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Thursday, August 29, 2013

CelestiCon Narrative update



More background for Sunday's event.


As the sun rose of the ruins of the once proud city of Hyrum the smell of the rotting dead was pungent in the air. One could feel the foul energies of Chaos crackling on skin and armor alike. Even the proud Ultramarines could feel the weight of these chaotic forces weighing on their minds, but as always they had no fear or doubts about their abilities on the field of battle.

The Eldar forces were almost emotional about the taint of Chaos on this waypoint world for their glorious Webway. This was especially hard for them since the forces of Chaos had discovered the location of said waypoint.

The skyline turned almost purple as the sorcerous cabal of Chaos worked their dark art and unleashed a hellstorm of Daemonic furies into the skies above the city. Xusia had foreseen the coming battle and the omens bode well for the Soul Reapers. His allies would take the brunt of the casualties, but he was fine with that as it is what allies are for. Dieing is what they do best, a dead ally is one that cannot betray you!

Xusia was approaching the reactor facility where he had ordered a gathering of his commanders; when suddenly he electric tang of a teleporter beam flooded his senses. He quickly readied the staff of Dulgar and his bolt pistol.

At that moment a familiar voice came across the comms bead in his helmet. “Lower your weapons Brother! The Warlord has sent me here to lead our forces in the coming battle.” said Ganicus the Blademaster.

Xusia Replied “So the Warlord sends his Champion to usurp my command, I have earned the right to lead here. I took the world for him and am being removed with final victory in sight. Ganicus stay out of my way or things will end badly for you!”

The Champion chuckled “I am not here to shame you brother, I am expendable in the eyes of the Warlord, and you are not! You may plan the battle, but I will do the frontline fighting. The victory will be all yours by your plan; I will just win it for you.”

“I see, well I’ve got a war counsel to get to, time is short, sort yourself out and lets get going.” said Xusia as he resumed walking to the generator station, sounding extremely annoyed.

Xusia thought to himself “I did not see the Champions presence in my foresight, the presence of so many of the damned Eldar must be clouding my visions. This is a curious omen indeed.  

Wednesday, August 28, 2013

CelestiCon Narrative Apoc Event Scenarios



Scouring of Persiet V Narrative Apoc Event

General Mission Rules:

Scoring Objectives:

Slay the Warlord and Linbreaker will be in effect and may be scored once for each player on the tabletop; First Blood will not be used instead use the Decmationi rule below:

Decimation: This game objective is scored by the side that is the first to kill 1000 points in full units/vehicles.

Scenario Objective Scoring:

Which Units may score objectives: Any unit may score an objective no matter what FO slot it comes from with the following exceptions:

Units that explicitly state that they may never score remain non-scoring, but may contest as normal. Superheavy vehicles may never score an objective but may contest as normal. Dedicated Transports may never be counted for controlling or contesting an objective.

Tactical objectives are scored at the bottom of every turn following the normal scoring and contesting mechanics in the 40k Rulebook.

Narrative objectives are scored at the bottom of even numbered turns and use the Control Points mechanic listed below.

Control Points: Wounds and hull points are used to determine who has control of a Narrative objective. Simply add all the wounds that your unit, characters or other models have together with the hull points for any vehicles. This is your control number. If you are with in 3" of the objective and have more control points than your opponent you have control of the objective. Keep in mind that you do not count wounds characters have lost nor hull point vehicles have lost toward you total for control points.

Scouring of Persiet V Table 1

Battlezone Hyrum

This battle takes place in the capitol city of Persiet V; it is a ruined wasteland where roving bands of renegades search the ruins for anything of note.

This battlezone contains the following Narrative Objectives:

Within the governors mansion is a comms station that is still transmitting a distress call, for the surviving Imperial forces are in control of this station and it could be their salvation. For the forces of Chaos it is an irritation that must be silenced. Worth 5 VP’s at the end of every even numbered turn and at the end of the last game turn.

Also within the city is the shield generator station which is fully in the hands of Chaos. This station with the aid of the planets satellites can project a force shield anywhere on the battlefield. Once per turn the forces in possession of the generator may place a marker anywhere on the tabletop, all models friend or foe within 12 inches gain a 4+ invulnerable save. Worth 5 VP’s at the end of every even numbered turn and at the end of the last game turn.

