animosity: arcadia falls

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Narrative campaign pack for Warhammer 30k, set during the Great Crusade.

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  • An Introduction to

    Animosity

    Animosity Events aim to bring together the

    Warhammer 40,000 and Fantasy Battle gaming

    communities for exciting, narrative based gaming

    events. The objectives of Animosity Events is to

    al low players to play in non-competitive story

    driven encounters, in which the power of the

    narrative is more important than the power of the

    army bui ld . Gamers with al l levels of experience are

    welcome to join us at the events, and we hope that

    al l players that attend can enjoy the campaigns.

    Whi lst there are obvious elements of winning and

    losing, we are not running tournaments, we hope

    that players wi l l play the miniatures they want to

    use because they want to use them, not because

    they want to win. Some of our most memorable

    moments in war-gaming have been mid-

    annihi lation, when a standalone hero dies hard and

    makes that game, the game in which we took a

    beating, more memorable than any of our victories.

    Sportsmanship is preferable to gamesmanship,

    and whether winning or losing please remember,

    even in defeat, at a narrative campaign your story

    is not over and from the jaws of defeat you can

    snatch the cake of victory!

    The Venerable Dread [aka geordie09 aka Scott]

  • So, who enjoys a good Black Library book? Or an

    action movie, fi rst-person shooter or video games

    with intense strategies and engrossing storyl ines,

    for that matter? I think its pretty safe to say that

    we al l love a good story and, as gamers of

    Warhammer 40,000, we al l love big stories of epic

    confl ict, dramatic battlescapes and heroic

    characters. Now, if only we could re-enact or even

    create our own epic campaigns set in the war torn

    galaxy of the 41 st mi l lennium

    Wel l , with narrative campaigns you can!

    Rare is the war that is won with but a single battle -

    most become gruel l ing, brutal campaigns fought

    over weeks, months, years or even l ifetimes.

    Heroes are made and legends born in these epic

    crusades. A narrative campaign is both an exciting

    and immersive way for players to engage in a

    series of l inked games where the narrative steers

    the course of events. Whereas a single game

    provides a tactical chal lenge, a series of games

    where victory and defeat affects each subsequent

    game in positive and sometimes catastrophic

    ways - brings the gaming experience to a whole

    new level .

    A narrative campaign can be very simple, or i t can

    be incredibly involved, depending upon how the

    players and organisers want to play it. There are

    many ways that it can be run and organised; i t's al l

    down to how you want to play it and what you

    want to get out of it. Organised events can include

    detai led background stories, unique characters,

    rules, maps, charts and more. A couple of friends

    wanting to add a new dimension to their regular

    games might write short, simple narrative

    campaigns that can be played over an evening or

    two.

    Depending on how you want to do it, organisation

    of such a campaign can be extremely loose, relying

    purely on the results and the players creating

    much of the narrative as they go along. Others

    might want to spend weeks or months careful ly

    planning the campaign in meticulous detai l , so as

    to ensure that they leave no stone unturned; no

    eventual i ty unforeseen.

    There are several different types of campaign

    system that can be incorporated into a narrative

    campaign, using tree or ladder sequences that

    form a structure for your games. I t is important to

    mention that there are no set rules in how you

    design your own campaigns, but there wi l l be rules

    to adhere to if you are playing in a narrative event

    organised by others.

    Conclusion

    There are a multi tude of different possibi l i ties in

    narrative campaigns. Whether you want a quick

    ladder campaign for two players, or an ongoing

    intergalactic event involving dozens of players,

    with narrative campaigns you can design and play

    an enjoyable series of l inked games with evolving

    storyl ines that wi l l hopeful ly l ive long in the players

    memories.

    When al l is said and done, i ts al l about creating an

    enjoyable and memorable experience for everyone.

    I ts al l about having fun!

  • What you see is what you get! Animosity weekends

    are fun, non-competetive events which players

    attend to enjoy fair, good-spiri ted play. WYSIWYG

    has been introduced to encourage fair play and

    avoid ambiguous miniature selections. Infantry

    miniatures and stock models should always be

    model led WYSIWYG.

