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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India


OK I've revised my rules, changed the wording of somethings, added some more optional special rooms and just tinkered with it. Comments? Questions?

Part 1: Set up and deployment

Arena of Dêth 5:
The Halls of Horus
(By: Kid Kyoto)

SUMMARY
Imperial and Chaos forces fight the ultimate battle of the Horus Heresy! With special guest appearances by Horus and the Emperor!
Bring 300 points of Chaos or Imperial models (no vehicles!) fight it out in a dungeon death match! (Other armies may be used if you don’t have anything else.)
Earn victory tokens for destroying the enemy, lose half your tokens when you die but come back for more!
Winner is the player with the most victory tokens at the end of the battle.
Note: This scenario is heavily based on a mini-game by Jervis Johnson called Warmaster (no not the 10mm fantasy game, the one from WD161). These goal is for players to have a fun and challenging game. When questions and problems come up the game master should find a solution that leads to the most fun game. Don’t sweat details like the fact that assault cannons weren’t used at this time, or that most of the marine chapters had not been founded. I mean, come on, it’s only a game.

BACKGROUND
Horus Heresy, brother against brother, fate of the universe blah, blah, blah.
Well this is it! Horus is besieging Holy Terra itself! But he has made one critical mistake! He has dropped his shields giving the Emperor one chance to lead a personal assault on his battle barge!
You play one of the many bands of loyal Imperials and foul Chaos scum who have joined this ultimate battle!

ARMIES
Bring 300 points of models chosen from one army list. No vehicles, nothing with a toughness higher than 6. No more than 20 models.
Just to repeat NO VEHICLES, NO TOUGHNESS HIGHER THAN 6, UP TO 20 MODELS.
If at all possible try to bring Imperial or Chaos forces. Other armies are allowed, they will be assigned to Chaos or the Imperium to balance forces.
There are no additional restrictions, you do not need to take an HQ, Assassins do not require an Inquisitor etc. You may ignore 0-1 restrictions on units and wargear items.
Special characters are allowed and encouraged. However you may not take multiples of the same special character.
Lost and the Damned and Inquisition adversaries may be used by Chaos.
All models deploy normally, no daemon summoning, Callidus shape-shifting, infiltration, deep strike etc.
Models must be assembled painted and based, but you knew that already right?
Representation will follow common sense rules. The official models should be used for special characters. Special characters with no official model must be represented by a converted model that can be recognized as the proper character. Converted and unofficial models must be recognizable.
Note: The restrictions on vehicles, high toughness models and the number of models is to preserve sanity and fun. Combat with a model your unit cannot hurt is never fun and when you only have a few models to start with… Similarly even with ‘only’ 300 points players can still get 50 or more IG or other huge numbers that would take forever to use. Hence the 20 model cap.

TERRAIN
The entire table should be covered in corridors and rooms. Several companies make them, they can also be scratch-built. Space Hulk tiles can also be downloaded from the GW site. Alternately dense buildings and walls could be used.
There should be at least one entrance for each Imperial player. Entrances are placed at the edge of the table.
There should be several, clearly identifiable special rooms (see below). Special rooms should be a good distance (at least 18 corridor inches) from each other and scattered throughout the table.

DEPLOYMENT
Each side should choose a commander. The Imperial commander will control the Emperor as well as his forces, the Chaos commander gets Horus. Commanders do get victory points for casualties inflicted by Horus and the Emperor.
Commanders also call in off-board lance strikes and try to coordinate strategy.
Horus must deploy in his throne room. The Emperor may deploy with any Imperial unit.
Chaos forces deploy first, they must be at least 18” and out of line of sight of the entrances.
On turn one, Imperial players will move on to the board from entrances of their choice.
Note: In order to make this game challenging and fun I tried to give each side advantages and disadvantages. Chaos is in a defensive role, Chaos forces not only have to protect Horus, they also have to guard several special rooms to keep Horus from dying in an orbital burn-up or to keep him from being deluged by deepstriking Imperials. At the same time players compete as individuals, so players might decide to go hunting and forget the overall strategy.

