Post by JohnnyDangerous on Aug 3, 2013 1:34:35 GMT -5
As it is said in many places, the Eye of Terror(as named by Pertuabo, Primarch of the Iron Warriors)), is a difficult and dangerous place to wage war. Even the mighty Leman Russ, Primarch of the Space Wolves is said to be lost in its grasp.
There are many daemon worlds and planets engulfed by the eye of terror where things are no longer the same as the once were. Even planets possesed by the chaotic powers outside the Eye fight as if they have a mind of there own, bringing inanimate objects to life and reaking havoc on the populous.
This battle takes place on a daemon world in the Eye of Terror... A shifting terrain where chaos rules with an iron fist and even the best tactics and training are lost to madness...
Play if you dare!
Set Up:
1: Set up terrain as per normal rules.
Number each of the six for later use.
2: Choose a deployment, use random deployment as per the rulebook.
3: Deploy forces as per a standard game.
Its as if two forces were to meet on a battlefield on a regular world. But then again its not a regular world...
4: Roll 2 d6, one after the other, swap one piece of terrain from each rolled area.
Repeat 2 more times.
If the terrain is in a deployment zone the opponent chooses the piece to swap from that section.
If a unit is deployed in that terrain it must be removed and redeployed as the planet churns in disgust from its occupation...
5: Before turn 1 begins it must be decided how chaotic the round will be and for whom. Since the fresh bones of a virgin, The breath of an Ellis, and the innocence of Caprice are difficult to come by, scholars have determined this method of determining the interest of those chaotic whims for the instance of the turn.
Each player rolls a d66. Same as in the Chaos Space Marine codex. In case one is not familiar perform the following: Roll one dice, this represents the 10's. Roll another dice, this represents the ones. Example 1: The first dice comes up 1 and the second a 5... not too lucky they scored 15. Example 2: The first dice is 6 and the second one is 3, their score is 63... The chaos gods favor this player.
The amount scored on the d66 roll determines how many dice you roll for Chaotic favor. Roll this many dice, any 6's rolled grant you an act of Chaos. The use of these will be described in detail later.
Repeat step 5 at the beginning of every turn.
Step 6: The game begins, but with special rules in play. See Special rules.
Special Rules
When approaching assault on a daemonic planet... Things are never what they appear. Sensors do not see daemonic structures, whole swaths of land fade in and out of existence, and even the most battle hardened warriors lose their path.
-The vox is jammed with strange voices: each player moves d3 of their opponents units before turn one is played.
-The terrain is moving on its own: Out flanking units roll for table edge 1&2 right, 3-4 left, 5-6 back edge.
Acts of Chaos
-Each player may use as many acts of Chaos as they wish during their turn and may only attempt to nullify during their opponents turn.
-Acts of Chaos come in two forms: Beneficial and Adversarial. You may only use d6 of any single power per turn of either.
-Powers of the same number on either table indicate the cancelling of ability. For example: A1:The is a dark presence, is nullified by D1: "Faith In the Emperor." With the exception of A10: "The Land is Alive" and D10: "The Emperors Will".
-The ruinous powers of Chaos do not favor a victor in the same sense as a child with a magnifying glass favors one colony of ants over another, and any single turn of battle is but a second of interest in an infinity... Acts of Chaos cannot be stored and any Acts left unused disappear at the end of the turn.
Adversarial Acts
1: Blood shall flow: The unit is filled with blood lust and must charge any unit they can even if they cannot damage it.
2:That is not getting any better: The unit is hit by a plague slowing their normal healing causing them to re-roll any successful saves for the next turn.
4: The Slow Time Envelope: As developed by Dustin when he went inside to grab his wallet and returned 20 minutes later... The unit affected takes the rolled hits in shooting or attacking and divides them by d3(rounding up to the nearest whole number).
5: I just blinked and we were some where else: After inflicting an unsaved wound on an enemy unit(shooting or assault), at the end of a phase, the unit is transported into non-dangerous terrain 2d6 in a random direction, hits mean they dont move.
6: Ghost in the machine: a units shooting phase goes into the control of the opponent for the next turn.
7: The only way out is Death!: The fog of war has surrounded the effected unit... They are cut off from the rest of the vox traffic... and the planet is possesed!!! Take a leadership test at a leadership equal to: the highest leadership in the group - the round number.
8: It Feels...Alive and hungry: The vehicle is momentarily possessed by a Daemonic force, and the daemon wishes to live! The vehicle suffers not from stunned shaken or even immobilized results. Hull points are rejuvenated on a roll of 4+ in the movement phase even if the vehicle was wrecked before. The turn it was possessed... Any power of the machine spirit shots are done at BS2 during a round the vehicle is possessed.