    I t is not our intention to l imit players; the Rule of

    Cool sti l l dominates. Conversions are great fun and

    make the hobby al l the more entertaining.

    Therefore, i f i t has been impossible or aesthetical ly

    chal lenging to model an item within a conversion,

    that is acceptable. Many miniatures have multiple

    weapon options and some simply have no

    model l ing option to represent the additions. This is

    also understood. Common sense is key to

    successful ly managing WYSIWYG. I f you have any

    concerns find us on the forum and ask away in the

    General Gaming Chat section. Alternatively make a

    note on your army l ist prior to submission.

    We hope to encourage our players to field ful ly

    painted armies. A ful ly painted army not only looks

    good, but helps to add a l i ttle extra enjoyment to

    the games. We understand that not al l Animosity

    players have the same time as others to commit to

    the hobby. Hopeful ly a 3 colour minimum helps

    players to take a step further to completing their

    hobby goals in the bui ld up to events.

    At Animosity weekends we aim to encourage a

    3CM by awarding a single point per game to each

    player who fields an army that is painted to a 3CM

    standard per round.

    I t is sometimes necessary to set time l imits at

    Animosity weekends in order to ensure that

    organised weekends run smoothly. The need to

    al locate time to games is balanced with the need

    for refreshment breaks and lunch sessions on both

    days. Please take note of the timings al located to

    each round, i t is our hope that al l games reach a

    natural conclusion but sometimes this is not

    possible despite best intentions and games must

    be cal led for the benefit of al l .

    Each round of gaming at an Animosity Wargaming

    weekend is preceded by a short narrative briefing

    in which games are detai led and opponents

    al located. In order to maintain the schedule it is

    necessary to begin al l briefings and battles on

    time. Any tardiness wi l l be reflected in the players

    deployment.

    A delayed start to any battle wi l l incur a delayed

    unit. Up to 1 0 minutes delayed wi l l result in a unit

    (selected at random) being held in reserve or as

    reinforcement unti l the start of player turn 3. Every

    further 5 minutes wi l l result in a further unit being

    held up unti l turn 3. As an Example, a 26 minute

    delay wi l l result in 4 units being held back unti l the

    players third turn.

    A delay of over 30 minutes wi l l result in your

    opponent being awarded the win for the round and

    any gaming undertaken by the players is then at

    their discretion.

  • Animosity Events are narrative gaming weekends.

    Smart play, tactical acumen and a strong l ist alone

    wi l l not be enough to take the title of Champion at

    an Animosity event. I t is our goal to reward

    creativi ty and sportsmanship across the weekend.

    As such the narrative result of the weekend wi l l be

    borne out by the results of a narrative faction or

    al l iance rather than the in game achievements of

    an individual .

    The narrative wi l l be driven by events but results

    are an important factor in est-abl ishing and

    advancing any story in either the Old World or the

    41 st Mi l len-nium. As such a points system is in

    place to keep track of the faction or al l iance score.

    Points are scored using the fol lowing system:

    Victory = 4 Points

    Tie = 2 Points

    Defeat = 1 Point

    Painted Army = 1 Point (attributed

    per game, using 3

    Colour Minimum)

    MotM = 3 Points (not

    al located to narrative

    result)

    Bio = 3 Points (a creative

    biography or heritage

    tale for your army)

    Scrol ls = 5 Points

    (achievement of your

    Scrol l Mission)

    Animositys narrative gaming aims to maintain the

    element of story-tel l ing as a campaign unfolds by

    restricting named characters in order to prevent

    multiple versions of prominent characters battl ing

    on the same team or even against each other.

    Cal l ing Shotgun on a Character wi l l reserve the use

    of that named Character for your army, and is

    based on a first come first served basis on the

    forum thread for the event in question. Simply post

    a request to Shotgun the named character on

    the forum or get in touch and request via PM.

