Wednesday, November 9, 2011
November Apocalypse - Army Building Rules
A list of rules to building an army for our club's Apocalypse game this upcoming November 12th.
1,500 POINTS PER PLAYER
These points must be used within a standard Force Organization chart (like a normal 40k game).
+500 BONUS POINTS PER PLAYER
These bonus points can be used three different ways.
1.) Buy more units for your army. Another squad of troops, two more transports, another support tank, etc, etc. The only rule with this is, whatever it is you add to your army, it doesn't exceed your current Force Org chart by the standard number of slots +1. In other words, buying new units for your army with the bonus points adds one extra slot to all your Force Org chart slots. So now your Force Org chart should be: 3 HQs, 4 Elites, 7 Troops, 4 Fast Attack, 4 Heavy Support. However, only units bought with the bonus points can be added to the extra slots. Bonus points units can be added to previous empty normal slots too if they are available.
Example: if with the 1,500 points you already have filled the three maximum Heavy Support slots, you can buy a fourth heavy with the +500 bonus points, but couldn't buy a fifth heavy. You are not allowed to buy 5 Chaos Marines with the bonus points to unlock more force org chart slots and then use a part of your standard 1,500 points to buy a third HQ unit.
2.) You can purchase units that are not in your main army's codex so long as they don't violate the restriction of your standard Force Organization chart. Example: My main army is Chaos Marines, but I have 200 points of Orks that I think would be fun to have on the field too.
3.) You can also donate and pool together these 500 bonus points with other teammates to buy Super Heavies.
ONE STRATEGIC ASSET PER PLAYER
Your team cannot have more than one Stratagem from the following list:
Rok 'Em Boyz
Darkstar Warhead
Icefire Warhead
Eldritch Tempest
Indiscriminate Bombardment
Any Support Asset Strategem
The following stratagems will be unavailable for the game:
Tactical Assets: Flank March, Strategic Redeployment
Battlefield Assets: Tunnels
Universal Assets: Hammer Blow (this asset becomes available as a Support Asset if the opposing team has three or more Super Heavies on their side)
AGREE UPON SUPER HEAVIES
Each team must report to the other team what super heavies they are bringing to the game at least a day or two before the game. This will give time for people to adjust their lists accordingly. Both teams must mutually agree upon the super heavy additions to the battle. Once both teams are fine with what super heavies each is bringing to the battle, those super heavies must be brought to the battle and cannot change.
Special Campaign Abilities and Advantages
If your campaign leader is on the field, you can use the abilities and advantages you've bought for the current campaign.
Missing Players
If a teammate is missing, making their side uneven, the other current players can fill in the missing teammate's force org chart with their own models as if there was a player to fill that slot normally. The standard above rules apply to building the army to fill in for the missing teammate.
Wednesday, November 24, 2010
Gate to Gortuloth - Final Battle!











Wednesday, September 2, 2009
Campaign Battle 7 : Objective 5
Campaign Battle 6 : Objective 3
Tuesday, August 25, 2009
Campaign Battle 5 : Objective 4
Campaign Battle 4 : Objective 2
Campaign Battle 3 : Objective 1
Thursday, August 20, 2009
Campaign Battle 2 : Objective 4

Wednesday, August 19, 2009
Campaign Battle 1 : Objective 6
Wednesday, August 5, 2009
Here are the rules for fighting over each objective:
1.) Agree on a point total. You may play a campaign game with any army list between 1,000 to 1,850 points. You do not have to stick to one list during the whole campaign. You may change lists every time you play if you wish. So long as they're are still legal of course. :) Your opponent is allowed to look at your list any time after you pick your game's objective, style of play and mission.
2.) The Imperial Player chooses an Objective for the game:
3.) Both pick the style of play. Either Regular (main rulebook missions), Cities of Death, or Planet Strike. Due to the nature of all three styles of play, both players must agree on this. No quiz or rolling dice. Would suck to force a guy, who doesn't have a variety of models for his army, to engage in a battle where he cannot tweak his list to compensate/adapt.
4.) Choose a Mission & Play Style. Both players pick a mission, if you disagree, randomly roll for one. If an objective has anything under Special Conditions, then you must play using those restrictions written. Winner of the mission gains the objective for his side. Any battles that end in a tie mean that the objective goes to no one. Both Imperial and Chaos players must play another game for that objective again.
5.) Report on who won. Tell Cundo or I who won the objective so we can record the progress of the campaign.
Okay, now that you know the rules about fighting over objectives, here is the list of the objectives:
CAMPAIGN OBJECTIVES
Objective 1 - North Point Communications Array
In the cold and windy north mountains lies a large complex dedicated to controlling communications from the ground to the network of satellites in low orbit.
Special Conditions: None. Choose style of play and missions as normal.
