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    TheWarlords 1st ComWinter Campaign 2012By Andrew Bate

    THE ETERNAL NIGHT

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    The Eternal Night

    http://wwfirstcompany.freeforums.net/index.cgi

    Welcome to The Warlords First Company WinterCampaign 2012, The Dark Eternal Night. Thisbooklet is a campaign expansion for the coreWarhammer 40,000 rulebook, and it allows you tobattle to the death in a devastating planetaryassault over the world of Pyraxia Secondus.

    Whether you tear the planet from your opponent'sgrasp or annihilate the crazed invaders raining outof the skies, your actions can determine the fateof an entire world.Contained within these pages you will findeverything you need to participate in the EternalNight Campaign, custom missions, detailed armylists and engaging background stories. So donyour armour Warlords, chamber around in yourboltgun or charge your Gauss Blaster.

    For in the 41 st millenn ium.

    THERE IS ONLY WAR

    Introduction

    The CampaignThe Dark Eternal Night Campaign will be foughtover 2 days at Warhammer World on Saturday 2 nd and Sunday 3 rd December. We will play 4 smallermissions on the Saturday which will effect directlythe spectacular 20000 point Apocalypse stylegame played on the Sunday.

    Here is a brief summary of the missions.

    Mission 1: Kill Team - 200 points First Contact - Imperial scout units investigate thesite around Fort Pain to locate and secure

    Introduction 1

    Story- Part 1 3

    Campaign Flow 4

    Story- Part 2 5

    An Article for Everyone 3

    Fitting an Article into a Tight Space 3The Elements of a Newsletter 5

    reported Xenos relics and artifacts. Afterobserving increased human activity on the planet,the Necorn overlords order a small exterminationsquad to the surface to wipe out these humanparasites and retrieve any Eldar technology thatmay have unsurfaced.

    Mission 2: Random mission from theWarhammer 40000 rule book - 1000 points Forces Collide Imperial and Necron forces startto attack and counter attack. The eternal strugglefor supremacy begins!

    By Andy Bate

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    The Eternal Night

    Mission 3: Clash of Heroes - 1500 points Warlords Collide As the campaign unfolds, keybattles must be won. In a desperate bid to turnthe tide of war, the Imperium deploys its finestcommanders to the front line. The Necron highcommands observe this turn of events andrespond in kind.

    Mission 4: Line Breaker - Special GroupMission 1500 points Secret Strategies - As the campaign desperatelycontinues, Imperial Guard heavy support units aresent to defend Fort Pain, the central base of command for the Emperors forces. As always theNecron high command observes this movement

    and devises a plan to turn the humans weaponsof mass destruction upon themselves!

    Imperial forces consist of a squadron of superheavy tanks. Necron forces consist of 1500 pointsfrom the standard force organization chart.

    Mission 5: Assault on Fort Pain - 10000 poin Stranglehold Though the battle for the fate of the planet still rages fiercely, the Necron conquestis reaching its culmination at Fort Pain, the baseof operations for the Imperium. If the Imperialforces cannot hold this fortification then all is lost

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    The Eternal Night

    The Eternal Night Part I

    The white and blue planet of Pyraxia Secondus cameinto view as the Thunder hawk made its decent. Theunadorned silver a striking flash of colour against theback drop of the blackness of deep space. InquisitorStephanus De Norville turned from the view port of theThunderhawk and began studying the data-slate heclutched in his armored gauntlets.

    The planets designation was Pyraxia and was relativelyunremarkable. The planet was larger than Terra and hada slow rotation around a distant sun. It had a stablebreathable atmosphere but was distinctly cold duringthe long winter months during its 48 Terran monthrotation. There was no indigenous population but theassigned workers called the planet Eternal Night, as thefortress city, which was established during the greatcrusade to mine the area for ore and protect it againstraiding xenos, was dark for years at a time. The fortresswas located in the Northern hemisphere where thewinters where less harsh but no less dark. The meagerpopulation of 8131 was purely that of scientists, workers,their families and a small Planetary Defense Force thatmaintained the fortress city and continued the drillingoperation.