  • I t had been some time since the treacherous events at Isstvan and the horrors of the Dropsite Massacre. Civi l

    war now raged unabated across the galaxy as those loyal to the Emperor fought val iantly to hold back the

    debased hordes of the twisted Warmaster Horus as they marched inexorably onwards to Terra.

    Warmaster. I t was such a grand title. Once he had felt the unimaginable weight of that ti tle as it was

    bestowed upon him by his father at Ul lanor, and he had struggled to come to terms with the unexpected and

    unwanted appointment. Now he chuckled at the almost precognisant irony in the name. I t had new meaning

    now, and he wore the mantle wel l . He truly was the Master of War.

    Horus Lupercal , the Warmaster, sat brooding in his private sanctum; a large, wel l -appointed chamber

    constructed below the wel l of audience gal leries on the port side of the Vengeful Spiri t. One entire wal l was

    glass, open to the stars, and it was here that Horus sat in his throne, gazing out at distant nebulae through

    the panoramic viewport, lost in thought. H is brow was furrowed and his eyes were sunken, betraying to the

    observer an unimaginable weariness.

    A muted electronic chime sounded, rousing Horus from his reverie. He pressed a stud on the armrest of his

    throne. Enter, he said.

    Great adamantine-plated glass doors parted, pneumatic pistons hidden within the wal ls hissing quietly with

    mechanical effort, and Abaddon, Captain of 1 st Company, stepped across the threshold and into the

    sanctum. The Warmaster turned from the viewport, his eyes gl inting in the darkness of the chamber. Those

    eyes, once fi l led with warmth, were cold now.

    Ezekyle. H is voice was a whisper, yet i t carried with it a deep and menacing tone. You disturb my

    meditation. What news do you bring of our enemies?

    The First Captain bent his knee and brought his right arm across his chest, thumping an armoured fist over

    his primary heart. My lord, we have received word from our agents on Arcadia Prime. An Imperial war fleet

    gathers at the edge of the system.

    Horus let out a dark chuckle and shook his head in disbel ief. Dorn has sent a fleet into Arcadian space? I am

    disappointed in my brother I did not think he would fal l into my trap so easi ly.

    Abaddon clambered to his feet; a crazed look of anticipation in his eyes. Do we attack, my Warmaster? I t has

    been too long since I have drawn astartes blood.

    Patience, my son. We wi l l engage with my father's deluded servants soon enough. But first I must speak with

    my brothers. Horus rose from his throne to tower over the First Captain. Contact the primarchs and have

    them meet me on my strategium in one hour. We must discuss how best to i l luminate my brother Dorn as to

    his tactical error.

  • More than six months journey through the

    Empyrean from Terra, far out in the deeps of

    Ultima Segmentum, l ies the strategical ly important

    Imperial mining world of Arcadia Prime. The rul ing

    Arcadian hegemony pledged al legiance to the

    Emperor eighteen years ago when its compl iance

    was won by the Ultramarines after a brief but

    bloody war. To this day, the Arcadian hegemony

    forms something of a puppet government, with the

    true power being wielded by the various sons and

    daughters of Terran high lords who run the

    obscenely-profitable mining concerns in this region

    of the Arcades sub-sector.

    The Arcadian Compl iance, as it is known,

    comprises of a smal l interplanetary state in the

    Arcades sub-sector, with its heart in the Arcadian

    System; eleven planets orbiting a young, bright

    star, with four of these being inhabited by a

    mixture of Imperial colonists, native humans and

    servants of the Mechanicum. The Mechanicum

    has a significant presence in the sub-sector, with

    the fourth planet, Herakl ion, being in fact a smal l

    forge world , responsible for processing the vast

    mineral wealth to be found in this region of space,

    before shipping it off-world by the megaton on

    board gargantuan mass conveyors.

    The first humans arrived sometime in the 21 st

    mi l lennium; their void arks casting massive

    shadows across the continents of Arcadia Prime.

