Post by The Supreme Emissary on May 9, 2015 6:15:48 GMT -5
"Chronocaust"
"The Chaos Lord Spencinuous has obtained a powerful piece of forbidden tech from a Helforge world. He has occupied the planet Shiboleth on the Eastern Fringe and deployed his new weapon in the Hive City or Porlund. The heretical device 'Dire Oculus' has torn a rift in the warp, causing a growing Warp Storm above the planet. As the devices power builds the storm grows larger, disgorging daemons and corrupting existing life forms.
All races are threatened and must stop him at all costs. Your Kill Teams are the advance force. You must stop the Chaos Lord and destroy the Dire Oculus before the Warp Storm engulfs the entire planet, potentially creating a new Eye of Terror."
Special Conditions
Daemonic Host: Chaos Acolytes (psyker) can attempt to summon demons once per game. These demons belong to the same chaos god as the Mark equipped to the Chaos acolyte.
- Do not use normal summoning rules. Instead when summoning, place 1 troop type daemon model for each successful warp charge rolled (4+) +1 more. That means that once per game a Chaos Acolyte can summon 1-5 troop daemons during any of its psyker phases.
- Deny the Witch rolls cancel the summoning of one model for each result of 6.
- Models arrive via normal deep strike rules, treating them as a single unit, with a 12" range from the caster.
Hostile Environment: As the planet is enveloped by the warp storm its atmosphere becomes progressively more lethal
- At Step 3 (300p) all players when rolling on their infantry injury tables get -1 to their rolls. At step 5 (400p) that penalty is increased to -2.
- Medical Facilities can help with this by giving +1 to their rolls. The Medic Battle Honour can help further by allowing you to re-roll injury rolls for one model.
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Mission 1 'Planetfall' 200p
Table: 2 boards (48"x24")
Deployment: All models with Deep Strike, scout, infiltrate, outflank on bikes or embarked on transports deploy at the beginning of Round 1 according to their respective rules (deep strikers must deep strike and scatter via deep strike, infiltrators are deployed after non-infiltrators and scouts can be replaced after other models are placed).
After this altered deployment, players move and act normally.
All other models are placed in reserve and automatically arrive on round 2 on their player's respective table edges. Players cannot be tabled by having no models on the table at the end of round 1.
Objectives: Rout or eliminate your enemy. If neither player is routed before game end, its a tie.
" Your team lands on the planet, greeted by mutants, heretics and daemons. Secure your landing zone for the rest of your force. Your fastest units speed forward to secure a foothold. Teleport beam, vehicles and the fleetest of feet tear tracks in the dirt to shield their brethren."
Step 2 250p
King of the Hill 2 board
Place a 5" blast marker or similarly sized terrain piece in the center of the table.
Objective: at the end of game, the player with the most models in the marked area wins.
Mission 3 "Investigate" 300p
Objective Defense - 3 boards
place a token in the center of each board. Players receive 2VP for each token they control at end of game. each token is a mysterious objective
Objective: control the most objectives at games end
Step 4 350p
Hold the Line 3 board, Attack and Defend
The attacker tries to get his models through the defense line. VP awarded for each attacking model that makes it through the defenders table edge. The defender gets VP for killing enemy models.
Step 5 400p 4 board
xxx
Step 6 450p
Tactical Objectives 4 board
Place 6 numbered objective markers according to tactical objective rules. Players draw and keep a hand of 5 tac cards
Objective: The player that completes the most tactical objectives wins.
Step 7 500p
Capture the Flag 4 board
Players place a token in the center of the board. Any model that starts its turn in base contact with the token can give up its shooting attack and charge attack. It can move and run normally while carrying the token. If the model can carry the token to the owning players deployment zone and keep it there at games end, even if that player is routed, they gain 2VP for each other opposing player.
Step 8 500p
Boss Fight 4 board
One player starts in the center of the board, Their Leader is "the boss". Opposing player/s deploy from any table edge.
The Boss can resurrect one of its fallen models per turn for each opposing player. During the psychic phase, roll a d6, on a roll of 6 one model is revived and can shoot/run and charge as normal. Deploy these models in base contact with the boss. For every model revived this way, 1 VP is granted to each opposing player.
Objective: Kill the Boss. The player that kills the Boss gets 3 VP
- Special Condition: If the Boss is a Chaos Marine they are permitted a special option for facing multiple opponents. They either get an extra Summoning chance for each opponent after the first OR if they have 4 opponents They can take a Forgefiend or Maulerfiend for free.