    The discovery of ancient Eldar technology madePyraxia remarkable. With the discovery came theattention from the Inquisition, Mechanicum and Xenos.Raids by Eldar trying to secure the device had beenresisted by the PDF with the support of a company ofBlood Angels assigned to the region. What a sight thatmust have been mused the Inquisitor and he smiled atthe thought. The Blood Angels home world is known

    for its harsh hot environment, though he doubted thecold would be new to them. The problems of the Eldarraiders was nothing compared to trouble caused by theinsistence of the Blood Angels to remove the artifactonce it was secured. A stale mate ensued as the PDF andMechanicum forces encircled the device and pointed4000 guns at the Blood Angels. A distress call was sent

    by the Planetary Governor and received. Inquisitor DNorville. He was dispatched at once with orders tosecure the device and dissuade the Blood AngelsLibrarian from rash action

    Epistolary Jacob Macgiolla, Librarian of the BloodAngels was wary of the Inquisition. His chapter, curwith the black rage that only blood could quench aftthe fall of thier Primarch Sanguinius by the hands ofHorus. The Blood Angels hid their secret well but mand more there were instances of battle brothers losicontrol in the heat of battle. Crazed by visions of dethey become mindless killing machines and inductedthe Death Company. The Blood Angels feared thediscovery of their secret by the Inquisition most of a

    By Phil Oasgood

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    The Eternal Night

    Campaign Flow

    The table above demonstrates how the campaign games will play on day 1 and how they will affect the finalgame on day 2.

    A Warlord has the authority to call down a bombardment from a Strike Cruiser. This ability can be used his Shootingphase, providing that the warlord did not move in the preceding Movement phase (though he may later assault if the controlling playerwishes). Calling down an orbital bombardment otherwise counts as firing a ranged weapon and uses th e following profile:

    Unlimited 10 1 Ordanance 1Barrage

    Note that if an arrow is rolled on the scatter dice an orbital bombardment will always scatter the full 2D6" - the Warlords Ballistic Skillmakes no difference.

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    The Eternal Night

    The Eternal Night Part II By Phil Oasgood

    The Thunder Hawks thrusters bellowed out and sent a

    swirl of ice and snow out from its underside as ittouched down within the Fortress walls. Within secondsthe front hatch blew open. Inquisitor De Norville andhis entourage marched down the ramp. The silver-greyranks of marines carrying storm bolters and longhalberds the signature weapons of the Grey knight.

    Planetary Governor Heimlich von Bathos looked on.The imposing human figure, a veteran of a thousandwars was dwarfed by the Blood Angels Librarian next tohim, who stood like a statue of Red stone. The GreyKnights dispersed under sub-voxed command and stoodat attention as the Inquisitor stalked towards the feudingpair. De Norville took the pair in with a glance. ThePlanetaty Governer was of stocky build and bore scaresof battle on his leathered aged face. His eyes where abright blue that spoke of determination, courage andvalor. They showed no sign of fear of his situation buthis hand tightly gripped the handle of his sheathedpower sword told another story.

    Gentleman, I am Inquisitor Stephanus De Norvilleattached to the 3rd Company Grey knights and I have

    been sent here by the Ordo Xenos, and Ordo Maleus tosettle this situation. You will both tell your men tostand down and surrender the relic to my custody.

    The Blood Red Librarian responded first gesturing atthe Imperial Governor These fools seek to harness thepower of this Xenos device and with it they will damnus all! I am in command here until I see something totell me otherwise Inquisitor! He slowly drew his forcesword, activated it with a gesture and pointed it at DeNorville If you don't like that then I believe you can go

    to hell!

    .Suddenly storm bolters where racked and pointed inunison at the Blood Angels Librarian response to theperceived threat.

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    Enough! barked the Inquisitor. Stand down all ofyou, Now!. Bolters fell back to the sides of the GreyKnights. Lower your weapon psyker! I have come hunder direct order of the Inquisition and the imperialpalace. Orders you WILL follow! De Norville passedthe Blood Angels Librarian his dataslate with the ordclear on. After several long moments the Blood Angremoved his helm. The Inquisitor was taken aback bthe young and noble aspect that greeted him. ThisEpistolary Jacob Macgiolla looked about a day in titand obviously felt he had a lot to prove. The youngLibrarian lowered his sword. "My apologies, it seemam relieved. Have your relic, but mark my words itshould be removed from planet side and held insafekeeping .It is ancient and means so much to the

    Eldar we cant risk leaving it here undefended

    At this barbed comment the Planetary Governor spoup It was under my guard and we did a fine jobprotecting it. We protected it from the Eldar and itseems we protected it from you! I think we can handdon t you?

