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Made in us
Krazed Killa Kan





New York City

I edited the Ship's Dead entry, mainly to clarify the Inured to Pain rules, the Allotment costs of the lowest Zombies, and to officially name this Faction Ship's Dead.

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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Added the Martyrdom Talent to the Elite Talent Tree.

Clarified the Morale Section and the Suppression rules.

Added some clarification and hit modifiers to the firing modes section of the Shooting and Targeting rules.

This message was edited 1 time. Last update was at 2020/04/16 00:06:59


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

I changed the Injury Table roll from a 2D6 to a D6. In hindsight I think the 2D6 was entirely too lethal.

I updated the character creation section to clarify the Capacity rules, especially regarding how much each Specialty can safely carry and how much all the collective gear the Specialty is already carrying weighs.

This message was edited 2 times. Last update was at 2020/06/01 10:08:10


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Updated the Dark Angels Chapter entry to modify the uses for Fragment of Caliban and add Legendary Stubbornness ability to Tacticals and Devastators.


Automatically Appended Next Post:
I changed the cost of improving the Skill Stat from impossible to affordable. Also changed the cost of purchasing new Ratings in Skills from never (10xp, 15xp, and 20xp) to plausible (3xp, 6xp, and 12xp). For Scouts and Neophytes this reduction is slightly different (4xp, 8xp, and 16xp) to reflect that they are still new to being supermen.

This message was edited 1 time. Last update was at 2020/06/01 18:02:25


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Here are some campaign-specific special rules for using different Adversarial Factions.

Using Thousand Sons and Tzeentch Daemons as Adversaries

Special Rules

Mindless Automatons
: Rubric Marines and Scarab Occult Terminators always treat their Leadership as 10, regardless of modifiers. And, for the purposes of this Campaign, Rubric Marines have 2 Wounds, and Scarab Occult Terminators have 3 Wounds each, yet remain categorized as Minions. If a Rubric Marine is reduced to 1 Wound, it gains the ability to ignore any further Wounds on the D6 roll of a 5+. Scarab Occult Terminators ignore further Wounds on the D6 roll of a 4+ once they reach 1.


Psychic Supremacy: all Tzeentch-aligned models able to use Psychic Powers, can cast +1 Power per Turn and make +1 Deny attempts per Turn. If a model opts to use only 1 Power on their Turn, they instead gain +2 to their casting attempt. If this results in a die roll totalling more than 12, roll on the "Gifts of a Capricious God" table after resolving any Mortal Wounds.


Plans Within Plans: at the start of any Mission featuring any number of Thousand Sons, Tzaangor, or Tzeentch-aligned Daemonic engine or Daemon, the GM places an Objective Marker as close to the center of the board as terrain allows. Then, starting with the player(s), the GM alternates placing 5 other Objective Markers on the table, where no Objective marker can be closer than 9" from any other or any board edge. Roll to randomly determine the numerical identification of each Marker, 1 through 6. The GM then creates a deck using only Objective cards that reference the numbered Objective Markers for these Adversaries (from 8th edition or, alternatively you can roll a D6). At the beginning of each of the GM's Turns they draw a card and leave it in play until it is achieved or the Mission ends. Any time any of these Objectives are achieved, the GM generates 3D3 Alotment that can be spent on Reserve forces or saved and added to subsequent rolls. Unspent Alotment is lost at the end of the Mission.


Least Favored: chaos cultist casualties do not trigger morale tests for Rubric Marines, Scarab Occult Terminators, Daemons, or Sorcerers of any kind.


Gifts of a Capricious God: for +1 Alotment (and sometimes for other reasons), any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / scintilating brilliance. This model is +1 to be hit in the enemy's Shooting Phase and may always be selected as a target, even if another model is closer. Additionally, Tzaangor that can draw line of sight to this model gain +1 Leadership.

2 / bristling with mutation. Reduce this model's Move by -2", but increase its Toughness by +1. Rubric Marines that roll this result instead gain nothing.

3 / prove yourself worthy. When this model achieves a "Plans Within Plans" Objective during the course of the game, it gains +1" Movement, +1 Strength, and +1 Attack until the end of the Mission.

4 / on wings of chaos. Whenever this model Advances do not roll a die. Instead add +9" to its Movement. Additionally this model automatically passes any Jumping tests, up to its normal distance limit.

5 / favored by the Warp. Increase this model's Invulnerable Save by +1 or, if had none to begin with, grant this model a 5+ Invulnerable Save

6 / Fated. This model gains a single re-roll at the start of every Turn that may be used for any reason (except to re-roll a re-roll). Unused re-rolls carry over into the next Turn, but are lost at the end of the Mission.


Dark Fate: every time a Thousand Sons Sorcerer, Tzaangor Shaman, or Tzeentch Daemon successfully casts a Psychic Power they also gain a single re-roll they can use for any reason during the course of the Mission (including for any other Psychic Powers they attempt to use this Turn). Unused re-rolls are lost at the end of the Mission.


Crawling Chaos: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains +1 Corruption. For every 9 Tzaangor, Rubric Marines, Sorcerers, and/or Daemons on the table at the end of the Mission, add +1 to each of these die rolls.


*******************************************************


Using World Eaters and Khorne Daemons as Adversaries

Special Rules

Always Frenzied
: the first time a Khorne Berserker can draw line of sight to any model causing a Wound during the Fight Phase, that Berserker doubles the number of Attacks on its profile. If the Berserker causes a Wound on a Deathwatch Marine, it additionally gains +1 Attack until the end of the Mission.


Insensative to Pain: for the purposes of this campaign all Khorne-aligned models that suffer a Wound may ignore that Wound on the D6 roll of a 6+. This is improved to 5+ during the Fight Phase.


Blood for the Blood God!: for every 8 models removed as casualties, friend or foe, the GM may add a single Bloodletter daemon to their Adversarial Reserves. These daemons can only Deploy if there are at least 4 of them and arrive 8" away from the largest close combat brawl on the table. If no close combat is happening, these daemons must remain in Reserve. Daemons that never deploy are lost at the end of the Mission, but do not count as destroyed for the purposes of Objectives.


Least Favored: chaos cultist casualties do not trigger morale tests for Khorne Berserkers or Khornate daemons.


Skulls for the Skull Throne: for +1 Alotment (and for other reasons), any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / Bloodsplosion! This model explodes in a shower of gore. Immediately replace the model with a Herald of Khorne who then Charges the nearest model, friend or foe (if this roll is made before the game begins, instead remove D3 Alotment from your pool). The Herald cannot fall back, and is immune to morale tests. It will continue to fight that model until it or they are removed as casualties. If the Herald wins, it may act as normal afterwards.