Reward: Winner receives the "Jammers" Support Assets Stratagem (p.189 Apocalypse book). Also, the side that has this objective also is immune to the "Jammers" and "Disruptor Beacons" stratagems.
Objective 2 - Bloodstone Island Missile Defense Base
Near the southwestern coastline, Bloodstone Island's military base has weathered the passage of time well. Their stockpile of long range missiles are still in operational condition.
Special Conditions: None. Choose style of play and missions as normal.
Reward: Winner receives the "Scheduled Bombardment" Support Assets Stratagem (p.189 Apocalypse book), except the barrage is STR 9, AP2.
Objective 3 - Archeotech Find: Omni Shield Generator
Agrona's colony must thrived during the Imperium's golden era. Found within one of the larger cities is a large device of lost technology, the Omni Shield Generator.
Special Conditions: Players must play the Seize Ground Mission in the main rulebook. (the d3+2 objectives are various vital components to the Omni Shield Generator)
Reward: Winner receives "Shield Generator" Front Line Assets Stratagem (p.188 Apocalypse book), except the distance is 8" from shield marker and the save is a 3+ invulnerable.
Objective 4 - Orbital Defense Satellite "Emperor's Light" Control Center
Hidden among the many other satellites in Agrona's low orbit is the "Emperor's Light". A control center nestled in the frozen arctic region commands this powerful laser.
Special Conditions: The terrain is a featureless plain of snow and ice. Players play Capture & Control or Annihilation (main rulebook mission), any Deployment, no terrain at all on the whole board.
Reward: Winner receives "Emperor's Light" Campaign Strategem. During the Apocalypse game, a player picks one spot on the battlefield (does not have to be centered on an enemy model, but cannot be centered on a friendly model). Then, an intense beam of energy from the sky shoots down and hits the marked spot. "Emperor's Light" is Strength 10, AP 1. The beam hits without deviation if within LOS of any friendly HQ model. If it isn't in LOS, then roll deviation dice plus 2d6 inches (no modifier for ballistic skill). After the beam has hit, roll a deviation dice. Whatever direction is rolled, the beam scorches across the terrain 10" in that direction. The beam is one inch wide. Any model that comes into contact of the beam as it moves is hit. If a direct hit is rolled on the deviation dice, the player gets to choose the direction. After beam is done moving, it stops and disappears. Place laserburn terrain along path of "Emperor's Light" beam.
Objective 5 - Archeotech Find: Mammoth Teleport Platform
Another wondrous find on Agrona, a hidden complex holds a large teleporting platform of a size that rivals any of its brothers on Mars.
Special Conditions: None. Choose style of play and missions as normal.
Reward: Teleport as many models that fit within a 6" radius circle, 10" high, off the battlefield and then back onto the battlefied on the following turn (as if deep striking in from reserve. All models that were teleported arrive at the same time on following turn. Pick one model as the center model, roll for deep strike deviation for that one model. After that model is placed, put down the remaining models that were teleported within a 6" radius of that center model in any way you choose. If center model suffers from deep strike mishap, it is destroyed but the other models teleport down normally around the location it was destroyed.
Objective 6 -Treasury of the Royal Palace
Within the capitol city lies a large magnificient palace. Although much of the upper levels are now ruins, deep below the foundations of the palace lies a special vault. Upon discovering the vault's treasures, you see that the old royal family kept many priceless artifacts from the legendary crusades that forged the Imperium.
Special Condtions: Players must play Cities of Death, Planet Strike or a regular game where one third of the table is ruind buildings type terrain.
Reward: For the final Apocalypse battle, equip up to five HQ or Elite unit models with Relic Blades (Current Space Marine Codex version).
Objective 7 - Xenos Tech: Gem of Eternity
As various xenos ruins in the mist shrouded east are examined, a cysteal gem of dazzling beauty is found. Upon mental command, it projects an dazzling energy field around the person wielding it.
Special Conditions: Any mission, but during the entire game a mysterious mist covers the entire battlefield. Use Night Fight rules during all turns.
Objective 8 - Xenos Tech: Hand of Fate
To the west of the capitol city, deep in the jungles, lies another location of Xenos ruins. Within, you find another curious artifact. A large humanoid crystal statue with a glowing hand. Your adepts remove the hand for further investigation.
Special Conditions: Regular missions from main rulebook except that the terrain is 50% woods/jungle pieces.
Reward: Unlike the Gem of Eternity, the Hand of Fate is too large to be wielded as wargear. Instead, your adepts keep it securely somewhere off the battlefield and bring it in to activate it when you call for it. Once during the Apocalypse battle, during any phase (your own or your opponent's), you can invoke the power of the Hand of Fate. This power allows you to re-play an entire phase of a turn, of your choice for any one unit (a phase during your turn or your opponent's, any phase: movement, shooting, or assault).