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Side Missions
Elimination 3 boards
Standard Deathmatch
1VP for each dead enemy model.
Mysterious Objectives 3 boards
place 2 objective markers +1 more for each board being used.
1VP for each controlled objective at end of game.
Attack & Defend 3 boards
One player is the Attacker, one is the Defender. The Defender deploys first, the attacker moves first unless the defender steals the initiative.
The attacker earns 1VP for every 3 models in the enemy deploymentt zone. The defender earns 1VP for each of their models still alive at end of game. If the Defender is routed, they lose.
Resupply 3 boards
Place 2 objective markers +1 for each board on the table and scatter them, not closer than 1" to any table edge.
When any model is in base contact with a marker it is captured by that model. That model can move the marker if it gives up its shooting and charge attacks. When a marker is first captured roll a d6, that objective is worth that many RP.
At the end of game, each player gains RP for each marker in their models control or in their deployment zone.
If a model carrying a marker is knocked down/stunned or assaulted it loses control of the marker.
* winning this mission does NOT grant Renown.
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Sub Objectives
First Blood: Gain 1VP for being the first to kill an enemy model.
Slay the Leader: Gain d3VP for killing the enemy Leader.
Linebreaker: Gain 1VP for ending the game with one or more models in an enemy deployment zone.
Break the Enemy: Gain 1VP for routing your opponent.
Night Fighting: Roll to determine night fighting before mission start. Night fighting lasts the entire game, not just the first round.
Variable Mission Length: At the beginning of round 5 roll a d6. On a roll of 6 the game ends. Continue to roll at the beginning of each following round reducing the target roll by -1. At Round 10 the game ends
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Mission Rewards
Achievements: see HoR Campaign rules
Renown - Win a battle to get 1RN.
- Point value of game 200-250 = 2RP / 300-350 = 3RP / 400-450 = 4RP / 500 = 5RP. Winners receive the full points. Ties split the rewards evenly among all players that haven't been routed, rounding up.
- Gain 1RP for each opponent in the game.
- Add more RP for playing a higher RN opponent. Add 1RP for each Renown higher your opponent is. In the case of multiple opponents, only count the highest renown player.
"The Chaos Lord Spencinuous has obtained a powerful piece of forbidden tech from a Helforge world. He has occupied the planet Shiboleth on the Eastern Fringe and deployed his new weapon in the Hive City or Porlund. The heretical device 'Dire Oculus' has torn a rift in the warp, causing a growing Warp Storm above the planet. As the devices power builds the storm grows larger, disgorging daemons and corrupting existing life forms.
All races are threatened and must stop him at all costs. Your Kill Teams are the advance force. You must stop the Chaos Lord and destroy the Dire Oculus before the Warp Storm engulfs the entire planet, potentially creating a new Eye of Terror."
Special Conditions
Daemonic Host: Chaos Acolytes (psyker) can attempt to summon demons once per game. These demons belong to the same chaos god as the Mark equipped to the Chaos acolyte.
- Do not use normal summoning rules. Instead when summoning, place 1 troop type daemon model for each successful warp charge rolled (4+) +1 more. That means that once per game a Chaos Acolyte can summon 1-5 troop daemons during any of its psyker phases.
- Deny the Witch rolls cancel the summoning of one model for each result of 6.
- Models arrive via normal deep strike rules, treating them as a single unit, with a 12" range from the caster.
Hostile Environment: As the planet is enveloped by the warp storm its atmosphere becomes progressively more lethal
- At Step 3 (300p) all players when rolling on their infantry injury tables get -1 to their rolls. At step 5 (400p) that penalty is increased to -2.
- Medical Facilities can help with this by giving +1 to their rolls. The Medic Battle Honour can help further by allowing you to re-roll injury rolls for one model.
-----
Mission 1 'Planetfall' 200p
Table: 2 boards (48"x24")
Deployment: All models with Deep Strike, scout, infiltrate, outflank on bikes or embarked on transports deploy at the beginning of Round 1 according to their respective rules (deep strikers must deep strike and scatter via deep strike, infiltrators are deployed after non-infiltrators and scouts can be replaced after other models are placed).
After this altered deployment, players move and act normally.
All other models are placed in reserve and automatically arrive on round 2 on their player's respective table edges. Players cannot be tabled by having no models on the table at the end of round 1.