2 / at one with my weapons. This model cannot be disarmed.

3 / prove yourself worthy. When this model removes the last Wound of any other living model (not robots or sentry guns), the GM may add a Bloodletter to their Reserves. This ability allows this model to Charge and Fight friendly models

4 / on wings of chaos. Whenever this model Advances do not roll a die. Instead add +8" to its Movement. Additionally this model automatically passes any Jumping tests, up to its normal distance limit.

5 / favored by Khorne. Increase this model's Attacks by +1. Additionally, a Hit roll of 6 in the Fight Phase generates an additional Attack this round.

6 / Exalted. If this model scores at least 1 hit in the Fight Phase, they cause a single Mortal Wound in addition to any other Damage.


Dark Favor: every time a Khornate Chaos Marine or Khorne Daemon successfully removes a Deathwatch Marine as a casualty they gain a single re-roll they can use for any reason during the course of the Mission. Unused re-rolls are lost at the end of the Mission. Alternatively, that model may roll on the "Skulls for the Skull Throne" table above instead of taking the re-roll.


Raining Blood: roll a D6 at the end of any Turn where 1 or more models, friend or foe, was removed as a casualty. Add +1 to this roll for every 8 Wounds that were inflicted this Turn. On the roll of an 8+, a tear in the fabric of reality opens and burning blood pours through like vermillion rain. Treat all terrain as Difficult next Turn.

This message was edited 2 times. Last update was at 2020/09/03 15:06:13


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Death Guard and Nurgle Daemons as Adversaries

Special Rules

Children of the Plague God
: for the purposes of this campaign, all Death Guard, Poxwalkers, and Nurgle daemons gain the Miasma7 Trait. Additionally, Poxwalkers gain the Contagion3 Trait, Death Guard Marines and Terminators gain the Contagion5 Trait, and Nurgle daemons gain the Contagion7 Trait. Note that these models inflict Wounds on each other, if a model with a lesser Contagion Moves into a higher Contagion's Miasma.


Deathless Suffering: all Nurgle-aligned models gain the ability to ignore Mortal Wounds on the D6 roll of a 5+. Additionally, all Nurgle-aligned models gain +1 Wound on their profile.


Spreading Poppa Nurgle's Gifts: every time an enemy model suffers a Wound from any model's Contagion Trait, the GM rolls a D6, adding +1 for every Wound so inflicted this Turn. On the roll of a 7+, the GM may add a single Plague Bearer to their Adversarial Reserves. These daemons may only deploy if there are at least 7 of them and they materialize within the overlap of the most Miasma Traits on the table. If there isn't a single overlap, these models cannot deploy. Undeployed Reserves are lost at the end of the Mission, but do not count as destroyed for the purposes of Mission Objectives. If criteria to deploy these models exist, the GM cannot withhold these Reserves; they must be deployed if they are eligible to do so.


Least Favored: chaos cultist casualties do not trigger morale tests for Deathguard, Poxwalkers, or Nurgle Daemons of any kind.


New Sicknesses to Endure: for +1 Allotment, any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / just flies. This model reduces its Toughness to 1, but increases its Wounds by +7. Change its WS to 6+ and its BS to "-" (flies lack the strength and coordination to hold or shoot guns). The model losses its Armor Save, but gains a 4+ Invulnerable Save. This model cannot carry anything.

2 / bursting with mutation. Reduce this model's Move by -2", but increase its Wounds by +1. If this model is removed as a casualty it explodes, causing D3 Mortal Wounds to the models within 3" of it.

3 / prove yourself worthy. When this model inflicts 1 or more Wounds with its Contagion during the course of the game, it gains +1 Contagion, +1 Toughness, and +1 Attack until the end of the Mission.

4 / the slime of chaos. Whenever this model Advances do not roll a die. Instead add +7" to its Movement. Additionally this model is unaffected by Difficult Terrain.

5 / favored by Plague. This model is -1 to be hit in the Shooting Phase or, if it already possesses an ability like this, it improves that ability by 1.

6 / Undying. Whenever this model is reduced to 0 (zero) Wounds, but before it is removed as a casualty, roll a D6. On the roll of a 4+, the model regenerates 1 Wound.


Sickening Favor: every time a Deathguard Sorcerer, Plague Caster, or Nurgle Daemon successfully casts a Psychic Power they also gain a single re-roll they can use to re-roll a failed Armor Save, a failed Invulnerable Save, or a failed Wound roll. Unused re-rolls are lost at the end of the Mission.


Crawling Contagion: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains +1 Corruption. For every 7 Poxwalkers, Deathguard Marines, Plaguecasters, and/or Daemons on the table at the end of the Mission, add +1 to each of these die rolls.



*******************



Using Emperor's Children and Slaanesh Daemons as Adversaries

Special Rules

Ecstasy of the Immaterium
: for the purposes of this campaign, all Slaanesh-aligned models gain the Fearsome Trait and a 5+ Invulnerable Save in the Fight Phase.


Pain is Pleasure: any time a Slaanesh-aligned model suffers a Wound, whether they make their Save or not (as long as they are still alive), they gain a +1 modifier that they may apply to a Morale check, a Wound roll, or a Characteristic test on their next Turn. Unused modifiers are lost when the subsequent player(s)' Turn begins.


She Thirsts: every time any model suffers a Wound for any reason, the GM rolls a D6. On the roll of a 6, they may add a single Daemonette to their Adversarial Reserves. These daemons may only deploy if there are at least 6 of them and when they become available, materialize 6" from the model that inflicted the most number of Wounds last Turn, friend or foe. Undeployed Reserves are lost at the end of the Mission, but do not count as destroyed for the purposes of Mission Objectives. If criteria to deploy these models exist, the GM cannot withhold these Reserves; they must be deployed if they are eligible to do so.


Least Favored: chaos cultist casualties do not trigger morale tests for any Slaanesh-aligned models.


Sensations of Void and Fever: for +1 Allotment, any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / cacophonous screaming. This model cannot Move, Advance, or Charge. Once deployed this model stays put until killed, screaming as loud as it can. It gains the Miasma6 Trait. Any Slaaneshi model that moves into this model's Miasmic Aura gains the Fearless Trait. All other models that move into this aura treat this model as Terrifying.

2 / writhing mutation. Reduce this model's Move by -2", but increase its Attacks by +1. Chaos cultists who can draw line of sight to this model gain +1 Leadership

3 / prove yourself worthy. If this model is reduced to 0 or fewer Wounds the GM rolls a D6. On a 4+ this model is not removed as a casualty and instead regenerates D3 Wounds.