    They found that the world was already inhabited by

    an intel l igent, apparently peaceful race of xenos

    cal led the Nori . The Nori were indigenous to this

    system, tracing their race back to its origins many

    hundreds of thousands of years ago and, being a

    curious and highly peaceable species, they sent a

    smal l floti l la of sleek craft to welcome their visi tors

    with open arms. The visitors soon became settlers,

    real ising that four planets in the system were not

    only l i fe-supporting but bountiful in their natural

    resources. Not only that, but the Terran leaders

    decided they could learn much from an exchange

    and assimi lation of technology.

    INTRODUCTION

  • Decades passed by, and the Terrans and Nori

    forged a mutual ly beneficial relationship together,

    and they l ived in relative peace. There were

    occasional scuffles, and even a short-l ived war

    between the two races, as malcontents from both

    sides sought change for the al leged betterment of

    their respective peoples. But there would be peace

    talks and agreements signed, with the Nori

    government always keen to make compromises if

    i t meant peace. The decades turned into centuries,

    and over time the Terrans became the dominant of

    the two species, due to the combination of a

    prol i fic breeding programme and the al l -too-human

    need for a larger sl ice of the cake. Eventual ly, by

    the late 22nd mi l lennia, the Nori had become

    second class citizens in their own dominion. But

    things would change again, as they always do.

    The Terrans who now cal led themselves

    Arcadians began to send expeditions to nearby

    systems, looking for resources and further worlds

    to colonise, expanding their empire and increasing

    their influence over neighbouring xenos planets.

    This was achieved through uncompromising trade

    agreements or, where this strategy fai led, outright

    conquest. As they expanded, they met with al l

    manner of xenos, including vicious orks and even a

    horrifying undead machine race, lying dormant on

    si lent tomb worlds unti l roused by the clumsy

    footfal ls of Arcadian conquistadors.

    This process of expansion, trade and conquest

    lasted for thousands of years, unti l the year

    71 7.M30 when an almighty Ork Waaagh stomped

    its way across the Arcades sub-sector, obl i terating

    several outlying worlds of the Compl iance before a

    war fleet could be marshal led. The Waaagh raged

    for forty years, laying waste to the Arcadian

    Compl iance, resulting in bi l l ions dead on a dozen

    burning worlds. Eventual ly the Waaagh itself burnt

    out and the Compl iance were victorious, although

    in victory they had lost much.

    They spent the next hundred years slowly

    rebui ld ing the shattered core planets of the.

    Arcadian System, with contact now lost with most

    distant worlds. Al l along they were subject to

    regular raids from ork pirates from the Deff Star

    clan who had survived the Waaagh, operating from

    the looted ruins of former Compl iance worlds. The

    Arcadians and the few surviving Nori turned to

    pirates from the Blood Axe clan for mi l i tary aid ,

    paying the ork mercenaries in salvaged weaponry

    and damaged war machines. The Blood Axes didnt

    care; their mek boys would happi ly repair and

    konvert anything they could get their grubby, oi l -

    stained mitts on, including Nori battle-suits. But

    then, just when Arcadian society was on the brink

    of col lapse their war-ravaged people teetering on

    the edge of anarchy and barbarism that was

    when the Corsair Prince came.

    A large, ramshackle but extremely deadly Deff Star

    fleet led by Warboss Deff Dred appeared above

    the semi-ruined world of Arcadia Prime, promising

    annihi lation to the planets remaining inhabitants.

    The Blood Axes had refused to help, since the

    avai lable tech used to pay the merc-enaries had

    long since dried up, and the orks were never going

    to work for free. Weary Arcadians picked up what

    weapons they could find; desperate men, women

    and chi ldren ready to sel l their l ives dearly.

    Greenskin doom had come to visit i tself upon

    them. This was plainly the end.

    And then from nowhere, soaring into the system in

    a hundred sleek, fast-moving vessels, eldar

    corsairs tore through the orbiting ork ki l lkroozas

    l ike shoals of l ightning quick piranhas eviscerating

    the hulking carcasses of slow-witted whales. Giant

    vessels began to fal l from the skies, plummeting

    through the atmosphere to explode in bl inding

    nuclear conflagrations. There were no ork

    survivors. Arcadia Prime had been saved.