    The Librarian snorted and marched away from thecommander barking orders at his men as he went beshouting back We will camp here with you until that

    damn thing is gone from here.

    The Planetary Governor let out a held breath beforetaking in De Norville Well Inquisitor shall I show youwhat all the fuss is about? and stalked off beforeawaiting a reply.

    Arrogance and fear surrounds these two De Norvillethought to himself sadly as the human and space mamarched off. A fertile breeding ground for the taint ochaos! Once the relic is removed from this placesuccessfully, I will have to deal with both Governor Space Marine permanently! With a heavy heart helooked back down at his dataslate and entered a a sinword.

    EXTERMINATUS

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    The Eternal Night

    The Eternal NightMission I : Kill Team

    200 pointsImperial scout units investigate the site around Fort Pain to locate and secure reported Xenos relics andartifacts. After observing increased human activity on the planet, the Necorn overlords order a smallextermination squad to the surface to wipe out these human parasites and retrieve any Eldar technologythat may have unsurfaced.

    Kill Team is designed to be played with a smallnumber of models, each of which is treated as anindividual unit. This means that games will bequick. So click off the safety catch and ensureyou brought along those extra ammo clips. It's abattle to the death, and only the most ruthlesswarriors will survive...

    Each player picks an 'army' worth 200 pointsusing the following force organisation chart:

    0-1 Elite0-2 Troops0-1 Fast AttackNo model can have more than 2 Wounds. No Special Characters. No 2+ saves. No vehicles with a total Armour value greater than 33. This is calculated byadding the Front, Side and Rear armournumbers. (Only count the Side once).

    Grenades: any grenades listed in your army listas assigned to the unit must be given to a

    single model.

    Scout and Infiltrate moves operate as normal.The player deploying first will chose a standardtable quarter placing all his appropriate modelswithin a deployment zone created by measuringa 12 inch triangle extending along the both tableedges from the corner. The opposing player willthen place all appropriate models in the quarterdiagonally across, also within a triangle 12inches from the corner.

    The fifth quarter: Please note that for the sake of this game, we divide the table into five quarters:one in each corner and a non- standard fifth inthe middle of the table. The fifth quarter isalways created by drawing a 6-inch radius fromthe center of the table.

    First Contact

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    Set up one objective marker at the centre pointof the table

    Your team must capture and control a vital area innomans land; it is imperative that you both holdthis area and keep it free of enemy interference:think king of the hill.You must bring all surviving models into the fifthquarter and remove all enemy models from thesame in order to successfully complete thismission. The mission lasts a random number of turns - between five and seven. At the end of game turn 5, a player must roll a dice. On a 1-2the game ends immediately, on a 3+ game turn 6is played. If this is the case, a player will rollanother dice at the end of game turn 6, and this

    time on a 4+ the game continues and game turn 7is played. At the end of game turn 7, the gameends automatically.

    As soon as the game ends and before working outwho controls which objective, all units that arefalling back are removed and count as destroyed.

    Kill Team Deployment Map

    The player deploying first will chose astandard table quarter placing all his appropriate

    models within a deployment zone created by measuringa 12 inch triangle extending along the both table edges from the corner. The opposing player will tall appropriate models in the quarter diagonally across, also within a triangle 12 inches from the co

    Relic

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    The Eternal Night

    The Eternal NightMission II :Eternal War.

    1000 pointsImperial and Necron forces start to attack and counter attack. The eternal struggle for supremacy begins!

    Forces Collide

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    The Eternal Night

    Victory Conditions

    Keep track of the points value of any models

    killed by each player's named character duringthe game.