Finally is the Mechanicum Teleportarium, which is in Chaos hands. This allows pinpoint accurate Deepstrikes. It may be used to Deepstrike any friendly non-Superheavy unit in Reserve (whether they could normally DS or not) or any non-Superheavy unit friend or foe on the table top may be moved anywhere on the tabletop counting as if it had used the Deepstrike rule. The move is instant and does not scatter; in addition all units friend or foe within 12 inches are automatically subject (no Initiative test required) to the Blind USR and have the BS/WS reduced to 1 until the beginning of the player in possession of the Teleportarium’s next turn. Worth 5 VP’s at the end of every even numbered turn and at the end of the last game turn.

Tactical Objectives:

There will be a number of tactical objectives spread about the table; these will be scored at the bottom of every turn. Each are worth 2 points (or 4 points for troops squads) if they are controlled uncontested.

Scouring of Persiet V Table 2

Battlezone the Ironwoods

Hidden deep within the Ironwoods north of Hyrum city are a series of Eldar Webway gates. The Eldar/DE have been using these gates to infiltrate Persiet V and disrupt the plans of the forces of Chaos. The forces of Chaos have extrapolated the location of the Webway gates and are on their way to defile them and warp them to their own needs.

The forests in the Ironwoods are very think and overgrown they count as an Ironbark Mysterious terrain. They are difficult terrain for infantry and walkers, and dangerous terrain for vehicles. Additionally you may only see 6 inches through the forest bases for LOS purposes.

This battlezone contains the following Narrative Objectives:

Each Webway gate is controlled by one Eldar/DE squad at the beginning of the game. The Eldar/DE must reinforce these positions and keep them out of the hands of the forces of Chaos. Worth 5 VP’s at the end of every even numbered turn and at the end of the last game turn.


Tactical Objectives:

There will be a number of tactical objectives spread about the table; these will be scored at the bottom of every turn. Each are worth 2 points (or 4 points for troops squads) if they are controlled uncontested.

Saturday, August 17, 2013

Warzone Ressurection is almost here!

Mutant Chronicles Warzone Resurrection is about to be unleashed back onto the market after at least 10 years out of production! There has been a complete reboot of the rules and miniatures line and I must say that Prodos Games has knocked this out of the park! The models should be shipping at the end of August, I cannot wait!

Here are some shots of painted models for demo games from the guys at Question Knight Games in the UK.

Capitol Lt Infantry and Big Bob Watts

Capitol Martian Banshees
Dark Legion Army Led by Golgotha
Praetorian Stalkers

Undead Legionnaires

Here are a few shots of in game action!




Thursday, August 15, 2013

6th Ed Codex Space Marine Rumors



With the Rumors flying fast as a hurricane I figured I would post a compilation for them. thanks to the help of Zion on the various forums. I must say if more than half of this is accurate, the Soul Reapers will be jumping ship from the Drek that is the CSM codex. I will just use the Daemonic stuff in Apocalypse games.

Codex SM Rumors COMPILATION POST 

GENERAL RULES
Veteran Sergeants are an upgrade again.

Can't use Special Characters from other Chapters or mix Chapters in a detachment. (further clarification needed)

Space Marines have their own Warlord Traits.

WARGEAR:

CHAPTER RELICS:
There are 6 different ones.

Two swords, one Bolter, set of armor, one Storm Shield and one banner

They range from 25pts to 65pts.

One Chapter Relic grants a 6+ Invulnerable Save. (It's unclear who benefits from the Save generated by the Relic)

Relics are not Chapter-specific.

NEW WEAPONS:

Grav weapons - Have the Concussive special rule, but are not Blast weapons.

Grav weapons wound the target based on their Armor Save. For example a terminator has a 2+ save so they would be wounded on a die roll of 2+. Against vehicles roll a die, 1-5 does nothing and on a 6 the vehicle is Immobilized and loses a Hull Point.

GRAV WEAPONS
Grav Pistol: Range 12" AP:2, Concussive
Grav Rifle: 18" salvo 2/3 AP:2, Concussive
Grav Cannon: 24" salvo 3/5 AP:2, Concussive

Grav Amp: Re-roll failed To-Wound and Armor Penetration rolls for Grav weapons.