Objectives: Rout or eliminate your enemy. If neither player is routed before game end, its a tie.
" Your team lands on the planet, greeted by mutants, heretics and daemons. Secure your landing zone for the rest of your force. Your fastest units speed forward to secure a foothold. Teleport beam, vehicles and the fleetest of feet tear tracks in the dirt to shield their brethren."
Step 2 250p
King of the Hill 2 board
Place a 5" blast marker or similarly sized terrain piece in the center of the table.
Objective: at the end of game, the player with the most models in the marked area wins.
Mission 3 "Investigate" 300p
Objective Defense - 3 boards
place a token in the center of each board. Players receive 2VP for each token they control at end of game. each token is a mysterious objective
Objective: control the most objectives at games end
Step 4 350p
Hold the Line 3 board, Attack and Defend
The attacker tries to get his models through the defense line. VP awarded for each attacking model that makes it through the defenders table edge. The defender gets VP for killing enemy models.
Step 5 400p 4 board
xxx
Step 6 450p
Tactical Objectives 4 board
Place 6 numbered objective markers according to tactical objective rules. Players draw and keep a hand of 5 tac cards
Objective: The player that completes the most tactical objectives wins.
Step 7 500p
Capture the Flag 4 board
Players place a token in the center of the board. Any model that starts its turn in base contact with the token can give up its shooting attack and charge attack. It can move and run normally while carrying the token. If the model can carry the token to the owning players deployment zone and keep it there at games end, even if that player is routed, they gain 2VP for each other opposing player.
Step 8 500p
Boss Fight 4 board
One player starts in the center of the board, Their Leader is "the boss". Opposing player/s deploy from any table edge.
The Boss can resurrect one of its fallen models per turn for each opposing player. During the psychic phase, roll a d6, on a roll of 6 one model is revived and can shoot/run and charge as normal. Deploy these models in base contact with the boss. For every model revived this way, 1 VP is granted to each opposing player.
Objective: Kill the Boss. The player that kills the Boss gets 3 VP
- Special Condition: If the Boss is a Chaos Marine they are permitted a special option for facing multiple opponents. They either get an extra Summoning chance for each opponent after the first OR if they have 4 opponents They can take a Forgefiend or Maulerfiend for free.
-----
Side Missions
Elimination 3 boards
Standard Deathmatch
1VP for each dead enemy model.
Mysterious Objectives 3 boards
place 2 objective markers +1 more for each board being used.
1VP for each controlled objective at end of game.
Attack & Defend 3 boards
One player is the Attacker, one is the Defender. The Defender deploys first, the attacker moves first unless the defender steals the initiative.
The attacker earns 1VP for every 3 models in the enemy deploymentt zone. The defender earns 1VP for each of their models still alive at end of game. If the Defender is routed, they lose.
Resupply 3 boards
Place 2 objective markers +1 for each board on the table and scatter them, not closer than 1" to any table edge.
When any model is in base contact with a marker it is captured by that model. That model can move the marker if it gives up its shooting and charge attacks. When a marker is first captured roll a d6, that objective is worth that many RP.
At the end of game, each player gains RP for each marker in their models control or in their deployment zone.
If a model carrying a marker is knocked down/stunned or assaulted it loses control of the marker.
* winning this mission does NOT grant Renown.
-----
Sub Objectives
First Blood: Gain 1VP for being the first to kill an enemy model.
Slay the Leader: Gain d3VP for killing the enemy Leader.
Linebreaker: Gain 1VP for ending the game with one or more models in an enemy deployment zone.
Break the Enemy: Gain 1VP for routing your opponent.
Night Fighting: Roll to determine night fighting before mission start. Night fighting lasts the entire game, not just the first round.
Variable Mission Length: At the beginning of round 5 roll a d6. On a roll of 6 the game ends. Continue to roll at the beginning of each following round reducing the target roll by -1. At Round 10 the game ends
-----
Mission Rewards
Achievements: see HoR Campaign rules
Renown - Win a battle to get 1RN.
- Point value of game 200-250 = 2RP / 300-350 = 3RP / 400-450 = 4RP / 500 = 5RP. Winners receive the full points. Ties split the rewards evenly among all players that haven't been routed, rounding up.
- Gain 1RP for each opponent in the game.
- Add more RP for playing a higher RN opponent. Add 1RP for each Renown higher your opponent is. In the case of multiple opponents, only count the highest renown player.