    Models that are part of a unit are assumed tohave a cost equal to the points value of the unitdivided by the number of models in it. At theend of the game each player must add up thevalue of the models that their named characterkilled, and then subtract the cost of thecharacter itself. The player with the higher totalis the winner.

    Instant Victory: If one player's Warlord slays theopponent's Warlord, then they instantly win thegame.

    Special Rules

    Lead From The Front: You must bring your

    Campaign warlord to this battle Duel To The Death: In this scenario a namedcharacter may only be killed by an attack madeby the opposing named character. If a namedcharacter is slain by any other method, they areleft standing with one wound remaining.

    No Named Characters: If a player doesn't have anamed character in their collection of CitadelMiniatures than they may use an independentcharacter or monstrous creature instead.

    Once Your Dead, Your DEAD:If you lose yourWarlord he may not be used Mission 5

    Clash of Heroes Deployment Map

    Set-Up SummaryRoll-off for deployment areas.The winner of the roll-off deploys first,9" from the centre of the table.The opposing player deploys second, 9"from the centre of the table.Neither player may place units in reserve.

    Deploy the armies in oppositetable quarters

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    The Eternal Night

    The Eternal NightMission IV : Linebreaker Special Group Mission

    1500 pointsAs the campaign desperately continues, Imperial Guard heavy support units are sent to defend Fort Pain,the central base of command for the Emperors forces. As always the Necron high command observes thismovement and devises a plan to turn the humans weapons of mass destruction upon themselves!

    Linebreaker is a team 'mini-game' forWarhammer 40,000.

    Army Selection

    The Imperial player commands three Super HeavyTanks (see Warhammer 40,000 Apendix forrules), and the Necron player commands a 1,500point army picked from the Necron Codex. Notethat the defending army is not allowed to includeany legendary units or battle formations - onlyunits included in the Codex may be used!

    The Baneblades start at one side of the gaming

    table, and must attempt to exit from the

    opposite table edge.

    Up to 500 points of defending units may bedeployed on the table or placed in reserve asdesired. The remaining 1,000 points worth of defending units must be placed in reserve.

    The defending army receives the first turn.

    Secret Strategies

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    The Eternal Night

    The game carries on until all the Super Heavy

    Tanks have either left the table or have beendestroyed.

    Dawn Attack: The battle begins just beforedawn, and so the Night Fighting rules apply onthe first turn.

    Each Super Heavy Tank that leaves the table

    edge equates to one victory point to theImperial forces.

    Each Super Heavy tank destroyed equates toone victory point to the Necron forces.

    The force with the most victory points chooses2 of the Super Heavy Tanks played in thismission and may use them in mission 5. Thelosing force receives the remaining super heavyTank.

    In the event of a tie both forces will take 1Stormlord Super Heavy Tank for mission 5

    Linebreaker Deployment Map

    No Mans Land

    Imperial Tank Deployment

    Necron Deployment

    12

    24

    36

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    This must be taken by us hissed Necron 1 pointing atthe red lines the metallic blue of his body marking hout from the others , We must not let them have itagain .

    Agreed spoke a red bodied Overlord known asNecron 2

    We must fight together. Take the Technology and uit against the Old Ones spoke the third. The darkmetallic of his body littered with white icons denotinhis rank We must take this world and leave none tospeak of it .

    Necron 2 studied his fellows, now bonded in an Alliwith him, and nodded once to confirm the plan ofaction. The most logical course of action is to deploon the Southern hemisphere of this world they call Pyraxia and advance northward under cover of thelong night and attack as one

    The other Necrons nodded agreement and the wireframe orb dispersed sealing the fate of world theNecron fleet silently approached, undetected, thoughthe darkness of space. War was coming.

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    The Eternal Night

    The Eternal NightMission 5 : Assault on Fort Pain Special Group Mission

    10000 pointsIf the Imperial forces cannot hold this

    fortification then all is lost

    the Necrons will do everything in their power tostrike fast and hard at the enemy's vitaldefences, regardless of the cost. There can beno half measures when the fate of a world is atstake.

    To represent this, previously earthbound troopscan Deep Strike into play. The invader candeploy not only his infantry in this way, but alsohis most powerful close combat troops andeven monstrous creatures!

