBJECTIVES
None.

DEPLOYMENT
Dawn of War

- Special Rules -
• Units on either side of the bridge always count as having Stealth and are Shrouded as well.
• Psychic tests are not necessary.
• Daemonic units must deploy normally.
• All units are Fearless and gain Counter Attack while on the bridge.


CHAOS BOONS
If a unit destroys an enemy unit immediately roll on the following table (d3):

1 - The unit gains +1S and Rending.
2 - The unit returns to full strength.
3 - The unit enters Stasis for one entire turn - they are immobile and count as impassable terrain. If the unit is located on the bridge place them on their side the minimum distance necessary so that all other units can move onto the bridge. Once they leave stasis they count as being Slow and Purposeful and move as if in difficult terrain for the next turn.

Note there is only ever at most one roll for any unit on the table above even if a unit destroys multiple enemy units.

CHAOS ICONS
Select one that you chose from either of the first two missions. On a roll of 2 on 2d6 the icon has no effect the entire game. On a roll of 12 the unit with the icon also gains Move through Cover.


WARLORD TRAITS (d3)
1-  The Warlord gains +2W at the start of the game and has Endurance.
2 - The Warlord and any unit it joins can deep strike anywhere on the table at the start of that player's turn. If they land on the opponent's side of the bridge each model suffers a S6 AP - hit (Shred, Soul Blaze), they always scatter, are Blinded and are lost to the warp if they mishap that turn.
3 - The Warlord and any unit it joins gains Night Vision.

NUMBER OF TURNS
There are six turns - then continue to play another turn until only one army controls the bridge at the end of that turn. Any and all units can hold the bridge.

Thursday, November 29, 2012

Battle in the Eye of Terror - 2nd Chaos Mission


DAEMON WORLD

The battle takes place on a pristine maiden world located in the center of the Eye of Terror. The Warp is very strong here.

Special Rules
- Psychic tests are not necessary
- Daemon units can deploy normally
- All units are Fearless
- Any HQ with 3+ wounds have Eternal Warrior, those with less gain +1W
- An number of units can be placed in reserve prior to the start of the game and d3 + 1 units can be redeployed up to d6" before the start of the game (within their own deployment zone)

Deployment
Vanguard Strike

Primary Objectives
There are three objective markers. One is placed at the center of the table and the other two are placed 18" on either side along the center line. The central objective marker is worth 4 battle points and the other two are worth 2 battle points each.

Secondary Objectives
First Blood, Slay the Warlord, Line Breaker (1 battle point each)


Chaos Boons
Each time a daemonic unit destroys an enemy unit in melee roll 1d6 and confer to the following table:

1- Oops! - Reroll on the table; if you roll a 1 again each model in the unit automatically takes a poisoned S6 AP - hit (Shred)
2 - Reanimation - The unit returns to its starting number of models and consolidates 2d6"
3 - Void Armor - The unit gains Iron Hide (3+ armor save) and a 4++ invulnerable save
4 - Vorpal Claws - The unit gains the Rending special rule for all attacks
5 - Sure Foot - The unit gains the Fleet special rule
6 - We'll Be Back Again - The unit is placed in Ongoing Reserves. They can deep strike upon re-entry and do not scatter. They must wait one turn upon re-entry to launch an assault unless they have the Hit & Run special rule.

Any daemonic unit can gain multiple boons from this table.


Chaos Icons
You can purchase one of the following icons for a daemonic unit:

Icon of Hate
The unit gains the Hatred Rule versus all enemy units.

25 points

Icon of Lingering Death
The unit gains the Feel No Pain special rule after destroying its first enemy unit and Fleet after destroying its second enemy unit.

50 points

Void Icon
The unit gains +1S and Shred for all attacks versus enemy units.

100 points


Daemon Warlord Traits
A Warlord with the Daemon special rule can roll on the following table:

1 - The Warlord and any unit to which it's attached gains the Shrouding special rule and can go to ground.
2 - The Warlord becomes a scoring unit.
3  - The Warlord gains +d3 attacks the first round in each melee.
4 - The Warlord can re-roll for every daemon weapon mastery test; if double 1s are rolled he can do nothing that turn and suffers a wound (no saves of any type).
5 - The Warlord and any unit to which it's attached gains Move Through Cover and can re-roll the distance to charge.
6 - The Warlord and any unit to which it's attached can outflank.