4 / swiftest. Whenever this model Advances do not roll a die. Instead add +6" to its Movement. Additionally this model may Charge, even after it Advances.

5 / elevated by sin. Improve this model's WS to 2+. If its WS is already 2+, it instead gains +1 Strength.

6 / Supreme. This model gains a 4+ Invulnerable Save during the Fight Phase, may parry one of its enemy's Attacks (just like the Talent of the same name on the Melee Tree), and +1 Attack if any of their opponents have more Attacks than they do.


Favored of the Thirsting One: every time an Emperor's Children Sorcerer or Slaanesh Daemon successfully casts a Psychic Power they also gain a single re-roll they can use to re-roll a failed hit roll, a failed Wound roll, or to force an enemy model to re-roll a successful Armor Save. Unused re-rolls are lost at the end of the Mission.


The Corruption of Insatiable Lust: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains +1 Corruption. For every 6 Slaaneshi Daemons on the table at the end of the Mission, add +1 to each of these die rolls.

This message was edited 8 times. Last update was at 2020/09/13 08:49:53


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Black Legion and other Undivided Chaos Forces as Adversaries

Special Rules

Sanity is for the Weak
: for the purposes of this campaign, all Undivided Chaos Astartes treat their Leadership as 10 and may re-roll their failed Morale checks as long as the number of Chaos Space Marine models on the table outnumber the Deathwatch.


Ancient Hatred: Chaos Marines that are either Undivided or unaligned, may always re-roll hit rolls of 1 versus Deathwatch models in the Fight Phase.


Death to the Lapdogs of the False: whenever an Undivided or unaligned Chaos Space Marine removes the last Wound from a Deathwatch Marine or Inquisitorial Agent, it may immediately roll on the "Boons of Choas" chart below.


Least Favored: chaos cultist casualties do not trigger morale tests for any Chaos Space Marines


Boons of Chaos: for +1 Allotment (and for other reasons), any model may roll on the following table and apply the results immediately.

D6 Roll / Result
1 / Good Job. This model gains a +1 bonus to their very next D6 roll.

2 / useful mutation. Roll a D3. On a 1, increase this model's Move by +3". On a 2, increase this model's Attacks by +1. On a 3, increase this model's Strength by +1. Chaos cultists who can draw line of sight to this model gain +1 Leadership

3 / you are worthy. This model gains a 5+ Invulnerable Save. If they already have an Invulnerable Save, improve that save by +1.

4 / on wings of chaos. This model gains the <Fly> keyword. Additionally this model may Charge, even after it Advances.

5 / on the path to glory. Improve this model's BS to 2+. If its BS is already 2+, it instead gains +1 Toughness.

6 / chosen. This model gains +1 Attack, +1 Wounds, and +1 Leadership.


Favor of the Gods: every time a chaos sorcerer successfully casts a Psychic Power they also gain a single re-roll they can use to re-roll a failed re-roll or they can sacrifice the re-roll to ignore a single Mortal Wound. Unused re-rolls are lost at the end of the Mission.


Do you Hear the Voices, Too?!?: roll a D6 for every Deathwatch Marine deployed at the end of any Mission featuring these Adversaries. On a 6, that Marine gains an additional +1 Corruption.


Automatically Appended Next Post:
*************

Using Ork Forces as Adversaries

Speshul Roolz

Tough as Nailz
: for the purposes of this campaign, all Orks (not weedy gretchin or squigs) gain +1 Wound and may ignore the first Wound they suffer every Mission on the D6 roll of a 4+, unless the Wound was inflicted with a weapon whose Strength was twice or more the Ork's Toughness.


Made fer Fightin': Ork boyz and Ork Nobz armed with slugga and choppa gain +1 Attack when they Charge.


WAAAGH!: for every 5 Orks that are engaged in Close Combat at the end of a Turn, add D6 Ork Boyz to the GM's Adversarial Reserves. These Orks may only Deploy if there are 5 or more of them, but enter the table via whatever methods the Mission details. Undeployed Orkz are lost at the end of a Mission, but do not count as Destroyed for the purposes of Mission Objectives. If criteria to deploy these models exist, the GM cannot withhold these Reserves; they must be deployed if they are eligible to do so.


Dey Jus' Weedy Grots: gretchin and squig casualties do not trigger morale tests for any Orks


Low Kunnin': for +1 Allotment each, the GM may take any of the following.

'Eavy Armer: One model gains a 4+ Armor Save.

Booby Trap: Place D3 Loot Markers anywhere on the table. Space Marines that move into base to base contact with any of these Markers roll a D6. On a 4+, the Loot inside is worth +D3 Esteem with any Admech Faction they choose to give it to. On a 1-3, the Loot box explodes causing D3 automatic hits on all models within 3" at Strength 5 with an AP -1 and Damage 1.

Personal Ammo Grot: One Ork may take a second Shooting Phase, once per Mission.

Know Whats: Grants one Ork Nob the Big an' Mean Trait - once per Mission all Ork clusters of 5 or more within 6" of this model may suffer D3 Strength 4, AP -, Damage 1 hits to ignore a failed morale test. Wounds caused by this Trait do not count towards the morale test.

Alternatively, this may be used to grant an Ork Nob the Tinkerin' Trait - once per Mission this Nob may restore D3 Wounds to any Ork vehicle within 3" of this Nob, up to its maximum.

Or a nob may be given the Dok Trait - once per Mission this Nob may restore up to D6 Wounds to any Orks within 6" of it, distributed as the GM sees fit, up to the model's maximum. This may also be used on Orks that were already removed as casualties.

Sneakyness: One Ork may Deploy anywhere on the table, out of line of sight of any Deathwatch Marine model at the start of the Mission

Supa-stikkbommz: One Ork armed with Stikkbomms upgrades them to "supa". 2D6 shots and +1 Strength


Sneakiest: for every 5 Kommandos the GM takes, they may add D3 additional Loot Markers to the table, setting them up after Deployment, but before the first Turn begins.


Escalation: at the start of every Mission after the first where Orks are featured, roll a D6. On a 4+, the GM may increase that Mission's Allotment by +2D6, as long as those points are used to buy Orks or upgrades for the other Orks already in the GM's pool.


This message was edited 7 times. Last update was at 2020/09/13 09:07:00


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Dark Mechanicum as Adversaries

Special Rules

Devotees of the Dragon
: for the purposes of this campaign, when using Admech as Dark Mechanicum, any character may be given a Mark of Chaos (see the Codex Heretic Astartes), all Admech forces change their Faction <Keywords> to Chaos, Dark Mechanicum, Daemon, and all Daemon Engines from Codex Heretic Astartes and the Imperium Nihilus books become options of this Adversarial Faction, changing their <Keywords> to match the above.