This message was edited 1 time. Last update was at 2008/02/23 13:19:33


 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Part 2 - the game

START OF TURN
Players roll 3d6 (roll off for ties) to decide the order they will go in. Each player moves, shoots and assaults in turn. Players also take part in any assaults their models are involved in.
Note: I thought about giving some armies a bonus here, based on initiative score, strategy rating, leadership, special powers whatever but I felt it would be unfair. Sorry guys, we’re using strictly random rolls.

MOVEMENT
Move normally. Jump packs, wings, bikes, turbo booting, veil of darkness and other special movement options may be used normally. Assume the ceiling is high enough to accommodate them.
Model bases must be able to physically fit through openings to enter rooms or corridors.
Models may not move over or through walls and doors. Yes, even Necron Wraiths. The walls are ray shielded OK?
Units must maintain coherency. In addition, different units in your force should remain within 6” of each other. Units that are trapped or falling back are exempt.
Note: This rule to preserve sanity so you’re not scattered all over the table and to prevent people from hiding a cheap model to keep from being wiped out.

SHOOTING
Shooting is normal. Normal restrictions for shooting independent characters apply.
Indirect fire weapons (mortars and the like) may NOT shoot over walls.
If there are no enemies in line of sight you may choose to run during the shooting phase. Move an additional 6”. You may fleet of foot (claw, wheel whatever) in addition to running.

ASSAULT

Normal assault rules will be used.

FALLBACK
Units fallback towards the nearest entrance. If they make it to the entrance they leave the table normally. They may be recycled normally.
If the unit is cut off from the nearest entrance they fall back towards the nearest clear corridor.
If a unit is trapped with nowhere to go, they must pass an immediate leadership check (unmodified). If they pass, they rally (even if they normally could not, the desperate situation gives them courage) if they fail they are removed. If the army is wiped out, the nearest opponent gets a victory token.

RECYCLING
When an entire force is wiped out or flees the table, the player may recycle his entire force. All wounds, wargear and abilities are restored.
The player loses half of his victory points (round down).
Both Chaos and Imperial players come in through entrances. The player chooses which entrance he wants. You may not use an entrance if another player has used it that turn.
If shields are down (see below) they may enter by deep striking.
Models with a ‘get up save’ (i.e. Necrons) should roll it immediately after being killed rather than the start of the next turn so you know whether or not to recycle.

SPECIAL ROOMS
There are several special rooms. The player who controls the room (at least half your models in the room and no enemy units in the room) may use its special abilities. Only one player may control a room at a time. The Throne Room, Reactors and two control rooms are mandatory, the other rooms are optional.
Horus’ Throne Room – Horus must deploy and remain in his throne room to coordinate the greater battle and commune with the Chaos gods. The Chaos commander’s force may remain with him or move freely.
Plasma Reactor – Models may not enter the plasma reactor. Assume any entrances to it terminate in an armor 14 blast door. Any models who deep strike into it are destroyed. Players may attempt to destroy the reactor by shooting the door or outer walls. It has armor 14 all around. Any penetrating hit will destroy it and cause a catastrophic explosion. All models within 3d6” of the outer walls are instantly destroyed, as is all terrain. The ship’s orbit begins to decay and shields go down permanently (see below).
Ship Controls – The player who controls this room may order the ship’s orbit to decay (see below).
Shield Controls – This room houses controls for the ship’s void shields. At the start of his turn the player may decide if the shields are up or down (see below).
Doors (Optional) – If your setup includes doors, it should be clear which are open and which are closed. You may not see or shoot through a door. Opening or closing a door takes 2” of movement. Doors are AV12, any penetrating hit will permanently destroy a closed door.
Medical Bays (Optional) – The player who controls this room for an entire turn may either restore lost wounds to all wounded models or return one model to life.
Armories (Optional)– Most armories have been stripped of useful weapons for the assault on the surface. There are only combat knives, lasguns and frag grenades. A controlling player may search the armory for useful equipment. Roll 3d6
3 – EXPLOSION! All models in the room are killed, the room is destroyed.
4-9 – Nothing found
10-12 – Plasma Gun
13-14 – Autocannon
16 – Las cannon
17 – Demo Charge
18 – Assault Cannon
Shrines (Optional) – Players who controls a shrine gain 1 victory point per turn.
Security Center (Optional) – Players who control the security center may open or close d6 doors anywhere on the table.
Teleportorium (Optional) – At the start of the movement phase the controlling player may deep strike anywhere on the table. Players may use the teleporter even if the shields are up since they are inside the shields already.
Weapon Towers (Optional) – The player who controls a weapon tower may fire lance strikes anywhere on the board (see below). The player may fire even if the shields are up since the shots are coming from within the shields.
Destroyed Rooms – Destroyed rooms cannot be entered. Any model deep striking into them is destroyed.
Negative Space – Space not covered by corridors is assumed to be armor, ducts, power conduits and other impassible terrain. Models may not pass through it, any models deep striking into it are destroyed.
Note: The special rooms are there to make sure the whole board is relevant, not just Horus’ Throne Room. But if you use too many rooms Chaos will start with an incredible initial advantage, controlling doors, lance strikes, deep strikes and other things from the start. Of course that also gives them more to defend.