    The exhausted defenders hai led their mysterious

    saviours, dropping weari ly to their knees in rel ief

    and gratitude. The eldar landed on the surface of

    Arcadia Prime to be mobbed by weeping humans

    and Nori . The leader of this fey, space-faring race

  • was the Corsair Prince Vi i r; an enigmatic and

    sometimes cruel eldar, recently fled from what was

    now the Eye of Terror. Prince Vi i r and his

    l ieutenants in recognition of their valour and the

    salvation of the Arcadian Compl iance were

    immediately offered seats in the Senate. However,

    over the coming decades, as the Arcadians rebui l t

    their shattered worlds, the unknowable and fickle

    eldar plotted and schemed, so that one day Prince

    Vi i r might rule them al l

    That was more than two hundred years ago. The

    eldar left inexpl icably and as mysteriously as they

    had arrived, the citizens of Arcadia Prime waking

    up one morn to find them gone, leaving practical ly

    no trace that they had ever been there. From the

    dust of war, the Arcadians rebui l t their Compl iance,

    although it was merely a shadow of its former

    glory. In time an Imperial expeditionary fleet, led by

    the Ultramarines, arrived in system and swiftly

    brought the Compl iance to its knees, bringing true

    compl iance and the Imperial Truth in its place. The

    pitiful ly smal l enclave of Nori , who had survived so

    much through the centuries, were merci lessly put

    down. The ruthlessly efficient Ultramarines

    commander suffered not the xenos to l ive.

    I t is now 01 1 .M31 . The Emperor of Mans Great

    Crusade is no more. The debased hordes of the

    Warmaster Horus, in servitude to the Ruinous

    Powers, have spread throughout the galaxy l ike an

    unstoppable canker, devouring or exterminating

    any loyal ist worlds in their path, spreading fear and

    rebel l ion throughout a shattered Imperium. Every

    world that fal ls brings Horus that much closer to

    his ultimate goal : Terra.

    Astropaths in the City of Light have picked up an

    urgent distress cal l from Arcadia Prime the world

    is under attack by a ramshackle but powerful

    pirate fleet of xenos abominations. Being that the

    Arcadian worlds are deemed to be of high strategic

    and material value to the Imperium in the war

    against the traitorous Horus, Rogal Dorn orders

    the nearest Imperial fleets to rendezvous at the

    edge of the Arcadian System and launch a

    counter-offensive against the xenos invaders. I t

    takes more than a month before the first Imperial

    battleships arrive at systems edge and precious

    days unti l a large enough force has been gathered

    that can defeat the al ien raiders. Little does Dorn

    know that this is al l part Horus Lupercal s devious

    plan. The Warmaster has coerced xenos

    mercenaries into attacking Arcadia Prime with the

    promise of wealth and power. But Horus plans to

    attack the Imperial fleet whi lst i t is engaged with

    the xenos, destroying them and in doing so

    removing yet more Imperial defenders from his

    path as he marches onwards to Terra.

    So it is that a mighty war fleet translates from the

    empyrean at the outskirts of Compl iance space.

    The Imperial fleet is already engaged with swarms

    of xenos ships, and astartes, imperial army and

    Mechanicum titans have made planetfal l and fight

    a bitter war against the occupying al ien forces. Al l

    attention is focussed on Arcadia Prime. The

    Warmasters dread fleet is not detected unti l i t is

    too late.

    And so Arcadia Falls.

  • "IF IT BLEEDS,

    WE CAN KILL

    IT!"

  • GAMES: DAY ONE

    The fol lowing missions are to be played on the first

    day of the campaign, but how each mission is

    played wi l l depend on the results of the previous

    round which wi l l be combined to determine which

    faction is ahead at the start of each game.

    The loyalists have infiltrated the Arcadian System in

    order to gather important information on the forces of

    the traitor-xeno alliance. To do this theymust capture

    the buildings which the High Command has

    determined hold the enemies strategically sensitive

    data. The traitors and their alien allies must prevent

    this data from being taken.