For every 10 Minions aligned to this Faction, the GM may include a single model with an Icon of Chaos. Icons of Chaos have an effect according the closest model with a Mark of Chaos. (See Codex Heretic Astartes for details.


Innovative Heresy: all Dark Mechanicum infantry have the Tech1 Skill with a Skill stat of 5+.


Accursed: all <Dark Mechanicum> models have the Irradiated Trait. Infantry also have the Miasma1 Trait, Vehicles have Miasma2, and Daemon Engines have Miasma3.


The First Imperative: for every 10 models with the Keyword <Dark Mechanicum> that the GM has in their Adversarial Pool, they may place 1 additional Generator, Terminal, or Keypad and corresponding Sentry device anywhere on the board at least 10" from any table edge. These technological emplacements begin the Mission at Miniscule Power. Any <Dark Mechanicum> model that increses the Power Level of any Tech emplacement on the table may immediately roll on the "Dragon's Blessing" table detailed below.


Battlefield Fodder: Skitarii casualties do not trigger Morale tests in <Dark Mechanicum> models with 3 or more Wounds.


Dragon's Blessing: for +1 Alotment (and sometimes for other reasons), any model may roll on the following table and immediately apply the result.

D6 Roll / Effect
1 / microcoding transcendance. This model's black blood self-replicates and overtakes their entire form, turning them into a pillar of immobile steel. They cannot Move, Advance, or Charge. If the GM rolls this result before the game begins, deploy the model and it remains there until removed as a casualty. All <Dark Mechanicum> forces that can draw line of sight to this model gain +1 Leadership.

2 / the weakness of flesh. Roll a D3. On a 1, reduce this model's Move by -2", but increase its Wounds by +1. On a 2, increase this model's Attacks by +1, but its Toughness is reduced by 1. On a 3, increase this model's Toughness by +1, but reduce its Attacks by 1 (to a minimum of 1).

3 / is this the destiny of man? Increase this model's Leadership by +1. If the GM so desires, they may also roll again on this chart, applying both results.

4 / swift as the heralds. Increase this model's Move by +3". Additionally, this model may fall from any height without taking damage.

5 / pneumonic capacity. If this model can already use Psychic Powers, they gain the ability to attempt to manifest a second power every Turn until the end of the Mission. If this model is not a psyker, they may now attempt to manifest 1 Psychic Power every Turn and now know Smite.

6 / Epiphany. Increase this model's Attacks, Toughness, and Strength by +1 each.


Tech Heresy: any <Dark Mechanicum> character with 3 or more Wounds may select up to two Psychic Powers from the Technomancy Discipline found in the Iron Hands Codex Supplement. If this option is taken, that model also gains the Smite psychic power. These characters may attempt to manifest 1 Psychic power and make 2 Deny attempts per Turn.


Machine Infection: at the end of any Mission featuring these Adversaries, roll a D6 for each Deathwatch Marine that participated. On the roll of a 6, one randomly selected item of wargear that marine is carrying is permanently destroyed. If this item is unique, the Marine also loses 1 Renown.

This message was edited 5 times. Last update was at 2020/09/13 09:41:25


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Regular Adeptus Mechanicus Forces as Adversaries

Special Rules

Noospheric Tactical Uplink
: for the purposes of this campaign, if any Admech forces can draw line of sight to a Deathwatch Marine, all Admech forces on the table are tactically aware of that Marine. Admech forces move in a tactically intelligent fashion; their lowliest minions will seek cover, lay in ambush, or concentrate fire on the most dangerous foe. Admech forces may ignore the normal Minion imperative to fire at the closest target and instead fire upon any target in range.


Logis Imperative: all Skitarii, Sicarians, and Admech Characters have the Tech1 Skill with a Skill stat of 5+.


The Quest for Knowledge: at the start of the Mission, but before Units are deployed, the GM places 3 Objective Markers. These Markers should be on or near any Tech Emplacements, if possible. If not they should be at least 3" from any board edge and near or on terrain pieces that look "technological". The GM may deploy their Adversarial forces according to the Mission paramenters or within 3" of these Markers. Every game Turn, any Admech within 3" of these Markers at the start of their Turn (during the Command Phase if using 9th edition rules) may attempt to use their Tech Skill. If successful, the Admech forces gain a single re-roll that may be used for any reason that Turn. Unused re-rolls are lost at the end of the Player(s)' Turn. These Objective Markers count as Tertiary Objectives for Deathwatch forces and, when captured, yield 2D3 Esteem worth of tech that may be traded with any Admech Faction from the [++Redacted++].


Battlefield Fodder: Skitarii casualties do not trigger Morale tests for Admech Character models.


Sanctioned Augmentation: for +1 Allotment each, any model may be equipped with items from the following table.

Item: Description
Locomotive Augmentation: increase this model's Move by +3"

Close Combat Mechadendrite: increase this model's Attacks by +1.

Logis Node: increase this model's Leadership by +1.

Machine Conversion: increase this model's Toughness by +1.

Machine Transcendance: improve this model's Armor Save by 1 (to a maximum of 2+).

Core Augmentation: increase this model's Strength by +1.


Resilience of the Machine: any Admech character with a Leadership of 9 or more, may make 1 attempt to Deny the Witch per Turn.


Noospheric Infiltration: at the end of any Mission featuring these Adversaries, roll a D6 for each Deathwatch Marine that participated. For every roll of a 5+, Admech forces increase their Allotment by +3 in subsequent Missions that feature them.

This message was edited 1 time. Last update was at 2020/09/13 09:30:56


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
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Made in us
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New York City

Using Drukhari as Adversaries

Special Rules

Aeonic Arrogance
: for the purposes of this campaign, all <Drukhari> Characters have the Fearless Trait.


Pitiless Contempt: if a Drukhari scores one or more unsaved Wounds against any enemy models on its Turn, increase its weapon's rate of fire by 1 in all categories on its next Turn, if it survives.


Torment, Enslavement, and Nothing Else: in any Mission featuring <Drukhari> forces, the player(s) may opt to add D3 Tertiary Objectives. These Objectives are each to rescue D6 Lost Servitors, D3 unarmed Menials, or 1 Mid-tier Adept. The GM alternates with the player(s) in placing these models. The Servitors have the standard profile as given in the Codex: Adeptus Mechanicus, the unarmed Menials have the profile of a Skitarii Alpha, except without any of the weapons from that same Codex, and the Mid-tier Adept has the same profile as an Enginseer, again from the same source. If Drukhari forces successfully Charge these models without any Deathwatch Marines within 1" of them, the lost Adeptus Mechanicus are automatically captured. Each captured model grants the GM a single re-roll that can be used for any reason. Unused re-rolls are lost at the end of the Mission.