A successful deny the witch roll will remove the daemon if it should be desired. The vehicle loses one weapon per turn it is possessed, Opponents choice, when their are no weapons left... It begins eating hull points one per round until wrecked...
9: The Machine Spirits all Wonky: Instead of targeting the unit of choice, the vehicle fires on the most dangerous unit, friendly or foe it can. Total Danger is calculated by adding the strength of its shots times the number of shots it can take in a single turn. Add all weapons per squad or vehicle to assess Danger level. Vehicle Only
10: This planet Has its Own Mind!: Place a blast template and scatter as per a normal shot. Place new piece of terrain at the center of where it rests. If units are in the way move them towards their own deployment zone so the new terrain fits. Injuries will be be taken at str:8 ap- for any unit or vehicle which cannot be moved to avoid the remodeling of the landscape.
Defensive Acts
1: I've done this before: The unit gains the hatred rule and preferred enemy, and must move towards the path where they can cause the most damage.
2: Funny, I didn't even notice I was bleeding: unit gains feel no pain usr.
3: I feel the presence of something strong and powerful: unit gains eldar battle trance for the next turn.
4:The Moebius: As in the old Orbital song..."a rip in the fabric of space where time becomes a loop." When this is activated multiply the number of shots or hits in close combat by d3... representing time looping over itself and the same unit attacking multiple times from different temporal vantages.
youtu.be/4PG5PCd284o
5: All of a sudden, we were in perfect striking distance!: Roll 2d6 and deepstrike the effected unit anywhere within this area without deviation.
6: Absolute Clarity: The effected unit ignores night fighting and cover for the round... its as if they are all connected...
7: As the Emperor Lives!: As the ruinous powers toy with the armies its time to get pissed! Take a leadership test at: Highest leadership in unit- round number. If you succeed gain: Hatred, Skilled Rider, Rage, FnP 3+, and Crack Shot.
8: Lead Belcher: As for no reason known the guns begin to fire twice for every shell loaded... double all shots from vehicle. The vehicle was obviously not designed to handle this heat... Take a dangerous terrain test each round Lead Belcher is in effect...
9: Something has supercharged the equipment: The vehicle is imbued with a powerful machine spirit, giving all regular rules for machine spirit at bs:5, If the vehicle already has power of the machine spirit it gains an additional shot(can shoot a non-barrage weapon twice if lacking the fortitude to shoot all weapons once) all Power of the machine spirit attacks are resolved at bs 5.
10: The Emperor's will: The ruinous powers of chaos are negated on this unit for a turn. Note: This does not negate any previous acts of Chaos Played before this in this turn.
There are many daemon worlds and planets engulfed by the eye of terror where things are no longer the same as the once were. Even planets possesed by the chaotic powers outside the Eye fight as if they have a mind of there own, bringing inanimate objects to life and reaking havoc on the populous.
This battle takes place on a daemon world in the Eye of Terror... A shifting terrain where chaos rules with an iron fist and even the best tactics and training are lost to madness...
Play if you dare!
Set Up:
1: Set up terrain as per normal rules.
Number each of the six for later use.
2: Choose a deployment, use random deployment as per the rulebook.
3: Deploy forces as per a standard game.
Its as if two forces were to meet on a battlefield on a regular world. But then again its not a regular world...
4: Roll 2 d6, one after the other, swap one piece of terrain from each rolled area.
Repeat 2 more times.
If the terrain is in a deployment zone the opponent chooses the piece to swap from that section.
If a unit is deployed in that terrain it must be removed and redeployed as the planet churns in disgust from its occupation...
5: Before turn 1 begins it must be decided how chaotic the round will be and for whom. Since the fresh bones of a virgin, The breath of an Ellis, and the innocence of Caprice are difficult to come by, scholars have determined this method of determining the interest of those chaotic whims for the instance of the turn.
Each player rolls a d66. Same as in the Chaos Space Marine codex. In case one is not familiar perform the following: Roll one dice, this represents the 10's. Roll another dice, this represents the ones. Example 1: The first dice comes up 1 and the second a 5... not too lucky they scored 15. Example 2: The first dice is 6 and the second one is 3, their score is 63... The chaos gods favor this player.
The amount scored on the d66 roll determines how many dice you roll for Chaotic favor. Roll this many dice, any 6's rolled grant you an act of Chaos. The use of these will be described in detail later.
Repeat step 5 at the beginning of every turn.
Step 6: The game begins, but with special rules in play. See Special rules.
Special Rules
When approaching assault on a daemonic planet... Things are never what they appear. Sensors do not see daemonic structures, whole swaths of land fade in and out of existence, and even the most battle hardened warriors lose their path.
-The vox is jammed with strange voices: each player moves d3 of their opponents units before turn one is played.