    This is a doubles game with 500 pts per player.

    Battlefield Terrain

    Various planetary surface scenery.

    Deployment

    Select a deployment from the chart at the back of

    this pack, and then mark a bui ld ing as the objective

    and place it on the centrel ine of the board.

    Primary Objective

    A bui ld ing/objective placed on the centre- l ine of

    the board.

    Secondary Objective

    First Blood.

    Scoring

    3 VP for control l ing the primary objective at the

    end of the game, 1 VP for the player who scored

    First Blood.

    This battle uses the standard FOC with the

    fol lowing restriction no single HQ model may

    have more than 2 wounds.

  • > Units may not select Dedicated

    Transport options

    > No unit may have a starting size greater

    than 1 5 models before being joined by

    Independent Characters

    > Vehicles other than Walkers may not be

    chosen unless their models are no more

    than 4" wide. Flyers may not be selected

    > Monstrous Creatures needing more

    than a 60mm round base may not be

    chosen

    Warlords

    Each Warlord chooses their Warlord Trait as

    normal .

    Battlefield Terrain

    Zone Mortal is.

    Deployment

    The defenders deploy first with 50% of their forces

    fol lowed by the attackers with 50% of their forces.

    The remainder arrive via reserves from the

    locations noted on the map.

    Primary Objective

    Objective marker (3VP), which also counts as

    bonus for the second day of the campaign, placed

    as per the map.

    Secondary Objective

    Ki l l Points.

    Scoring - Zone Mortalis

    > 3 VP for control l ing the objective at the

    end of the game (this also gives a bonus

    for day two's play)

    > 2 VP for having more ki l l points than

    your opponent

    > 1 VP for having the same ki l l points tal ly

    as your opponent

    The loyalists seek to exploit the gains ofthe previous

    intelligence gathering raid, and so they launch further

    pinpoint strikes on strategically important locations

    around the Arcadian System.

    Or. . .

    Having fended offthe first advances ofthe loyalists,

    the traitors and their xenos allies seek to consolidate

    their defences before further enemy forces arrive.

    This is a doubles game with 1 000 pts per player.

    Some of Mission 2's games wi l l be Zone Mortal is,

    and the rest wi l l be regular 40k.

    I f the loyal ists won or drew round one, they are

    considered the attackers and the traitors are the

    defenders.

    Deployment

    The defenders deploy first with 50% of their forces

    and then attackers 50% of their forces. The

    remainder arrive via reserves from the locations

    noted on the map. Place the objective marker as

    marked on the map.

    Force Selection

    Each force should be selected according to the

    fol lowing Force Organisation Chart (FOC) for Zone

    Mortal is battles, with one FOC avai lable up to 1 000

    points a side of play.

    Forces selected for fighting in a Zone Mortal is

    action should be chosen from their Codex as

    normal with the fol lowing exceptions.

  • Scoring - Planetside

    > 1 VP for achieving Linebreaker

    > 1 VP for Slaying the Warlord

    > 2 VP for having more ki l l points than

    your opponent

    > 1 VP for having the same ki l l points tal ly

    as your opponent

    Unstable

    At the start of each defender's turn, both players

    rol l a dice, add the totals and consult the fol lowing

    Catastrophic Damage Table:

    Result Effect

    2-5 Stable: No effect

    6-7 Look out! : The players rol l off

    and the winner may place a

    single Large Blast (5") template

    anywhere on the table to

    represent a sudden deadfal l .

    Rol l for scatter: any model

    caught under the template

    suffers a Strength 5 AP 4 hit.

    Units with an Armour Value are

    struck on their rear armour

    8-9 Dust Fall : Clouds of dust fi l l the

    area with a choking, bl inding

    fog. For this turn only al l models

    have their Bal l istic Ski l l and

    Initiative reduced by -1 (to a

    minimum of 1 )

    1 0 Tremor: The ground heaves as

    cracks rip open cei l ings and

    wal ls unleash debris upon those

    near them. Al l clear terrain

    counts as difficult terrain for

    this turn only

    1 1 Cave-in : The players rol l off and

    the winner may place D3 Large

    Blast (5") template anywhere on

    the table to represent a cave-in.