These Tertiary Objective models cannot Move unless a Deathwatch Marine moves to within 12" of them and the Admech can draw line of sight to the Marines, in which case they immediately move D6" towards the nearest visible Deathwatch model. Deathwatch models have to move to within 1" of these models to gain control of them and thereafter escort them to whatever extraction point the Mission dictates. If the Extraction for this Mission is Teleportarium, then once the Deathwatch get within 1" of these models they are immediately removed from the table and count as Rescued. Rescued models can be turned over to any Admech Faction. Servitors are worth 1 Esteem each, Menials are worth D3 Esteem each, and a Mid-tier Adept is worth 2D3 Esteem when turned over to a Faction.


Sadistic: if an enemy model in line of sight of a <Drukhari> suffers one or more Wounds, test that Drukhari's Strength. If they pass they gain a single re-roll that may be used for any reason until the end of their Turn. If they fail, they gain +1 Attack until the end of their Turn.


Implements of Pain: for +1 Allotment each, the GM may equip any model with items from the following list

Item: description
Flayer Acid: this may be applied to any melee weapon, improving that weapon's AP by 1.

Tormentor Needle: this is melee weapon with the following profile: Strength*, AP -, Damage 1, Poisoned. If any Wounds are scored with this weapon, the victim must also test their Toughness or become immediately Shaken.

Bone Seeker Ammo: this may be applied to any Splinter weapon, improving that weapon's AP by1.

Withering Touch: this is a melee Attack that may be used once per Turn. If it hits, the target must test its Strength or suffer -1 Toughness for the remainder of this Fight Phase.

Flicker Cage: this is a grenade with the following profile: Grenade1, Range 8", Strength* (always Wounds on a 4+, regardless of Toughness), AP -, Damage 1. Models hit by a Flicker Cage are immobilized until the end of the Mission. Alternatively, the model trapped inside may attempt a Strength test at the start of each of its Turns (during the Command Phase if you're using 9th edition rules). If it passes its Strength test, it frees itself from the effects and may act as normal.

Shard Mine: this is an Emplaced munition. At the start of the game, but before the first Turn begins, the GM writes down the specific, secret location of this Mine (which may be placed anywhere on the table at least 6" away from the Space Marine Deployment Zone). Any Deathwatch model with the Demolition Skill that moves within 3" of its location immediately detects the device; otherwise, when any Deathwatch marine moves within 1" of the hidden mine it detonates, causing a 1 Mortal Wound on all models within 3" of it.


She Thirsts: if any <Aeldari> model is slain within line of sight of a Drukhari Character, that Character gains a single re-roll they can use for any reason during the course of the Mission. Only one re-roll per Character can be generated per Turn, but multiple Characters can gain their re-roll from the same Aeldari's death. Unused re-rolls are lost at the end of the Mission.


Trail of Blood: If any Deathwatch models have been removed as casualties this Mission, roll a D6 for each. On the roll of a 1, that model has been spirited away by the Dark Eldar, never to be seen again. They are permanently removed from the squad roster. Sympathetic GMs may opt for future side quests where the Objective is to rescue this captured marine, but this is totally optional.



***********************



Using Asuryani as Adversaries

Special Rules

Foresight
: in any Mission where Craftworld Aeldari are used, after Deployment, but before the first Turn begins, the GM may Redeploy as many of their Asuryani models as there are Deathwatch Marines on the table. These models may be placed anywhere on the revealed terrain that is out of line of sight of all Deathwatch Marines.


Every Aeldari Soul: if an <Asuryani> model can draw line of sight to an Aeldari model when it is removed as a casualty and is also within 6" of a Warlock or a Farseer, they gain the Fearless Trait until the end of their next Turn.


Corsairs: in any Mission featuring <Asuryani> forces, the GM places D3 Tertiary Objectives anywhere within 9" of the board edge opposite to where the Deathwatch deploy. Every Turn that there are more Aeldari models than Deathwatch models within 3" of any of these Objectives, the GM gains a single re-roll that may be used for any reason. Each Objective generates 1 re-roll per Turn until captured by The Deathwatch. Once captured, remove the Marker. Deathwatch Marines that complete these Tertiary Objectives gain +1XP, but no Renown.


Children of Prophecy: <Asuryani> Farseers gain +2 to all psychic casting attempts, but still only perils on natural double 1s or natural double 6s. <Asuryani> Warlocks gain +1 to all psychic casting attempts, but still only perils on natural double 1s or natural double 6s. Additionally, all Aeldari Psykers gain the Warlock Trait.


From the Anvil of Vaul: for +1 Allotment each, the GM may equip any model with items from the following list

Item: description
Wraithbone Reinforcement: improve this model's Armor Save in Close Combat only by 1 (to a mximum of 2+).

Crystalline Attunement: this may be applied to any melee weapon, increasing that weapon's Strength by +1.

Esoteric Ammo: this may be applied to any Shuriken weapon, improving that weapon's AP by1.

Towards Aspect: only available for Guardians. Pick one of the following items of wargear and apply it to this model: Banshee Mask, Warp Jump Generator, or Mandiblaster.

Domino Field: this model gains a 5+ Invulnerable Save and are -1 to be hit with Shooting attacks if they Advanced during their own Movement Phase.

Integrated Wraith Circuit: all models equipped with this device add +1 to their hit rolls on Turns when they have Advanced.


Precious Waystones: every <Aeldari> model slain becomes a Tertiary Objective for both sides. If the Deathwatch reach the body first, they loot the waystone, which they may trade to any Admech Faction for +1 Esteem. If the <Asuryani> forces reach the body first, the GM gains +1 re-roll that may be used for any reason this Mission. Unused re-rolls are lost at the end of the Mission. In either case, remove the body after it has been looted.


The Skeins of Fate: roll a D6 at the end of any Mission featuring <Asuryani> Adversaries. On the roll of a 1, advance the Doomclock by +D3 hours. On the roll of a 6, reduce the DoomClock by -D3 hours.

This message was edited 5 times. Last update was at 2020/09/14 06:19:54


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Aeldari Harlequins as Adversaries

Special Rules

Unmatched
: for the purposes of this campaign, all <Harlequin> Infantry models count as having the Assassin Strike, Parry, Melee Master, Swift, and Sprinter Talents.