-The terrain is moving on its own: Out flanking units roll for table edge 1&2 right, 3-4 left, 5-6 back edge.
Acts of Chaos
-Each player may use as many acts of Chaos as they wish during their turn and may only attempt to nullify during their opponents turn.
-Acts of Chaos come in two forms: Beneficial and Adversarial. You may only use d6 of any single power per turn of either.
-Powers of the same number on either table indicate the cancelling of ability. For example: A1:The is a dark presence, is nullified by D1: "Faith In the Emperor." With the exception of A10: "The Land is Alive" and D10: "The Emperors Will".
-The ruinous powers of Chaos do not favor a victor in the same sense as a child with a magnifying glass favors one colony of ants over another, and any single turn of battle is but a second of interest in an infinity... Acts of Chaos cannot be stored and any Acts left unused disappear at the end of the turn.
Adversarial Acts
1: Blood shall flow: The unit is filled with blood lust and must charge any unit they can even if they cannot damage it.
2:That is not getting any better: The unit is hit by a plague slowing their normal healing causing them to re-roll any successful saves for the next turn.
4: The Slow Time Envelope: As developed by Dustin when he went inside to grab his wallet and returned 20 minutes later... The unit affected takes the rolled hits in shooting or attacking and divides them by d3(rounding up to the nearest whole number).
5: I just blinked and we were some where else: After inflicting an unsaved wound on an enemy unit(shooting or assault), at the end of a phase, the unit is transported into non-dangerous terrain 2d6 in a random direction, hits mean they dont move.
6: Ghost in the machine: a units shooting phase goes into the control of the opponent for the next turn.
7: The only way out is Death!: The fog of war has surrounded the effected unit... They are cut off from the rest of the vox traffic... and the planet is possesed!!! Take a leadership test at a leadership equal to: the highest leadership in the group - the round number.
8: It Feels...Alive and hungry: The vehicle is momentarily possessed by a Daemonic force, and the daemon wishes to live! The vehicle suffers not from stunned shaken or even immobilized results. Hull points are rejuvenated on a roll of 4+ in the movement phase even if the vehicle was wrecked before. The turn it was possessed... Any power of the machine spirit shots are done at BS2 during a round the vehicle is possessed.
A successful deny the witch roll will remove the daemon if it should be desired. The vehicle loses one weapon per turn it is possessed, Opponents choice, when their are no weapons left... It begins eating hull points one per round until wrecked...
9: The Machine Spirits all Wonky: Instead of targeting the unit of choice, the vehicle fires on the most dangerous unit, friendly or foe it can. Total Danger is calculated by adding the strength of its shots times the number of shots it can take in a single turn. Add all weapons per squad or vehicle to assess Danger level. Vehicle Only
10: This planet Has its Own Mind!: Place a blast template and scatter as per a normal shot. Place new piece of terrain at the center of where it rests. If units are in the way move them towards their own deployment zone so the new terrain fits. Injuries will be be taken at str:8 ap- for any unit or vehicle which cannot be moved to avoid the remodeling of the landscape.
Defensive Acts
1: I've done this before: The unit gains the hatred rule and preferred enemy, and must move towards the path where they can cause the most damage.
2: Funny, I didn't even notice I was bleeding: unit gains feel no pain usr.
3: I feel the presence of something strong and powerful: unit gains eldar battle trance for the next turn.
4:The Moebius: As in the old Orbital song..."a rip in the fabric of space where time becomes a loop." When this is activated multiply the number of shots or hits in close combat by d3... representing time looping over itself and the same unit attacking multiple times from different temporal vantages.
youtu.be/4PG5PCd284o
5: All of a sudden, we were in perfect striking distance!: Roll 2d6 and deepstrike the effected unit anywhere within this area without deviation.
6: Absolute Clarity: The effected unit ignores night fighting and cover for the round... its as if they are all connected...
7: As the Emperor Lives!: As the ruinous powers toy with the armies its time to get pissed! Take a leadership test at: Highest leadership in unit- round number. If you succeed gain: Hatred, Skilled Rider, Rage, FnP 3+, and Crack Shot.
8: Lead Belcher: As for no reason known the guns begin to fire twice for every shell loaded... double all shots from vehicle. The vehicle was obviously not designed to handle this heat... Take a dangerous terrain test each round Lead Belcher is in effect...
9: Something has supercharged the equipment: The vehicle is imbued with a powerful machine spirit, giving all regular rules for machine spirit at bs:5, If the vehicle already has power of the machine spirit it gains an additional shot(can shoot a non-barrage weapon twice if lacking the fortitude to shoot all weapons once) all Power of the machine spirit attacks are resolved at bs 5.
10: The Emperor's will: The ruinous powers of chaos are negated on this unit for a turn. Note: This does not negate any previous acts of Chaos Played before this in this turn.