Grav-Pistols and Grav-Rifles are available to all units that haves access to Pistol upgrades and Special Weapons, respectively.

Grav-Cannons are only available to Devastator Centurions.

Hunter Multi-Launcher (or whatever it is now called) - 60" S:7 AP:2 Heavy1, Armorbane, Skyfire

Stalker's anti-aircraft guns - 48" S:7 AP:4 Heavy4, Skyfire -Able to split fire.

Siege Drills - S:9 AP:2 Melee, Specialist Weapon, Armorbane

CURRENT WEAPONS:

Auxiliary Grenade Launcher - is now 24" Rapid-Fire

Shotguns are S4 Assault 2

CHAPTER TRAITS & SPECIAL CHARACTERS (Chapter Traits seem to also apply to vehicles unless otherwise noted):

ULTRAMARINES CHAPTER TRAITS:
Ultramarines armies may choose 1 of the following three doctrines:

Tactical - The Tactical detachment re-rolls ones, unless they're Tactical Marines, in which case they re-roll all failed To Hit rolls in the Shooting Phase.

Assault - The Assault detachment re-rolls charge ranges, unless they're Assault Squads, Bikes, or Attack Bikes, in which case they get Fleet.

Devastator - The Devastator detachment get re-rolls on Snap Shots and Overwatch shots, unless they're Devastators, in which case they gain Relentless (as long as they're not disembarking from a transport in the Movement Phase).

MARNEUS AUGUSTUS CALGAR:
Is now 275pts
Is equipped with Artificer Armour by default. May upgrade to the Armour Of Antilochus for +10pts.

Marneus Calgar can take three Warlord traits. Calgar rolls 3x on the Warlord Traits and rerolls any duplicates.

The Armour Of Antilochus - his Terminator Armor - does not prevent him from preforming a Sweeping Advance, and it has a built in Teleport Homer.

VARRO TIGURIUS:
Tigurius is Mastery Level 3.

He knows all Psychic Disciplines.

He can re-roll his dice when determining his psychic powers.

He can re-roll Reserves rolls(even successful ones).

The Hood Of Hellfire is now a Psychic Hood that lets him re-roll failed Psychic Tests.
Costs 165 points (down from 230 points).

Tigurius has the same stats.

ORTAN CASSIUS:
5 points more expensive.

CATO SICARIUS:
15 points cheaper.
Grants a +1 to Reserves rolls and no longer seizes the initiative on a 5 or 6.

TORIAS TELION:
Telion has the same points cost.
​Updated with sniper rules for 6th Edition.

ANTARO CHRONUS:
Chronus is cheaper.
He increases the BS of his tank by +1.


SALAMANDER CHAPTER TRAITS:
Get to re-roll any failed Armor Saves from flame based weapons. (Flamers, Meltas, etc, as per page 56 of the Rulebook)

Their flame weapons (Flamers, Meltas, etc, as per page 56 of the Rulebook) get to re-roll any failed To-Wound rolls or Armor Penetration rolls that fail to cause a Penetrating or Glancing Hit.

Any Character gets to Mastercraft one weapon for free.

VULKAN HE'STAN:
Vulkan gives the Mastercrafted ability to Meltaguns, Combi-Meltas, and Multi-Meltas.
Otherwise essentially the same.

Is still 190 points.

No longer makes Thunder Hammers become Mastercrafted.



RAVEN GUARD CHAPTER TRAITS:
They all get the Stealth USR.

They get the ability to use their Jump Packs in the Movement and Assault Phase.

KAYVAAN SHRIKE:
Shrike can only Infiltrate with Jump Infantry.
????


WHITE SCARS CHAPTER TRAITS:
+1 to Jink saves

Autopass Dangerous Terrain tests

+1 to Hammer Of Wrath attacks

All White Scars units gain the Hit & Run USR, except for Terminators and Centurions.

KOR'SARRO KAHN:
Khan gives Bikes and Dedicated Transports in the White Scars detachment the Scout USR.

Moondraken inflicts D3 Hammer Of Wrath hits.

Kor'Sarro Kahn costs 125 points.

Moondraken costs 25 points.