No Mere Minions, These: for the purposes of this campaign, all Minion-qualifying <Harlequin> models cost 5 Allotment instead of 1. Removing one of these models as a casualty earns the Marine responsible +1 additional XP and +1 additional Renown.


Ritual Danse: on any Turn, the GM may opt to have any number of <Harlequin> models Play their Part instead of Moving or Advancing normally. These models may Move up to 1" in any direction. All Deathwatch Marine models that can draw line of sight to 1 or more "Dansing" Harlequins must test their Leadership with a +1 modifier to their D6 roll for each "Danser" they can see. Models that fail this test by 1 are Shaken and those that fail by 2 or more become Pinned.


According to Fate: in any Mission featuring <Harlequin> forces, the GM selects 2 Deathwatch Marines at random. These cannot be the same Marine. If the first Marine never suffers a single Wound for any reason during this Mission, then in all subsequent Missions that feature Harlequin models, the GM's forces gain a single re-roll that may be used for any reason. If the 2nd marine selected is reduced to 0 Wounds this Mission, Harlequin forces gain a second re-roll in all subsequent Missions. These re-roll gains are cummulative.


The Second Act: starting on the 3rd Turn of the Mission, roll a D6 for each surviving <Harlequin> character on the table. On the roll of a 5+, that model may either add +3" to its Move, regenerate 1 lost Wound, or add +1 Attack. These bonuses stack and last until the model is either removed as a casualty or the Mission ends, whichever comes first.


Essential Props: for +2 Allotment each, the GM may equip any model with items from the following list:

Item: description
Duplicator Field: add 2 additional, similar-looking (or identically posed) Harlequin models to the GM's Adversarial Pool. These models do not cost Allotment and must be deployed together, within 6" of each other. They Move together as one, and act together as one, because - technically - they are all the same character. The GM only shoots once for all 3, but as they are all armed identically, may draw line of sight from any one of them when doing so. Each time 1 of these models are Wounded add +1 to their Saves for each model beyond the first that is still alive (If all 3 are alive, all models add +2; if there are 2 left, they both gain +1; if only 1 is left there is no bonus).

Witnessing: this is a poison that may be applied to any melee weapon. On the first Wounding hit of a Mission with this weapon, the victim must test their Toughness whether they pass their Save or not. A model that fails this Toughness test cannot take any Actions - can't Move, Advance, Use Psychic Powers, Shoot, Use any Skills, Charge, defend itself in the Fight Phase, or Fall Back - for the duration of its next Turn.

Phantom Shield: this is an ablative Invulnerable Save that starts off granting a 2+ Save, each time the bearer fails an Invulnerable Save, the Phantom Shield's protection is reduced by 1 (from 2+ to 3+, to 4+, to 5+, etc). If the Phantom Shield reaches 5+ and the bearer is still alive, the model may immediately teleport off the battlefield, becoming a reoccurring Character with +1 Wound, +1 Attack, and +1 Leadership.

Regenerating Waystone: at the end of any Turn where this model has lost 1 or more Wounds, roll a D6. On the roll of a 6, this model regenerates 1 Wound, up to its maximum it started the game with.

Domino Field: this model is -1 to be hit with Shooting attacks if they Advanced during their own Movement Phase.

Integrated Wraith Circuit: all models equipped with this device add +1 to their hit rolls on Turns when they have Advanced.


Precious Waystones: every <Aeldari> model slain becomes a Tertiary Objective for both sides. If the Deathwatch reach the body first, they loot the waystone, which they may trade to any Admech Faction for +1 Esteem or save them for future interactions with <Aeldari> Factions if the GM intends to use the "Note About Waystones" rules to follow. If the <Asuryani> forces reach the body first, the GM gains +1 re-roll that may be used for any reason this Mission. Unused re-rolls are lost at the end of the Mission. In either case, remove the body after it has been looted.


The Third Act: roll a D6 at the end of any Mission featuring <Harlequin> Adversaries. On the roll of a 1, advance the Doomclock by +D3 hours. On the roll of a 6, add +2D6 to the Allotment of any future Missions that feature <Harlequin> Adversaries.


*****************************************


*A Note Regarding Waystones

Waystones need not be immediately traded in for Esteem. If the players so desire (and the GM actually has a significant Aeldari collection), they may save these Waystones as potential bargaining chips with future Factions of Aeldari that may or may not arrive in the future or subsequent campaigns.



******************************************



Using Genestealer Cults as Adversaries

Special Rules

Brood Vanguard
: for the purposes of this Campaign, all Purestrain Genestealers and Aberrants have +1 Wound.

Fell and Feral: all Purestrain Genestealers have the Ferocious Trait. Additionally, only up to 6 Purestrain Genestealers may deploy at the start of any Mission. All other Genestealers must be held in Adversarial Reserves and must wait until at least the 2nd Turn to deploy. The GM rolls a number of D6s equal to the Turn number, starting with the second Turn. The total of these dice is the number of Genestealer Adversarial Reserves that can deploy each new Turn.


Iconic Spacehulk Adversaries: in any Mission featuring Genestealer Cult Adversaries, the GM may deploy their forces as blip markers rather than individual models. These blips stay in play and move up to 6" until a Deathwatch Marine or one of their allied models can draw line of sight to it. Then the GM rolls a D6-2 to determine how many models that blip represents. These models must be placed within 6" of the Blip's position. Afterwards the blip marker is removed and added back into the Adversarial Reserves pool. At the start of every Turn, the GM gains up to 6 additional blip markers (or however many are left in the pool) up to the maximum number of remaining Adversarial Reserves.

Note that these blips are optional and that they can be used in conjunction with the Fell and Feral rules presented above.


One Thousand Generations: Genestealer Cult Neophyte Hybrids may be purchased 2 models per Allotment point.


Rapid Adaptation: for +1 Allotment each, the GM may equip any model with 1 or more biomorphs from the following list:

Biomorph: description
Minerial Chitin: improve this model's Armor Save by 1 (to a maximum of 2+).

Feeder Maw: this model gains an extra Attack in the Fight Phase at Strength as user, AP -1, Damage 1. If this Attack scores a Wound, the Genestealer Cult Adversaries gain a single re-roll that can be used for any reason. Unused re-rolls are lost at the end of the Mission.

Flesh Hooks: this model may climb up or down any surface without having to make a Climbing test.

Promethean Blood: if this model is Wounded during the Fight Phase all enemy models within 1" of it suffer a single Strength 3, AP -, Damage 1 hit with the Ablaze Quality. If this model is Wounded during the Shooting Phase and survives, its Melee Attacks gain the Ablaze Quality during their next Fight Phase.