Bay Area Open (BAO) • 40k GT • March 2013 • CA

Ready to form Voltron! Activate interlocks! Dyna-therms connected. Infra-cells up; mega-thrusters are go! Form feet and legs; form arms and body; and I'll form the head!

Wednesday, November 28, 2012

Battle in the Eye of Terror Special Mission



BATTLE IN THE EYE OF TERROR

Hi everyone - your ever friendly neighborhood Blow Fly here again to brighten your lives !! This week I have a special mission I designed to play with my friends who also have Chaos armies.

Enjoy !!!


NOTE - Only Chaos armies can play this mission... and that means no human or xenos allies too.




The battle takes place on a pristine maiden world located in the very center of the Eye of Terror… The power of the warp is incredibly strong here – daemons and the followers of Chaos are enhanced as follows:


·       No psychic tests are required and daemons can deploy as normal


·       All Chaos HQ choices with three or more wounds have Eternal Warrior, all other HQ choices gain +1W

Each odd turn has Night Fight.




DEPLOYMENT

Hammer and Anvil

PRIMARY OBJECTIVE

Kill Points


Chaos Boons

Beginning on the second turn roll 1d6. An objective marker appears on the spot indicated in the figure above. If you roll a 5 then roll again. The objective marker then remains in play for two turns – if a scoring unit moves into base contact with an objective marker they gain control and are immediately granted a powerful Chaos boon – roll 1d6 and refer to the table below:



Roll
Boon
1
+1S
2
+1T
3
+1I
4
+1A
5
+1W
6
Objective marker immediately returns to the warp,
one random model in the unit becomes a spawn


Chaos Boon Table

]  Only one unit can ever gain a boon from any one objective marker; however one unit can gain multiple boons.

]  If no scoring unit can reach the objective marker within two turns after it arrives then the marker returns to the warp – place the large blast over the center of the marker… It scatters 4d6 and leaves behind a S10 AP1 blast (Ordnance, Melta, Shred) before departing. If you roll a HIT use the small arrow to determine the scatter direction.

]  Note that one new objective marker appears at the beginning of each turn after the first. No more appear after the fifth turn.

]  The power of the warp is fickle as well… At the beginning of the 6th turn any boons granted from the table above are immediately lost.


Chaos Icons

   Bound Icon      You can bind a daemonic troop choice to the icon. The daemons come in from reserve off the icon starting on turn 2 (roll for normal reserves). The bound daemons can assault the turn they arrive. You can sacrifice one member of the icon bearer's unit each turn to hold back the daemons.

50 points

Icon of Darkness
The icon creates a void of darkness the turn it's revealed during the movement phase. All friendly units within 12" + 2d6 of the icon are shrouded and terrain counts as both difficult and dangerous to enemy units. The icon bearer's unit also have Night Vision. This lasts until the start of the owning player's next turn. You can sacrifice one member of the icon bearer's unit each following turn to attempt to prolong the darkness... The icon will continue to function on a roll of 4+ on 1d6.

75 points

Warp Icon
The icon fills its bearer and his unit with raw warp power. The icon can be activated at the start of the assault phase. All members of the icon bearer's unit gain the Daemonic rule and +1S. At the start the owning player's following turns roll 1d6... On a roll of 3+ the icon continues to function. On a roll of 6 a random model in the unit is consumed by the warp.

150 points

If a unit with an icon is destroyed in melee by an enemy Chaos Space Marine unit before it is activated then that unit takes possession of the icon... On a roll of 1 on 1d6 every model in the enemy unit suffers a S5 AP- hit and the icon returns to the warp.

SECONDARY OBJECTIVES

First Blood, Slay the Warlord, Line Breaker

GAME TURNS

There are six turns then a seventh on a roll of 4+ on 1d6.