Post by The Supreme Emissary on Oct 27, 2016 21:55:31 GMT -5
Main event date November 12 (Sat) 2016 at Chronocade.
The weeks leading up to the event will focus on the "Into No Man's Land" Organized Play package released by Games Workshop and will tie directly into the Zombie Apocalypse game.
Modifications and tweaks will be made to improve game play efficiency and better reflect the event themes. Active feedback will help refine things even more before the Main Event.
Campaign Story
Your mission is to assassinate the Chaos Warlord Typhus in his Plague World Stronghold. His fortress is shielded and unassailable through conventional means. The planet itself is an acid washing machine with razor rock and toxic gas. You and your vanguard force must land on the planet, infiltrate Typhus' stronghold and defeat him.
The only way to reach the fortress complex is to land on the edge of the shielded area and work through the kill zones and defense perimeters. Smash through his forces and face the traitor in his inner sanctum. Your resources will be limited and the size of your force will remain small and mobile.
The are is permeated with chaotic energy that turns the dead into undead plague carriers. Even if your mission is successful, chances are none of you will return.
-----
Build Your Kill Team
There are a few items you will need to represent your force for this event. You will also get tracking sheets and event packets that detail missions.
1: Kill Team (max 200 points)
Build a normal Kill Team according to the KT Detachment rules.
(Your Kill Team will change over time using the Campaign injury and experience rules.)
2: Hero (max 200 points)
Choose a single non-unique HQ character model. Can upgrade up to 200p but cannot add more models (like a Techmarine's servitors) and cannot take relics/artefacts. The model gains Reaping Volley.
(Only used in Arena of Khorne, Assassination, Prey Stalker.)
3: Warbeast (max 200 points - Experimental)
Choose a Tank/Walker/Monstrous Creature that would otherwise not be allowed in a Kill Team detachment. This does not include Super-heavies, Gargantuatns or Flyers. These normally have no point limit but under the circumstances there needs to be some kind of limit.
(Only used in Prey Stalker.)
4: 1 Strategic Asset (Experimental)
Choose a single Apocalypse resource to further customize your unique KT.
(Try different ones but you won't be able to change them during the Main Event.)
Optional: Small Terrain features
Kill Team games require a different spread of terrain than the typical Warhammer game. Having some small items to decorate the field, accent your KT for the parade or represent objectives may be helpful.
Optional: Zombies
We've decided to use Chaos Cultist models to represent our regular Plague Zombies. Any type is suitable and they are readily available. We have a lot, but if you have any in your possession, please bring them, we can't know for sure just how many will be needed on Game Day. Using cultists is not a strict requirement, use whatever you want in your own games and if you have even more zombie-like models then by all means use those.
-----
Missions (in narrative order)
1: Supply Drop 2'x4'
Your team has landed under extreme conditions and the fight ahead is going to be brutal. Supply containers and transport wreckage are scattered in the drop zone. Collect the much needed resources quickly!
2: Alone In The Dark 2'x4'
Make your way into the shielded area through the dark zones, tunnels and poisonous fog. Watch for ambushes!
3: Infiltrate the Camp 2'x4'
Speed through the Kill Zone and smash through the perimeter defenses.
4: Forward Push 2'x4'
The real fight begins! Can you make it through Typhus' soldiers and monsters?
5: Secure The High Ground 4'x4'
In order to allow for a large scale assault the shields must be disabled. Destroy one of the sub-generators powering the shield!
6: Head Hunt 4'x4'
To reach the Inner Sanctum you must eliminate one of his chosen elite to gain the gate codes.
Mid Boss: Prey Stalker 2'x2' (5+ Laurels to initiate Special version - Experimental)
Before you can fight Typhus himself you must face his pets. Monsters, daemons and war machines stand between you and your target.
One player's Kill Team vs another player's Warbeast. Zombies and Super Zombies ignore the Warbeast.
Warbeast is placed first, Hunter goes first. Warbeast has It Will Not Die, Ignores Crew Shaken/Stunned, Immobilized and Weapon destroyed. When attacking with any ranged weapons, it may target different enemy models with each shot. Choose the targets before rolling To hit.
Final Boss: Assassination 4'x4' (10+ Laurels to initiate Special version - Experimental)
This is the final battle! Typhus is an extremely lethal opponent, as are each of his bodyguards!
One player's Kill Team vs another player's Kill Team and Hero.
Side Mission: Arena of Khorne 2'x2'
2-8 player Hero vs Hero battle.
Side Mission: Carnage 4'x4'
2-4 player Capture the Flag game.
Side Mission: Against The Horde 2'x2'
1 player Survival mission vs infinite zombies.