    Army Selection

    The Necron and Imperial forces will be each berepresented by a team of three players. Each

    player will bring a force of 3000 points asdefined in the Warhammer 40000 rule bookpage 108

    Any Super heavy tanks won by each team inMission IV will be added to the relevant armylist.

    In addition the Imperial forces will be given theImperial Fortress Fort Pain as represented InApendix I.I

    The Necron forces will be given The NecronTitan thingy as represented on page **

    Several types of unit have the option to DeepStrike into the thick of things. Infantry, jumpinfantry, jetbikes and monstrous creatures canall Deep Strike. This is a fundamental differencefrom usual games of Warhammer 40,000,enabling you to plummet into the action andget on with the serious business of wresting

    objectives from the foe straight away. It's agood idea to familiarise yourself with whichunits in your army can take advantage of thisrule and plan your grand strategy accordingly.

    Not all of the attacker's units can pile straightinto the fight - heavier units, such as tanks,must be deployed in a 'drop zone'. A drop zoneis where the attacker's support units makeplanetfall in bulk landers, drop- ships or theirequivalent a few kilometres from the battlefield.Once the defender has set up his terrain, theattacker chooses which table edge is nearest tohis drop zone. Nominate any table edge.

    Whenever the attacker rolls for a bike, beast,

    cavalry, vehicle or artillery unit to turn up fromreserve, it is from this table edge that the unitsenter play. Mark such units on your army rosterwith 'DZ' if it helps you to remember.

    DEPLOYING ATTACKING UNITS SUMMARY Unitsthat always enter play from the drop zone:

    VehiclesBikesArtilleryBeasts

    Cavalry

    Units that may either enter play from the dropzone or by Deep Strike:

    Infantry Jump InfantryMonstrous Creatures

    JetbikesVehicles that have the Deep Strike special rule.

    Stranglehold

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    The defender's planet, so he may now deployhis units anywhere on the board (he can keepsome in reserve if he wishes - see below).

    Naturally, the defender can deploy his unitswithin buildings. Buildings are essentiallyimmobile vehicles that can be occupied byeither side.

    The defender may keep as many of his units ashe wishes in reserve. Units that you have kept inreserve cannot be affected by the attacker'spreliminary bombardment (known as afirestorm), so they will enter play at fullstrength. Note that in games of Planetstrike theScout and Infiltrate special rules confer nospecial benefits when deploying, but still allowunits to Outflank as normal. This representsforces from elsewhere on the planet scramblingto the warzone as fast as they can.

    Mission Special Rules

    The following rules are always used in theAssault on Fort Pain mission.

    Each player turn each team may launch one of their against enemy troops, abombardment attack anywhere upon the table.This number of bombardments each team has isdetermined by the number of bombardmentswon on the previous day (see page 3). Roll forscatter as normal, but you may never adjust thescatter roll with Ballistic Skill - these munitionsare being dropped from low orbit, after all. Anincoming bombardment makes plenty of noise,sending ground troops running for cover, so if there is doubt about whether a unit is allowed acover save from a bombardments attack, err onthe side of the defender.

    Each bombardment attack has theprofile below:

    Unlimited 10 1 Ordanance 1Barrage

    Morale tests are never caused by abombardment. However, Pinning tests arecaused as usual, and units that 'go to ground'

    will be pinned for the first turn - they areassumed to have dived into foxholes or run forcover.

    Any template that lands wholly over openground and does not hit any models or terrainmay be replaced by a crater at the attacker'sdiscretion. This crater remains in place for therest of the game.

    A planetary invasion is a desperate battle forsupremacy where ground taken is moreimportant than lives lost and the invaders raindown their forces directly upon the defensenetworks of the foe. The Deep Strike rule isalways used in games of Planetstrike, with thefollowing modifications:

    The attacker may always choose to deploy hisinfantry, jump infantry, jetbikes, monstrouscreatures, and vehicles with the Deep Strike rule

    by Deep Strike.