If the unit chosen for Hand of Fate is in an assault against the enemy, and the assault phase is the phase chosen to be re-played, the opponent involved in the assault must replay it as well. This may even include multiple units. Assaults are the only way this power can effect multiple units. They must all be in the same assault together for the Hand of Fate to effect them all.
Remember, you can even pick an enemy unit during one of their own phases. If, for example, an enemy unit has a great phase of shooting that kills too many of your own troops, you can invoke the power of the Hand of Fate and make that unit replay its entire shooting phase.


Wednesday, November 12, 2008
Apocalpyse Battle 1 - "Blackstone Island"
Upon arrival at Agrona, the Imperial fleet had seen that they were too late. Approximately twenty Chaos warships of various classes were already in orbit around the target planet. Sensor arrays and magna-optics revealed that heretics were already sending streams of landing craft to the surface. There wasn't any time to lose. Ship Captains immediately gave orders to engage the enemy. As both fleets closed the distance and fired upon each other, the Imperial ships launched their own heavy landers toward the surface.Planet fall was a disaster. Many landers were blown apart by enemy fighters or crushed against Agrona's debris field. However, the Imperial forces endured the casualties. Securing key ground objectives before the heretics was of vital importance. The first wave of landers suffered approximately fourty-five percent loss of troops and equipment.
Once on the ground, the Imperium gathered as many remaining survivors as they could. Various forces were able to move toward objectives immediately and some were still trying to reorganize themselves. Due to the high level of experience the Adeptus Astartes possess, their planet fall did not suffer as many losses as other Imperial forces.
Forces available for immediate action:
Objective A "Blackstone Island"
Black Widows - Adeptus Sororitas
Dark Angels - Adeptus Astartes
Ebon Sun - Adeptus Astartes
Objective B "Howling City"
Cadian 110th Shadow Corps - Imperial Guard
Dark Angels - Adeptus Astartes
Ebon Sun - Adeptus Astartes
Ultramarines - Adeptus Astartes
Forces regrouping or redeploying:
Landing Zones 11, 18, 26
Azurite Order - Adeptus Sororitas
Cadian 420th Red Eye Crusaders (inducted into service by Inquisitor Cazares) - Imperial Guard
Death Korps of Krieg 121st - Imperial Guard
Forces currently unaccounted for:
Unknown Status and Locations
Death Korps of Krieg 112th (inducted by special Ordo Malleus psyker team Zwyer's Choir) -Imperial Guard
Storm Dragons Reconnaissance Team - Adeptus Astartes
Since the battle had begun immediately upon arrival at Agrona, the various leaders of the tactical council had very little time to plan a proper landing operation. Hurried discussions were based off visual images spied from orbit between torpedo volleys. One image showed an island that was dominated by several districts of industrial factories and similar facilities. The structures were of Imperial design. Agrona had clearly been an established colony at some point in the distant past. Considering the estimated length of time that had passed since last any Imperial ship had visited the world it was highly likely that any of the machinery were still operational.
Before the island was dismissed, an Adeptus Mechanicus representative recognized the era of construction of the facilities and noted that, despite the gulf of time, any of the power plants underground would still be quite usable. If his adepts were allowed to gain access, they could awaken the dormant machines. It was then decided that the island would be an excellent location for landing operations and resupply. If brought back to operational status, the power plants there could provide a source for fuel and other resources on the surface. This would be an important asset due to the councils growing doubts on how reliable actual shuttle supply runs would be through Agrona's debris field.
There were to be two primary objectives. The industrial island (nicknamed Blackstone due to how dark the island looked from orbit) and another location that looked like it was once the capitol city. Upon rallying on the surface, detachments from the Dark Angel Marines and the Ebon Sun Marines split their forces in two. One group would participate on the securing of the capitol city and the second group would join with the Black Widow Sisters and move toward Blackstone Island. Upon moving onto the island, forward scouts spotted a tall cylindrical structure amongst the ruins. It seemed to be an access shaft that would lead down to the island's power plant below ground. This became a high priority target.
As the Imperial forces closed in on their objective, the air was suddenly filled with a cacophony of noise that sounded simultaneously like the roaring of broken engines and thousands of tortured screams. As the noise rose, a dust cloud appeared on the horizon. The Imperial forces were given orders to halt and take cover. As the cloud drew closer, random pulses of ghostly light flickered inside. Suddenly a shock wave of psychic energy erupted from the cloud and washed over the Imperial lines. Astartes and Sororitas Sisters alike were momentarily stunned as sensations of agonizing death and deep despair assaulted their minds.
Due to the mental fortitude of both the Astartes and the Sororitas, the psychic shock wave did not have a lasting effect. However, it bought the forces of Chaos enough time to charge out of the mysterious cloud and close the distance.