SHIELDS
If shields are down, the commanders may call in lance strikes from the surface and other ships. (See below)
If shields are down recycling players may choose to enter via deep striking.

LANCE STRIKES
Strikes arrive during the commanders’ shooting phase. Players gain no victory tokens for casualties caused by lance strikes. Lance strikes have this profile:
S7, AP-, large blast, scatters 2d6
Note: The energy of the blast is dissipated by the armor of the ship, hence the low strength and lack of AP.

ORBITAL DECAY
If the ship’s orbit decays it will burn up in the atmosphere. Place a string at the front of the ship. At the start of each turn it advances 3d6”. Any models and terrain between the string and the front of the ship are destroyed.

VICTORY!
1 victory point is awarded for every 50 points of models killed that turn. There is no rounding or carrying over. Killing 49 points of models gives you zero VPs. Killing 99 points of models gives you one VP.
1 victory point is awarded for each turn you occupy a shrine.
5 victory points are awarded for each wound inflicted on the Emperor or Horus.
10 victory token are awarded to everyone on the opposite side if Horus or the Emperor dies.
Lose half your victory points (round halves down) when you recycle.
The winning player is the one with the most victory tokens at the end of 2 hours.
Ties will be broken by removing all other players and the two winners will continue to play until one is defeated.

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Part 3 - Horus, the Emperor and final notes

HORUS
WS BS T W I S A Ld Sv
Horus 8 5 5 5 6 6 5 10 2+/4+

Equipment
Talons of Horus – Master-crafted Lightning Claws with built in Storm Bolter.
Icon of Chaos – Horus is immune to instant death, all attacks (including force weapons and strength ‘D’ weapons) do just one wound.
Wardrugs – At the end of his turn, if Horus was is not in assault, he regains a wound (up to a maximum of 5)

Special Rules
Intimidating – All friendly units within 12” become fearless.
I… Live… AGAIN! – If Horus is killed by any means, place him on his side. At the start of the next turn he rises with one wound on a roll of 4+. If he is killed by something that destroys terrain (i.e. orbital decay) he is placed in the nearest safe spot. Victory points for killing Horus should not be awarded until he is finally dead.
Blessings of Chaos – Any turn that Horus is in assault, roll a d6 at the start of Horus’ turn to see how the whims of chaos reward him. Rewards fade at the end of his turn:
1 – Cursed: Lose 1 wound, no save
2 – Blessed by Tzeentch: Invulnerable save boosted to 3+
3 – Blessed by Slannesh: Gain +1 attack
4 – Blessed by Nurgle: Gain +1 toughness
5 – Blessed by Khorne: Gain +1 strength
6 – Eye of the Gods: Gain +1 attack, strength and toughness and a 3+ invulnerable save. At the end of the turn lose a wound

THE EMPEROR
WS BS T W I S A Ld Sv
The Emperor 8 5 5 5 7 5 5 10 2+/4+

Equipment
Eagle’s Talon – Master-crafted power sword
Eagle’s Claw – Master-crafted power fist
Immortal – The Emperor is immune to instant death, all attacks (including force weapons and strength ‘D’ weapons) do just one wound.
Regeneration – At the end of his turn, if the Emperor was is not in assault, he regains a wound (up to a maximum of 5)