    Attacking units with the Deep Strike special rulein their unit entry may assault the turn theyenter play, providing that they fulfill all thenormal criteria for an assault (within assaultrange, for example). Note that units that enterplay from a deep striking vehicle do not count!For example, because it has the Deep Strikespecial rule in its unit entry, a Space MarineAssault Squad could both shoot its bolt pistolsand launch an assault the turn it enters play. ASpace Marine Tactical Squad could shoot, butnot assault, because it does not have the DeepStrike rule.

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    The Reserves rule is always used in the Assault

    on Fort Pain mission, with the followingexceptions. All attacking units must start thegame in reserve.

    None of the attacker's units will start on-tableat all. Instead the attacker's units enter playeither by Deep Strike as noted above, or bycoming into play from the table edge theattacker has designated as his drop zone. Unitsheld in reserve, be they attacker or defender,use the following table to determine when theyenter play:

    Reserves

    arrive on: 3+ 2+ Automatically

    Note that the attacker's reserves enter playeither by Deep Strike or from the designateddrop zone, whereas the defender's reserves canenter play from a random board edge.Defending units use the normal Deep Strikerules. All other defending units roll on the

    following chart when they enter play fromreserve:

    1-2 From the table edge opposite theattacker's drop zone.

    3-4 From any table edge touching theattacker's drop zone (defender'schoice).

    5-6 From the attacker's drop zone.

    Backs to the Walls: The defenders have nowhereleft to fall back to. They are all Fearless.

    Demolition Crew: All of the attacker's infantryunits are counted as having melta bombs.

    Denial: The defender has a free AmmunitionStore stratagem. He may choose to detonatethis ammunition stockpile in a last-ditch effortto deny their enemy victory. So long as at leastone defender is on the table, the defender maydeclare in his Shooting phase that you aredetonating the store. Every unit within 2D6" of the building containing the ammunition storetakes D6 Strength 8 AP 4 hits, and the buildingis automatically destroyed (explodes!).

    Necron Strategic Assets

    There is no technology in the galaxy that theNecrons cannot twist to their own ends. Nodefence that can forever thwart their influence.

    When Revealed: During one of your Shootingphases.

    Effect: Nominate one enemy vehicle or super-heavy vehicle within 24" of a Necron Lord. Youmay immediately fire one of that vehicle'sweapons as if the vehicle were under yourcontrol. Once the shot has been resolved, thesubverted vehicle suffers D3 glancing hits thatignore any power fields or void shields it mayhave.

    When declared: Pre-game

    Necron High command has assailed the enemystrongholds with a terrible electronic affliction,causing the automated weapons systems of FortPain to malfunction and even jam at criticalmoments.

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    The Eternal Night

    The Eternal NightAPENDIX I: Super Structures and Super Heavy Vehi

    I.I Fort Pain Total Points 184

    Fort Pain is an Imperial Fortress manufacturedfrom the following components. The points costof the Imperial Fortress will be the total pointscost of the components used.

    FORTRESS WALLS

    Fortress Walls are divided into three differenttypes of section: Walls, Towers and the Gate.Each section has an Armour value of 14 on allfacings and a number of Structure Points (notedbelow). When a section has no Structure Pointsleft it is destroyed. All damage results which donot reduce its Structure Points are ignored. AFortress section must be targeted separatelyfrom any unit on top of its ramparts.

    Each Wall section has 4 Structure Points.

    A unit may be deployed to the ramparts on topof the wall, gaining a 3+ Cover save.

    A destroyed Wall becomes rubble, giving a 4+cover save and is treated as difficult terrain. Anymodel on or in a Wall section when it isbreached takes a single wound (armour save as

    normal).

    Each Tower has 6 Structure Points.

    A single unit of up to twenty models can bedeployed inside the tower just as if beingtransported in a vehicle, and may use 5 firepoints in any direction. If the Wall is breachedthen any unit inside the bunker is destroyed inthe collapse.

    A destroyed tower becomes rubble, giving a 4+cover save and is treated as difficult terrain.