Synaptic Node: this model and all Genestealer Cult models within 6" of it gain the Fearless Trait.

Chameleonic Flesh: this model may be held in Adversarial Reserve and reveal on any Turn, at the end of the Adversaries' Movement Phase anywhere on the table more than 3" away from any enemy models.


Genetic Theft: if there are any servitors, tech menials, or other lesser human allies accompanying the Deatwatch on their Mission, the Genestealer Cult will prioritize engaging those models in close combat over all other objectives. For each of these types of models the Genestealer Cult removes as casualties in the Fight Phase, these Adversaries gain 5 free Allotment to be spent on Rapid Adaptations in all future Missions featuring these Adversaries.


Growing Infestation: roll a D6 at the end of any Mission featuring <Genestealer Cult> Adversaries. On the roll of a 4+ increase the Allotment of all future Missions by 2D3, regardless of the Adversaries encountered.

This message was edited 8 times. Last update was at 2020/09/13 08:41:44


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Tyranids as Adversaries

Special Rules

Synaptic Overmind
: even in Missions where the GM does not deploy any models with the <Synapse> keyword, all <Tyranid> models are assumed to be in <Synapse> range starting on the first Turn of every Mission. Starting with the 2nd Turn, roll a D6 for each cluster (a "cluster" is defined as models in the 2" coherency range described in the 40k rulebook) of 10 or fewer Tyranid models at the start of the Turn (during the Command Phase if using 9th edition). On the roll of a 1, the cluster becomes Shaken. On the roll of a 6, the GM may grant the cluster +1 to their Armor Saves in cover or +1" to their Advance rolls for the duration of the Turn. On Turn 3, models become Shaken on a 1 or 2. On Turn 4, it becomes 1-3; Turn 5 1-4, and on Turns 6 and all beyond 1-5. Models in <Synapse> range do not need to roll this test.

Note that clusters of 11 or more models, all in coherency, do not need to make this roll.


In Numbers Beyond Counting: for the purposes of this campaign, all Termagant and Hormagaunt models may be purchased by the GM at 2 models per 1 Allotment. Ripper Swarms also always count as Minions regardless of how many Wounds they have (meaning each ripper swarm base only costs 1 Allotment and only counts as a Minion kill when their last Wound is removed).


They Even Eat Their Own Dead: whenever a Tyranid model with 3 or more Wounds is killed, leave the model on the table, laying down. This model becomes a Tertiary Objective. All Ripper Swarms on the Battlefield must Advance directly towards the nearest fallen creature. If they Move into base to base contact with the body, they begin to devour it, completely eliminating the body in a number of Phases equal to the number of Wounds on the model's profile. Any Deathwatch or allied model may Shoot at this corpse, hitting on a 2+ or, if the Shooting model's Ballistic Skill (BS) is already 2+, hitting automatically. These hits also automatically Wound. The Deathwatch must cause Damage equal to triple the target's starting Wounds to completely destroy the corpse and remove it from the table. Any Deathwatch Marine who contributes to removing the corpse gains +1XP and +1 Renown, in addition to the rewards for personally completing an Objective.

However, if the Ripper Swarms devour the corpse first, the GM gains a single re-roll that may be used for any reason until the end of the Campaign. Unused re-rolls are kept at the end of the Mission and carry over to subsequent Missions featuring these Adversaries.


Psychic Shockwaves: whenever a <Tyranid> creature with the <Synapse> keyword is slain, all Tyranid creatures or clusters thereof, currently on the battlefield must make a Toughness test or become Pinned (test only once for each cluster, but otherwise each model must test individually). Pinned Tyranids rally if another <Synapse> model is in range at the start of their Movement Phase.


Hive Biomorphs: for +1 Allotment each, any Minion model may be given one or more Biomorphs from the following table. Mini Boss models may be given any of these Biomorphs for +2 Allotment each and Boss Monsters may be given any of these Biomorphs for +5 Allotment each.

Biomorph: Description
Reinforced Chitin: improve this model's Armor Save by 1 (to a maximum of 2+).

Redundant Organs: increase this model's Toughness by +1.

Adaptive Sensory Organs: at ranges of 6" or less, this model gains +1 to Shooting Attacks and may re-roll missed Attacks in their 2nd and subsequent Rounds of Close Combat.

Increased Muscle Fibers: increase this model's Strength by +1.

Synaptic Relay: this model grants a +1 bonus to all Psychic Shockwave tests to models or clusters within 6" of itself, including itself.

Concentrated Acid for Blood: whenever this model is Wounded during the Fight Phase, all non-Tyranid models within 2" of it take a single Strength 3, AP -1, Damage 1 Hit. Roll to Wound as normal.


They Come in Waves: in Missions with limited initial Adversarial deployment, all Tyranid Adversarial Reserves automatically become available starting with the second Turn and any that cannot Deploy from the Mission-determined Entry Points (due to lack of space), will enter the Battlefield at the start of the 3rd Turn from the table edge opposite where the Deathwatch Deployed.


It Learns: roll a D6 for every Tyranid model still on the Battlefield at the end of the Mission, plus 1 extra. For every 4+ rolled, the Tyranids gain +3 Allotment in all future Missions featuring them as Adversaries. If there are no Tyranid models left on the table, the GM still rolls at least 1 D6.

This message was edited 3 times. Last update was at 2020/09/13 08:30:53


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Traitor Guard as Adversaries

Special Rules

Beyond Redemption
: this faction uses the Codex Astra Militarum as the basis of its rules and options. Obviously, there's little room or practicality for tanks and superheavies, but I guess to each their own (The author recommends using the Explosive Decompression rules found on the Mundane Events table whenever a Tank misses a shot). All <Infantry> models in this Faction must take a Mark of Chaos as per the Codex Heretic Astartes and each group of 10 must equip an Icon of Chaos.

Additionally, all models in this Faction lose their <Imperium> keywords.


Decentralized Control: Infantry Unit Sergeants, Veteran Sergeants, and Lieutenants can issue Orders to their own squads.


The gods brought us here for a reason: at the start of any Mission featuring these Adeversaries, roll a D3. On a 1, set up a single Tertiary Objective as close to the center of the battlefield as possible. Every Turn that there are more Traitor Guard forces than Deathwatch forces within 3" of this Marker, the GM gains a single re-roll that may be used for any reason until the end of the Mission. The only way for the Deathwatch to clear this Objective is to also remove all enemy models as casualties.

On the roll of a 2, randomly select three of the Deathwatch Marines deployed on this Mission. Every time the GM makes a successful Charge against one of these Marines they gain a single re-roll that may be used for any reason until the end of the Mission.