Special Rules
Inspiring – All friendly units within 12” become fearless.
I Shall Return! – If the Emperor is killed by any means, place him on his side. At the start of the next turn he rises with one wound on a roll of 4+. If he is killed by something that destroys terrain (i.e. orbital decay) he is placed in the nearest safe spot. Victory points for killing the Emperor should not be awarded until he is finally dead.
Master of Mankind – The Emperor has had millennia to develop his psychic powers. He may use one per turn of his choice. The power must be declared at the start of his turn. The Emperor’s powers do not require a psychic check.
Protection: All friendly models within 12” gain a 5+ invulnerable save
Foresight: The Emperor may reroll one of his own save, hit or wounding rolls this turn.
Beacon: One Imperial unit recycling into the game may be placed within 2” of the Emperor.
Phoenix: Used at the end of his turn. Inflicts d6 wounds on a model within 12” with no armor saves allowed (invulnerable saves allowed). The Emperor then takes 1 wound.

NOTES – GW has long refused to give any stats for the Emperor or the Primachs. No doubt they remember the days when TSR gave stats for Zeus and Thor and the rest so PCs when out and killed them.

Some players have looked at the fluff and said that these legendary characters would need stats of 10 in everything and would automatically kill anything. However I disagree. The background for the Primarchs has them being wounded and even killed by ordinary mortal foes. Even the Emperor was once saved by Horus from Orks. And does anyone really think the Emperor would could rip apart a Wraithlord or Titan? That he’d be tougher than a C’tan?

So I used the Space Marine hero profile, added 1 to everything and then added some special rules.

If you think these two are still too weak, then remember neither was at his peak. They were in the middle of a battle for the future of humanity. Their mental and physical powers drained and pushed to their limits. As they fight this physical battle there is also a psychic battle occurring in levels of reality we can only dream of!

Either that or Kyoto nerfed them to make the game playable.

Take your pick.

As far as powers, I wanted Horus’ to be random and to have a downside. I wanted the Emperor’s to be less destructive but more subtle. So Horus has the higher weapon skill (hits the Emperor on 3s) but the Emperor has a higher initiative and can choose between a power sword and power fist. As the good guy the Emperor has powers that aid his allies while Horus’ powers only benefit himself.



TWO PLAYER VERSION
To use this as a two player game I recommend the following changes:
Army Selection – Use whatever point value you want. No restriction on number of models. Allow only walkers as vehicles. Do not allow bikes or jump packs to be used.
Set-Up – Set up the table with corridors and rooms as the players see fit. Take turns designating the special rooms.
Recycling – No recycling in the two player version.
Reserves – Players may choose to leave any units in reserve. They may either deep strike (if shields are down) or walk on when they enter the game.
Victory – Not sure how to do this. One way to do it is just to say that the game ends when Horus or the Emperor is dead (and fails a get up roll). But that could make things too predictable since Chaos will just surround Horus’ throne room with everything. Using the victory tokens might make the most sense for a fun game but hurt the fluff.


 
   
Made in se
Regular Dakkanaut




Actually many of the primarchs have been stated out in 2nd edition, think it was in WD articles.

In any case they were stated out in epic.

Primarchs were "killable" but then very few kills in 40k are really kills, being reduced to 0 wounds may just meen you are incapable to continue fighting, for a primarch this could meen anything from being needed more somwhere else to being seriously wounded and be hussled back to safety.

In any case I personally think it would be a bad idea to stat out them for 4th or 5th.

Stelek wrote:Dude, you cannot FNP MC CC attacks. I don't care how you "read" the rules. I even don't care if you are correct and GW says you can. lol
In short GW rulings are void!  
   
Made in us
Executing Exarch





Los Angeles

With special rooms, what happens when several friendly players are in it but no enemies? Can all the friendly players make use of the room or only 1 per turn. If so, how do you determine who can use it? Maybe you could state that rooms get an "activation marker" and if they are used, you mark them as being unuseable for the remainder of the turn. This would give an advantage to those who go first but since its a random roll each turn, I don't see a problem with it.

In a medbay, what happens when I bring a multi wound model back to life? Do they come back at full wounds or just 1?