Kill Team Mission Secondary Objectives
Slay the Leader: If, at the end of game, the enemy Leader has been slain, you score 1 VP. Doesn't count if they flee from a failed break test. You have to kill the Leader yourself to get the VP.
Linebreaker: If, at the end of game, you have at least 1 model in the enemy deployment zone, you score 1 VP. Models that are falling back or have Gone to Ground don't count.
First Blood: If the first model to be removed as a casualty during the game was part of your opponent's Kill Team, you score 1 VP. Kills of or by Zombies don't count.
Break the Enemy: If, at the end of game, you have completely destroyed more than half of your opponent's models, you score 1 VP. In other words, first one to start making Break Tests hands a VP to their opponent. If you have more than one opponent, they all gain a VP, meaning this objective could be gained more than once.
Zombie Infestation
Each mission features an undead host. These monsters are controlled by different players in an additional Zombie Turn at the end of each round. The first player to control the zombies is the one who didn't deploy first (if more than 2 players, roll off). After that alternate/cycle control each round.
The zombie controller or "Master of Disaster" controls all Zombies and infected Super Zombies. They may choose to move the, logically, attacking any player models within reach, or they may opt to move the zombies to their advantage, ignoring their own models and only attacking their opponent. Either way is their choice.
Each game starts with 10 Zombies on each board. Place the zombies randomly outside player deployment zones before player deployment.
Plague Zombies
Zombie Profile [WS1 BS0 S4 T3 W1 I2 A2 Ld- Sv-] Fearless, Feel No Pain 6+, Slow & Purposeful, Poison 6+
- Zombies have no ranged combat ability and no wargear.
- Instant Death attacks automatically Wound zombies (and ignore their Feel No Pain).
Super Zombies [WS1 BS* S* T* W1 I* A* Ld* Sv-] Fearless, Feel No Pain 5+, Slow & Purposeful (rest of profile, wargear and special rules otherwise remain the same)
- If a player owned model is killed by a plague zombie they become infected and are "zombified". Unlike regular zombies they can still use their shooting attacks but lose any Psyker abilities they may have had.
- Daemons and models with no Armour Save cannot be zombified.
Zombie Reinforcements
When a non-zombie model is slain, add 1 Zombie to the table. If a player model is zombified, it counts as slain.
At the beginning of each Zombie Player turn, add D6 Zombie models per board.
These new zombie models enter from a random table edge and may move and charge as normal.
The weeks leading up to the event will focus on the "Into No Man's Land" Organized Play package released by Games Workshop and will tie directly into the Zombie Apocalypse game.
Modifications and tweaks will be made to improve game play efficiency and better reflect the event themes. Active feedback will help refine things even more before the Main Event.
Campaign Story
Your mission is to assassinate the Chaos Warlord Typhus in his Plague World Stronghold. His fortress is shielded and unassailable through conventional means. The planet itself is an acid washing machine with razor rock and toxic gas. You and your vanguard force must land on the planet, infiltrate Typhus' stronghold and defeat him.
The only way to reach the fortress complex is to land on the edge of the shielded area and work through the kill zones and defense perimeters. Smash through his forces and face the traitor in his inner sanctum. Your resources will be limited and the size of your force will remain small and mobile.
The are is permeated with chaotic energy that turns the dead into undead plague carriers. Even if your mission is successful, chances are none of you will return.
-----
Build Your Kill Team
There are a few items you will need to represent your force for this event. You will also get tracking sheets and event packets that detail missions.
1: Kill Team (max 200 points)
Build a normal Kill Team according to the KT Detachment rules.
(Your Kill Team will change over time using the Campaign injury and experience rules.)
2: Hero (max 200 points)
Choose a single non-unique HQ character model. Can upgrade up to 200p but cannot add more models (like a Techmarine's servitors) and cannot take relics/artefacts. The model gains Reaping Volley.
(Only used in Arena of Khorne, Assassination, Prey Stalker.)
3: Warbeast (max 200 points - Experimental)
Choose a Tank/Walker/Monstrous Creature that would otherwise not be allowed in a Kill Team detachment. This does not include Super-heavies, Gargantuatns or Flyers. These normally have no point limit but under the circumstances there needs to be some kind of limit.
(Only used in Prey Stalker.)
4: 1 Strategic Asset (Experimental)
Choose a single Apocalypse resource to further customize your unique KT.
(Try different ones but you won't be able to change them during the Main Event.)
Optional: Small Terrain features
Kill Team games require a different spread of terrain than the typical Warhammer game. Having some small items to decorate the field, accent your KT for the parade or represent objectives may be helpful.