Apocalypse Battle "Blackstone Island"
Points: Approximately 3500 per side
Heavy losses on the left flank as the Dark Angels took the brunt of fire from the Iron Warriors. Even though Chaos was inflicting heavy losses on the left, their advance was stalled once a trio of Penitent Engines charged into their lines to make a mess of things. In combination with support fire from Space Marine Land Raiders and Imperial Guard Leman Russ Tanks, the Chaos left flank did not advance past Objective 2. Realizing this, Chaos units pulled back to Objective 1 to claim it. While that was being done, other units moved onto Objective 2. However, despite taking heavy casualties, the last survivors of a Sororitas unit moved close enough to the Teleport Pad to contest it.
Meanwhile in the center field, a Chaos Havoc squad failed to do any meaningful damage to the advancing Imperial war machines. A nearby squad of Chaos Marines move to the right to help claim Objective 5 once a squad of Deathwing Terminators teleported into the back field and started to move toward it. The Terminators inflicted heavy casualties and got close enough to contest the Chaos Obelisk with the remaining enemy models nearby.
On the right flank, things were looking grim for the Imperials as there was still a Greater Daemon (no model was available so an Eldar Avatar was used as a "counts as"), Daemon Prince, and an Iron Warriors Chaos Lord in the process of finishing up the last of the Imperial Guard Sentinels. Then, afterward they would move to help out the Death Mage Sorcerer and his host of Chaos Bikers that were still mixing it up with the remaining Ebon Sun Marines at the base of Objective 6. However, time ran out and the Elevator Access Tower was contested.
On the north end of the battle zone, the Imperials managed to push off the Chaos Chosen team that had infiltrated into the far back field to grab Objective 4. At the last moment, an Ebon Sun Predator Tank gunned its engines and got close enough to grab the objective.
"Blackstone Island" final scores:
Chaos: 1 Objective (Ruins)
Imperials: 2 Objectives (Surveyor Equipment, Sacred Fountain)
Number of objectives scored in this Apocalypse Battle are added to the score of the second battle for the capitol city (aka "The Howling City"). The total of both battles will determine the winning side. Winners will be able to choose their starting locations on the campaign map first. Losers pick second.
Thursday, October 23, 2008
Agrona

The Gate to Gortuloth Campaign takes place on Agrona, a planet far out past the Eastern Fringe. Agrona's star system is very close to the Hadex Anomaly and its abnormal temporal effects. Imperial scholars theorize that the proximity to Hadex and its mysterious energies has contributed to Agrona's isolation.
As you approach Agrona, the first thing you'll notice is the odd asteroid field surrounding the planet. These asteroids are composed of a type of crystal unknown to Imperial tech adepts. To take up positions in high orbit, fleet ships would have to be on constant alert for shifting patterns in the asteroid field. A difficult task in itself for even experienced fleet crews. Added on top of the dangers of collision, the asteroids have another element of peril. At unpredictable times, immense arcs of energy lash out between random pairs of asteroids. The first Imperial vessel to get caught between an energy arc was severely damaged. It is assumed that ships belonging to the heretics met with similar results. Initial studies involving the asteroids have pointed to evidence that show them as fragments of what was once a larger xenos construct. The original purpose of this construct remains unknown.
Due to the hazards of maintaining close orbit, ships of both the Imperial and Chaos fleet are not able to provide reliable support to their own ground forces. Availability of orbital bombardments are rare and supply runs are difficult to coordinate.
Thursday, September 4, 2008
The Gate to Gortuloth Campaign
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The last blood soaked campaign played by the Misguided League Bowlers has been over for a few months now. I think we've given enough time for our wounds to have healed don't you? So dust off your weapons and armor, you're being sent to the front lines again.
The Story
As it is with most approaching disasters, there will be warning signs. Unfortunately they are usually too small to notice.
While raiding a small coven of heretics, the Inquisition found things they did not fully understand. Agents were then ordered to investigate further. So they delved deeper into the cult's plans, followed several trails of seditious activity, examined dozens of clues, and interrogated hundreds of suspects. Finally, at the end of a long investigation, the entirety of the plot was unveiled.
For hundreds of years, the followers of Chaos have been searching for a planet not located on any known star chart. Their sorcerers had come across an artifact that originated from that lost world and performed several rituals upon it. Through their psychic divinations they learned of the events that took place there. The planet once belonged to an ancient xenos race that waged war with a daemon of immense power. The conflict lasted for many ages. Each time the daemon was slain, it's essence returned to the warp to recover. Once fully healed, the daemon would push into their realm again and inflict suffering on their people. In the end, this mysterious race was able to defeat the daemon by imprisoning it on their home world. Within that prison, the daemon could not walk upon the real world or return to the warp.
Hundreds of millennia later, the indigenous civilization now long gone, the daemon still remains trapped on the planet. The forces of Chaos have been gathering together. They plan to travel to the forgotten planet and free the daemon. The Imperium must respond and put an end to their dark plans..