    Rol l for scatter: any model

    caught under the template

    suffers a Strength 5 AP 4 hit

    and must take a Barrage

    Pinning Check. Units with an

    armour value are struck on their rear

    armour

    1 2+ Quake! : Every model on the

    table must pass a Strength test

    or be removed as a casualty.

    Models without a Strength

    score are automatical ly dest-

    royed (buried under tonnes of

    rubble) . I ndependent

    Characters may re-rol l this test

    if fai led. I f a 1 2+ is rol led again,

    treat this as having no effect

  • This is a doubles game with 2500 pts per player.

    Battlefield Terrain

    Dense urban terrain/Dense fol iage terrain with

    Ewoks.

    Deployment

    Randomly selected from the deployments l isted in

    this pack, with each player marking two terrain

    pieces in their enemy's deployment zone as

    objectives.

    Primary Objective

    Linebreaker (5VP).

    Secondary Objective

    Seize 2 terrain pieces (chosen before the games

    starts) in the enemy's deployment zone, worth 1 VP

    each.

    Scoring

    > 3 VP for achieving Linebreaker

    > 1 VP for each of the 2 objectives you

    control

    Winner takes it all

    The side that is currently ahead in the scoring

    deploys second, the losing side first, but they may

    attempt to steal the initiative.

    Break out the big guns

    I n this game Lords of War are al lowed, but they

    may not cost more than 25% of your force. Also

    factions may only contain one of each named

    character, i .e. 3 players can't field Angron. To

    shotgun a character, post on the appropriate

    thread on the Animosity forum and stake your

    claim!

  • GAMES: DAY TWO

    For the second day of gaming, the side which was

    ahead at the end of Game 3 is considered to be the

    attacker.

    This is a doubles game with 1 000 pts per player.

    Battlefield Terrain

    Ruined urban terrain.

    Deployment

    Randomly selected from the deployments l isted in

    this pack, with the special rule l isted below. In

    addition d3+2 objectives should be placed on the

    board, as per the 40k rulebook.

    Primary Objective

    D3+2 objectives (3 VP each).

    Secondary Objective

    Slay the Warlord, First Blood.

    Scoring

    > 1 VP for Slaying the Warlord

    > 1 VP for obtaining First Blood

    > 3 VP for each objective held at the end

    of the game

    Reserves

    Only Deep striking units and fl iers may enter from

    reserve, other units that would normal ly arrive from

    reserve are deployed at the start of the game.

    Raging Inferno

    At the start of each shooting phase the control l ing

    player places a large blast template (5") on the

    board and scatters it

  • 3d6. Any model within 6 of the marker is hit with a

    Strength 5 AP - hit. Vehicles are hit on rear armour.

    Should the marker touch a terrain piece, i t

    becomes danger-ous and difficult terrain and

    blocks al l l ine of sight. Al l markers remain in play

    once places on the table.

    Winner takes it all

    The side that is currently ahead in the scoring

    deploys second, the losing side first, but they may

    attempt to steal the initiative.

    This is a doubles game with 2999 pts per player.

    Battlefield Terrain

    Ruined urban terrain.

    Deployment

    Randomly selected from the deployments l isted in

    this pack.

    Scoring

    See below:

    The enemy forces must be exterminated; targeting

    the most tactical ly valuable targets is Critical !

    Units Type VPs

    Lords of War 5

    HQ 3

    Heavy Support 2

    El i tes 2

    Troops 1

    Fast attack 1

    Fortifications 2

    (captured or destroyed)

    Martial Temper

    The first time a unit charges, i t gains the Furious

    Charge USR for the remainder of that combat only.

    Units that fai l their fi rst charge have squandered

    this benefit.

  • ++DEPLOYMENT MAPS++