Optional: Zombies
We've decided to use Chaos Cultist models to represent our regular Plague Zombies. Any type is suitable and they are readily available. We have a lot, but if you have any in your possession, please bring them, we can't know for sure just how many will be needed on Game Day. Using cultists is not a strict requirement, use whatever you want in your own games and if you have even more zombie-like models then by all means use those.
-----
Missions (in narrative order)
1: Supply Drop 2'x4'
Your team has landed under extreme conditions and the fight ahead is going to be brutal. Supply containers and transport wreckage are scattered in the drop zone. Collect the much needed resources quickly!
2: Alone In The Dark 2'x4'
Make your way into the shielded area through the dark zones, tunnels and poisonous fog. Watch for ambushes!
3: Infiltrate the Camp 2'x4'
Speed through the Kill Zone and smash through the perimeter defenses.
4: Forward Push 2'x4'
The real fight begins! Can you make it through Typhus' soldiers and monsters?
5: Secure The High Ground 4'x4'
In order to allow for a large scale assault the shields must be disabled. Destroy one of the sub-generators powering the shield!
6: Head Hunt 4'x4'
To reach the Inner Sanctum you must eliminate one of his chosen elite to gain the gate codes.
Mid Boss: Prey Stalker 2'x2' (5+ Laurels to initiate Special version - Experimental)
Before you can fight Typhus himself you must face his pets. Monsters, daemons and war machines stand between you and your target.
One player's Kill Team vs another player's Warbeast. Zombies and Super Zombies ignore the Warbeast.
Warbeast is placed first, Hunter goes first. Warbeast has It Will Not Die, Ignores Crew Shaken/Stunned, Immobilized and Weapon destroyed. When attacking with any ranged weapons, it may target different enemy models with each shot. Choose the targets before rolling To hit.
Final Boss: Assassination 4'x4' (10+ Laurels to initiate Special version - Experimental)
This is the final battle! Typhus is an extremely lethal opponent, as are each of his bodyguards!
One player's Kill Team vs another player's Kill Team and Hero.
Side Mission: Arena of Khorne 2'x2'
2-8 player Hero vs Hero battle.
Side Mission: Carnage 4'x4'
2-4 player Capture the Flag game.
Side Mission: Against The Horde 2'x2'
1 player Survival mission vs infinite zombies.
Kill Team Mission Secondary Objectives
Slay the Leader: If, at the end of game, the enemy Leader has been slain, you score 1 VP. Doesn't count if they flee from a failed break test. You have to kill the Leader yourself to get the VP.
Linebreaker: If, at the end of game, you have at least 1 model in the enemy deployment zone, you score 1 VP. Models that are falling back or have Gone to Ground don't count.
First Blood: If the first model to be removed as a casualty during the game was part of your opponent's Kill Team, you score 1 VP. Kills of or by Zombies don't count.
Break the Enemy: If, at the end of game, you have completely destroyed more than half of your opponent's models, you score 1 VP. In other words, first one to start making Break Tests hands a VP to their opponent. If you have more than one opponent, they all gain a VP, meaning this objective could be gained more than once.
Zombie Infestation
Each mission features an undead host. These monsters are controlled by different players in an additional Zombie Turn at the end of each round. The first player to control the zombies is the one who didn't deploy first (if more than 2 players, roll off). After that alternate/cycle control each round.
The zombie controller or "Master of Disaster" controls all Zombies and infected Super Zombies. They may choose to move the, logically, attacking any player models within reach, or they may opt to move the zombies to their advantage, ignoring their own models and only attacking their opponent. Either way is their choice.
Each game starts with 10 Zombies on each board. Place the zombies randomly outside player deployment zones before player deployment.
Plague Zombies
Zombie Profile [WS1 BS0 S4 T3 W1 I2 A2 Ld- Sv-] Fearless, Feel No Pain 6+, Slow & Purposeful, Poison 6+
- Zombies have no ranged combat ability and no wargear.
- Instant Death attacks automatically Wound zombies (and ignore their Feel No Pain).
Super Zombies [WS1 BS* S* T* W1 I* A* Ld* Sv-] Fearless, Feel No Pain 5+, Slow & Purposeful (rest of profile, wargear and special rules otherwise remain the same)
- If a player owned model is killed by a plague zombie they become infected and are "zombified". Unlike regular zombies they can still use their shooting attacks but lose any Psyker abilities they may have had.
- Daemons and models with no Armour Save cannot be zombified.
Zombie Reinforcements
When a non-zombie model is slain, add 1 Zombie to the table. If a player model is zombified, it counts as slain.
At the beginning of each Zombie Player turn, add D6 Zombie models per board.
These new zombie models enter from a random table edge and may move and charge as normal.