IMPERIAL FISTS CHAPTER TRAITS:
Bolter Drill - All Imperial Fists reroll '1s' to hit with Bolters (It works on every Bolter on page 56 of the Rulebook.).

Devastators and Centurions have the Tank Hunters USR and gain +1 on the Building Damage Table.

DARNATH LYSANDER:
Costs +30pts more
Has the Eternal Warrior USR.

Units within 12" re-roll failed Morale and Pinning Tests.

Lysander has the same stats.

PEDRO KANTOR:
Pedro Kantor makes Sternguard Veteran Squads into Scoring units.

Costs 186 points (11 point increase).

Kantor keeps his 12" +1A bubble

Kantor now has W4 and A4


IRON HANDS CHAPTER TRAITS:
All Iron Hands have the Feel No Pain USR on a 6+.

All Characters and vehicles have the It Will Not Die USR.

Iron Hands get a 1+ to Blessing Of The Omnissiah


BLACK TEMPLARS CHAPTER TRAITS:
A Black Templars army may choose one of the following:
"Accept any Challenge, No Matter what the Odds" - Gain the ability to re-roll To-Hits rolls, and gain the Rending USR when you're in challenges.

"Crusaders" - Gain the Adamantium Will and Crusader USR's.

The Black Templars retain their current Ally Matrix.

The Black Templars may not take Librarians.

Black Templars may take Crusader Squads consisting of up to 10 Initiates (i.e. Tactical Marines) and up to 10 Neophytes (i.e. Scouts).

Black Templar Initiates may exchange their Bolters for Close Combat Weapons for free.
A Crusader Squad may purchase up to 2 Power Weapons or Power Fists, if you take a Sword Brother (i.e. the Veteran Sergeant upgrade).

HELBRECHT:
Once per game Helbrect can grant a Black Templars unit the Hatred and Fleet USR's for an Assault Phase.

May take a unit of Honor Guard.

Helbrecht does not get Orbital Bombardment

Helbrecht now has W4 and A4


GRIMAULDUS:
Grants the Zealot USR to any unit he joins.

If a unit is within 6" of Grimauldus' Servitors, they gain a 6+ Invulnerable Save.

Grimauldus has the It will not Die USR.

He has Wounds:3 and Attacks:3

THE EMPEROR'S CHAMPION:
The Black Sword (one-handed stance) - S:4 AP:2 Melee, Mastercrafted

The Black Sword (two-handed stance) - S:6 AP:2 Melee, Mastercrafted, Two-Handed

The Armour Of Faith - Grants The Emperor's Champion a 2+ Armor Save and a 4+ Invulnerable Save.

The Emperor's Champion is an HQ choice and DOES take up an HQ slot.

He may be the Warlord.

The Emperor's Champion has Initiative:5 and Attacks:2 (not counting weapons).


HQ UNITS:

CHAPTER MASTER:
Now has Attacks:4 and Wounds:4.
Still has Orbital Bombardment.

CAPTAIN:
Equipping the Captain with a Bike allows a single 5-8 man Bike Squad to be taken as a Troops choice.
Captain is now 90pts

CHAPLAIN:
There is only one level of Chaplain.
Now has Attacks:2 and Wounds:2.
Chaplain grants Zealot to any squad he joins.

LIBRARIAN:
They use the Psychic Powers out of the Rulebook.

MASTER OF THE FORGE:
Now has the It Will Not Die USR.

HONOR GUARD:
10 points cheaper per Marine. Now 25 points.
Honour Guard retain Artificer Armour and Power Weapons

COMMAND SQUADS:
Can have Bikes
Cannot have Jump Packs
Cannot have Terminator Armor


ELITES UNITS:

STERNGUARD VETERANS:
3 points cheaper per Marine.
Access to Grav weapons.

VANGUARD VETERANS:
Have been moved from the Fast Attack section to the Elites section.
Heroic Intervention: Negates the penalty for Disordered Charge and the Sergeant auto-passes Initiative checks for Glorious Intervention.
They CANNOT charge after Deep Striking anymore.
1 point cheaper per Marine.
Jump Pack upgrade is 7 points cheaper per Marine.