    Four towers have been upgraded to include aflak turret with the following profile

    WARGEAR 1 twin linked autocannon

    WEAPON RANGE STR AP TYPE

    Autocannon 48" 7 4 Heavy 2, Skyfire,

    Interceptor

    Two towers have been upgraded to include aHydra turret with the following profile

    WARGEAR 2 twin linked autocannon

    WEAPON RANGE STR AP TYPE

    Autocannon 72" 7 4 Heavy 2, Skyfire,

    Interceptor

    Three towers have been upgraded to include aVulcan Cannon turret with the following profile

    WARGEAR Vulcan Mega Bolter

    WEAPON RANGE STR AP TYPE

    Vulcan 68" 6 3 Heavy 15

    Mega Bolter

    Sustained fire - Once per game the Vulcan mega bolter can

    fire a sustained burst! The weapon may fire twice that turn

    (at the same target).

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    six towers have been upgraded to include abuttress mounted Sentry Gun with Twin-linkedHeavy Bolters.

    two towers have been upgraded to include abuttress mounted Sentry Gun with Twin-linkedlascannon.

    All Fort Pain weapons are used at BS 2. If theweapon is mounted on a tower you may use theBS of the unit within when occupied.

    A Gate has 3 Structure Points.

    The Gate may be open or closed at the start of any of the owning players' turns. Oncedestroyed, the Gate is open and troops canmove through it as normal. Models caught onthe ramparts, suffer 1 wound. No armour savesapply.

    A unit may be deployed onto the Gate'sramparts gaining a 3+ Cover save.

    Each Gate also has two towers (with 6 StructurePoints each, etc), one on either side.

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    The Eternal Night

    By James McEvoy

    The Emperor Protects.

    A strange concept given the size of the Imperium and itsmultitudes of enemies. But faith in the Throne of Terrahad seen humanity through the last ten thousand yearsand would do so for the next ten thousand.

    If only it were that simple mused Governor Batho. Helooked around at his men, desperately trying to holdthemselves together after weeks of fighting against therelentless enemy. Morale was low, physical conditionpoor, and armoured support had been severely depleted.The heroic figure of Drill Sergeant Heinz was the gluebinding them together for the time being, but even thatbond may be broken in the days to come. Looking outacross the scarred battlements of Pyraxia Secundus'largest military complex, dubbed "Fort Pain" by thesoldiers due to its vast array of weapon platforms, theCommissar could see an eerie green glow suffusing themist from which the Pyraean Mountains stood jaggedlike the teeth of a giant carcharadon.

    The same green glow had been the first sign of thedeadly unknown xenos. Despite the Imperium havingcolonised the system since the Great Crusade, the aliens

    had lain in slumber, awaiting their time to rule again.Bathos knew that the coming days would be his last. Hehad seen the horrific effects the enemy weapons hadupon the defending forces, ripping apart tanks like paperand flaying the skin from mens' bodies. In return onlythe most concentrated volley of fire would down one ofthe monstrosities, but triumphant cheers would turn tosilent horror as the fiend reassembled itself beforerising once more.

    He could see them now, not just a few at a time like hadbeen encountered in earlier battles, but hundreds,marching implacably towards the compound. Ahead ofthem, the earth seemed to shift and move with ametallic sheen. He knew what these were, the men haddubbed them "Scarabs", a name which belied their deadlynature. Dwarfing the hordes of warriors, pyramid-likestructures skimmed across the ground, gun turretsbristling across their smooth dark skin.

    The Eternal Night Part IV

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    The Eternal Night

    Bathos picked up his magnoculars to begin fire contcalculations when a series of sonic booms echoed acthe dawn skies.

    On pillars of fire the blood red flyers came, speedingtowards the ground at an impossible angle. Behind thred torpedo shaped pods, glowing hot from atmosphentry, screamed towards the earth like vengeance frothe God-Emperor Himself. He watched as, from oneaircraft, side hatches slammed open and gold colourwarriors fanned out into the rushing air with a blaze shining armour, flash of white pinioned wings and aof supersonic fury.

    The Angels of Death.

    The Emperor Protects indeed.

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    [23]

    The Eternal Night

    The Eternal NightAPENDIX I: Super Structures and Super Heavy Vehi

    I.II Baneblade Super Heavy Tank Total Points

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    [26]

    The Eternal Night

    The Eternal NightAPENDIX I: Super Structures and Super Heavy Vehi

    I.V Gauss Pylon Total Points 4

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    The Eternal Night