If somone is in the ship control room, can they stop the orbital decay once it has been started?

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

fester wrote:Actually many of the primarchs have been stated out in 2nd edition, think it was in WD articles.

In any case they were stated out in epic.

Primarchs were "killable" but then very few kills in 40k are really kills, being reduced to 0 wounds may just meen you are incapable to continue fighting, for a primarch this could meen anything from being needed more somwhere else to being seriously wounded and be hussled back to safety.

In any case I personally think it would be a bad idea to stat out them for 4th or 5th.




I'm pretty sure there was never any 40k stats for any primach. The daemon prince primarchs Morty, Angry, Fully, and Maggie got stats in epic but they were far different from their original forms.

Maybe it was in Tim Dupre (sp?) old fanzine Inquisitor?

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Phoenix wrote:With special rooms, what happens when several friendly players are in it but no enemies? Can all the friendly players make use of the room or only 1 per turn. If so, how do you determine who can use it? Maybe you could state that rooms get an "activation marker" and if they are used, you mark them as being unuseable for the remainder of the turn. This would give an advantage to those who go first but since its a random roll each turn, I don't see a problem with it.

In a medbay, what happens when I bring a multi wound model back to life? Do they come back at full wounds or just 1?

If somone is in the ship control room, can they stop the orbital decay once it has been started?


Good questions

Only one player per side can use/benefit from/search a special room per turn. Whomever goes first can use it or leave it for another player. If the room is captured the other side can use it that turn.
My rationale is it keeps chaos from getting too much of an early advnatage (put 5 players in the weapons tower and fire 5 times?). But still allows for heroic captures.

Medbay, hmm, let's say ressurected models come back with 1 wound. So you'll have to spend time there to get your dead hive tyrant back to life.

Orbital decay can be stopped (unless the reactor is blown).

I also had another thought. As things stand it's possible for the player who controls the Emp or Horus to lose all his models but still have big guys running around. So I was thinking that command should then pass to the next closest player (player with the closest model). Which adds a new dimension since now the Emp can change hands.

Thoughts?

 
   
Made in us
Executing Exarch





Los Angeles

Kid_Kyoto wrote:I also had another thought. As things stand it's possible for the player who controls the Emp or Horus to lose all his models but still have big guys running around. So I was thinking that command should then pass to the next closest player (player with the closest model). Which adds a new dimension since now the Emp can change hands.

Thoughts?


Passing the big guys is probably a good plan since the ones controling them get points for things they kill. Seems like an unfair advantage for just one player. Passing it to the one with the closest model means that control will bounce between 2 players for most of the game. If control is going to be passed, just going around the board is probably the best idea. That way, everyone gets a chance. Just have control start off with whoever goes first on the first turn. The emperor is leading the attack after all.

This message was edited 1 time. Last update was at 2008/02/28 18:18:45


**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

/signed with Phoenix with passing control each round. Then whoever rolls first each round gets to move the emperor/horus for their side. Leaves the bonus victory points up to a random roll as well.

All in all this sounds like a blast. Warhammer quest tiles are the first things that come to mind to use for corridors

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control






Plano, Texas

I normally don't like threadromancy but I finally had a chance to play 3 games using these rules.

Here are some pics:
http://smg.photobucket.com/albums/v314/Foda_Bett/HT/4-19%20Minigames/

Game 1 - The ship was set up kind of goofy which saw Horus running to the battle most of the game. Pheonix pulled Horus down to 1 wound before he charged and the Emperor finished him off.

*from here on out we decide no Pheonix in assault*
Game 2 - The ship was set up differently allowing a major killing field in the middle of the map. Horus kills the Emperor through sheer attrition as the Eldar seemed to hate the Emperor.

Game 3 - The ship is set up like a wheel with enterances radiating off of the throne room (no pics). Tyranids showed up to help horus and pretty much kept the Ultramarines and the newly arrived Imperial Guard from affecting the battle. 3 raveners charge the emperor early on and tie him up for 4 turns, and leave him with 1 wound. The emperor camps out till he's 1 away from full and then he charges towards Horus (who has been operating the door controls). The Emperor gets bogged down with some Chaos Terminators, which left the control room undefended to assult him. Grey Knights charge into the control room and start crashing the ship. The first wave sees horus engulfed in flames but he staggers out (blasted 4+). Meanwhile the Emperor finishes the terminators and is charged by bladestorming dire avengers. They bring him down to all but 1 wound and the eldar player says "oops I forgot an avengers attack" he rolls it, hits, wounds, the Emperor fails his save, a Dire Avenger kills the Emperor just like it really happened.