TACTICAL TERMINATORS/ASSAULT TERMINATORS:
Thunderhammers & Stormshields cost +5pts per Assault Terminator to upgrade.
Points costs for either type of Terminator otherwise unchanged.
There is no way to make Terminators into Troops choices or Scoring units.

TECHMARINES:
No news to report.

ASSAULT CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 A:1 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Siege Drills (S9 AP2 Melee, Specialist Weapon, Armorbane)
- Twin-Linked Flamers
- Ironclad Assault Launcher

Weapon Upgrades:  (ALL UPGRADES COST BETWEEN 10-20pts)
- Twin-Linked Flamers may be upgraded to Twin-Linked Meltaguns
- Ironclad Assault Launcher may be upgraded to Hurricane Bolters

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Move Through Cover
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

DREADNOUGHT:

No news to report.
VENERABLE DREADNOUGHT:

No news to report.
IRONCLAD DREADNOUGHT:

No news to report.

LEGION OF THE DAMNED:
Legion Of the Damned are cheaper and all of their shooting ignores cover.


TROOPS UNITS:

TACTICAL SQUADS:
2 points cheaper per Marine (14pts each).
Access to a Grav-Rifle as a Special Weapon option.

SCOUT SQUADS:
2 points cheaper per Scout.
May take Land Speeder Storms as Dedicated Transports.


FAST ATTACK UNITS:

ASSAULT SQUADS:
Assault Marines are 17pts.

BIKE SQUADS:
4 points cheaper per Marine.

ATTACK BIKES:
Attack Bikes are 45pts.

SCOUT BIKES:
Scout Bikes still have their mines.


HEAVY SUPPORT UNITS:

DEVASTATOR SQUADS:
2 points cheaper per Marine.
Flakk Missiles can be bought for +10pts.

DEVASTATOR CENTURIONS:
WS:4 BS:4 S:5 T:5 W:2 I:4 A:1 Ld:8/9 Sv:2+ InvSv: -

Unit Size: 3 - 190pts
- May purchase up to 3 additional Centurions for 60pts each

Standard equipment:
- Twin-linked Heavy Bolters and Hurricane Bolters

Weapon Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Hurricane Bolters can be upgraded to Missile Launchers
- Twin-Linked Heavy Bolters may be upgraded to Twin-Linked Lascannons
- Twin-Linked Heavy Bolters may be upgraded to Grav-Cannon and Grav-Amp

Upgrades: (ALL UPGRADES COST BETWEEN 10-20pts)
- Can purchase Omniscope which gives Night Fight and Split Fire special rules.

Dedicated Transport:
- They can select a Land Raider as a dedicated transport.

Special Rules:
- Slow and Purposeful
- Decimator Protocols(Can fire up to two weapons in each shooting phase)
- Very Bulky
- Chapter Tactics
- And They Shall Know No Fear

THUNDERFIRE CANNONS:
Unchanged in rules and points cost.

VEHICLES:

RHINOS/RAZORBACKS:

No news to report.

DROP PODS:
Transport capacity has dropped back down to 10.

STORMRAVEN:
Same point cost.

STORMTALON:
No news to report.

LAND SPEEDER/LAND SPEEDER TORNADO/LAND SPEEDER TYPHOON:
Land Speeders have the same points costs.
Land Speeder Typhoons are 75pts.

LAND SPEEDER STORM:
The Land Speeder Storm is now a Dedicated Transport for Scouts.

PREDATOR DESTRUCTOR/ANNIHILATOR:
Predator Destructor is 95pts
Predator Annihilator is 140pts.

VINDICATOR SIEGE TANK:
No news to report.

WHIRLWIND ARTILLERY TANK:
20 points cheaper.
Now 65 points.

STALKER ANTI-AIR TANK:
AV 12/12/10
48" S:7 AP:4 Heavy4, Skyfire
Able to split fire.
Does NOT have Interceptor.

HUNTER ANTI-AIR TANK:
AV 12/12/10
60" S:7 AP:2 Heavy1, Armorbane, Skyfire
Does NOT have Interceptor.

LAND RAIDER:
Passenger Capacity - 10

LAND RAIDER REDEEMER:
Passenger Capacity - 12

LAND RAIDER CRUSADER:
​Passenger Capacity - 16