The games were very smooth and bloody. They went so fast people rarely had a chance to come back, and those that did were able to exploit weaknesses left in the lines (the grey kights getting into the control room).

Thanks for developing the game Kid Kyoto!!

DR:80+S+++G+++M+++B++++I+Papoc97#+D++A+++/areWD190R++++T(m)DM+++

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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

dude I'm so glad you liked it. Now that I have found players here in Beijing I'm ordering enough Star Wars tiles to cover a table and finishing off my long-delayed Horus and the Emperor conversions.

(looks at pictures)

HOLY CRAP! That's the same Reaper figure I'm using!

What were the tiles from?

 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control






Plano, Texas

Kid_Kyoto wrote:dude I'm so glad you liked it. Now that I have found players here in Beijing I'm ordering enough Star Wars tiles to cover a table and finishing off my long-delayed Horus and the Emperor conversions.

(looks at pictures)

HOLY CRAP! That's the same Reaper figure I'm using!

What were the tiles from?


Did you do a review on those tiles? I've been thinking of ordering them to expand my starship collection but I'd like to see better pics first.
Thanks! I shamelessly stole the reaper fig from your army. I replace his holy butter knife with the 40k demon prince's though as it is beefier, I was originally going to replace it with 2 cocktail skewers (as 2 swords are WAY (x2) cooler than 1) but it looked silly.

The tiles came from the Doom boardgame and the Doom Expansion from Fantasy Flight Games.
The redish tiles came from the expansion as well as some of the grey ones.

This message was edited 1 time. Last update was at 2008/06/16 04:16:21


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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Here's my review:

http://www.dakkadakka.com/dakkaforum/posts/list/209631.page#265450

I'm going back to work on my emp and horus, hope to use these rules in another month or so.

 
   
Made in us
Banelord Titan Princeps of Khorne






Just an aside, but the rules that GW put out a few years ago for it's Heresy Era promotion at the US hobby centers had the Primarchs with S6 and T6, so Horace and the Space Emperor should probably be S6 T6 as well.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

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Made in in
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Otiose in a Niche






Hyderabad, India

whitedragon wrote:Just an aside, but the rules that GW put out a few years ago for it's Heresy Era promotion at the US hobby centers had the Primarchs with S6 and T6, so Horace and the Space Emperor should probably be S6 T6 as well.


(sorry for the tread necromancy but I am about to use these rules)

Anyone have a copy of the rules Whitedragon is talking about?

 
   
Made in gb
Stalwart Ultramarine Tactical Marine




Staffordshire

Awesome. This sounds like a really fun game to play. Just one thing I'd suggest though. The Shrines. You said that anybody could use them, but, if they were on Horus' flagship, then all the shrines would be devoted to Chaos. So, the Imperial forces or those loyal to the Emperor wouldn't use them. I think you should make the Shrines Chaos only, and then possibly giving the Imperial forces a bonus for destorying them. They can enter, and may atempt to destroy it. The could get, say, two Victory points for every shrine they destroy? Just my two cent. Good job again though

'They are my Space Marines; And They Shall Know No Fear' - The Emperor of Mankind
'We are the slayers of kings, the destroyers of worlds, bringers of ruination and death in all its forms. Let none stay our wrath' - Captain Cato Sicarius

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

My thought was the chaos player stops to pray which the Imperial player stops to reconsicrate the shrine.

Or something.

Fluff!

 
   
Made in be
Skink Chief with Poisoned Javelins



Belgium, political ass-end of the old continent

Wow, looks like great fun! Great gaming there, although I'm one of those people who think the Emperor should be able to pwn all...
Great work though, looks like tons of fun.

I can bend minds with my spoon...

KingCracker wrote:PanzerSmurf, you win the trophy for most accident posts ever. Dear lord man!
 
   
 
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