On the roll of a 3, the GM gains a single re-roll that may be used for any reason until the end of the Mission at the start of Turns 2, 3, 4, and 5. The GM then begins to earn 2 re-rolls at the start of Turns 6, 7, and 8, & 3 re-rolls at the start of every Turn after that.

Unused re-rolls carry over to the next Mission featuring these Adversaries.


Self-Serving Warlords: characters in this Faction with 3 or more Wounds do not have to test Morale when models with fewer Wounds suffer casualties. Additionally, every time an <Infantry> model is removed as a casualty within 12" of a character in this Faction, roll a D6. On a 5+ that character can roll on the Rewards of Loyalty chart below.


Rewards of Loyalty: for +1 Allotment (and sometimes for other reasons), any model may roll on the following table and apply the results immediately. Rolls or extra thematic gear

D6 Roll / Result
1 / chaos incarnate. Immediately replace this model with a Chaos Spawn. The GM does not have spend Allotment on this model, but also loses any Allotment already spent on the model.

2 / the crawl of chaos. Reduce this model's Leadership by -2 and roll a D3. On a 1, increase this model's Strength by +1; on a 2, increase this model's Move by +3"; on a 3, increase this model's Attacks by +1.

3 / prove yourself worthy. If this model removes the last Wound from a Deathwatch Marine during the Fight Phase, they immediately gain +1 Wound, +1 Strength, and +1 Attack until the end of the Mission.

4 / the swiftness. Whenever this model Moves, the GM may remove it from the table and place it anywhere it could have drawn line of sight to from its original position, that is also at least 3" away from any enemy models.

5 / favor of the gods. Increase this model's Invulnerable Save by +1 or, if had none to begin with, grant this model a 5+ Invulnerable Save

6 / Fated. This model gains a single re-roll at the start of every Turn that may be used for any reason (except to re-roll a re-roll). Unused re-rolls carry over into the next Turn, but are lost at the end of the Mission.


The Fate of all who Travel this Path: any model that gains 5 or more cummulative bonuses (each +1 to a Stat or new ability; some rolls on the chart above result in multiple advances at the same time - be wary, each one counts) during the course of a single Mission must test their Toughness at the start of each of their Turns (or during the Command Phase if using 9th edition). If they pass, they act as normal. If they fail, replace them with a Chaos Spawn for the remainder of the Mission and they no longer have to test.


The Chaos of Chaos: if the GM has any remaining re-rolls left, they may exchange any number of them for +D6 cummulative Allotment in subsequent Missions featuring these Adversaries.


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using T'au Empire as Adversaries

Special Rules

Multispecies Collective
: for the purposes of this campaign, T'au forces may include Astra Militarum Infantry Squads, Conscripts, Veterans, Special Weapons Squads, Ogryns, or Bullgryns that change their keywords from <Imperium> and <Astra Militarum> to <T'au Empire> and <Human Auxilliaries> & lose their <Regiment> and <Militarum Auxilia> keywords. T'au forces may also include "Demiurge" units (Faction rules to follow) that add <T'au Empire> to their keywords and lose their <Household> keyword.


Pulse Weapons: for the purposes of this campaign, improve the maximum range of all T'au weapons with "Pulse" in its title by +6".


Commander: once per Turn (during the Command Phase if using 9th edition), <T'au Sept> characters may grant a second Shooting Phase to up to 5 <T'au Sept> models within 10" of itself, as long as those models are also in line of sight to this model.


Superior Tactics: at the start of any Mission featuring models from this Faction, the GM may place up to 2 additional Tertiary Objective Markers anywhere at least 6" from any board edge, labeled 1 and 2 (or just 1, if they're only using 1). When T'au forces reach Objective 1, the GM gains a single re-roll that may be used for any reason until the end of the Mission for every Turn that there are more <T'au Empire> models within 3" of the Objective than Deathwatch models. When T'au forces reach Objective 2, the GM gains an additional re-roll for every Turn that there are more <T'au Empire> models within 3" of the Objective than Deathwatch models. GMs that place either Objective 1 or 2 within 12" of the Deathwatch deployment edge gain +1 re-roll on the Turn their T'au forces first reach that Objective Marker.

Deathwatch models achieve these Tertiary Objectives if, on any Turn there are more Deathwatch models than T'au within 3" of the Marker. Once that happens, remove the Marker. Deathwatch Marines that achieve these Objectives gain +1XP, but no Renown.


T'au Empire: <T'au Sept> models do not have to test morale due to <Kroot>, <Demiurge>, <Vespid>, or <Human Auxilliaries> casualties.


Arsenal of the Sept: for +1 Allotment each, any <T'au Sept> model may equip items from the following table.

Item: Description
Multispectral Optics: when coupled with any Ranged Weapon, this device increases that weapon's Range by +6" and improves that weapon's AP by 1 when firing at models in cover.

Fusion Pistol: this weapon has the same profile as a Fusion Blaster, except that its Type is Pistol 1 and its Range is only 6"

Shortrange Augur: when coupled with any Ranged Weapon, this device improves that weapon's AP by 1 at ranges up to 10".

Proximity Mine: this is a single use Booby Trap Marker. However, when placing this Marker, the GM may place up 3 of them, each no more than 6" from any other Marker. Deathwatch models that move within 3" of any Marker must roll a D6. On the roll of a 4+, the mine detonates, causing D3 Mortal Wounds to all models, friend or foe, within 4" of the Marker.

Portable Shield Wall: this barrier does not block line of sight once deployed, but forms a 4" wide by 1" tall energy shield that counts as difficult ground, a defendable barricade, and light cover. Once deployed the Portable Shield Wall cannot be repositioned for the remainder of the Mission.

Accelerator Chip: this may be integrated into any Ranged Weapon, changing its Type to Heavy 1, increasing its Range by +18", and improving its AP by 2. Weapons with Accelerator Chips may be fired normally or in "Accelerator Mode".


The Art of War: at the beginning of a Mission featuring T'au forces, the GM secretly selects Mont'ka or Kauyon by writing their choice on a piece of paper. At the start of any Turn after the first, the GM may reveal their choice. If Mont'ka was selected, all T'au <Infantry> models gain +2" to their Move and +1" to their Advance rolls. If Kauyon was selected all T'au <Infantry> models gain +1 to their Armor Saves and +1 to their Rate of Fire if they do not Move or Advance. In both cases, these bonuses only last for 3 consecutive Turns.


What have we learned: at the end of any Mission featuring T'au forces as Adversaries, the GM rolls 1D6 for each type of T'au Empire unit deployed (i.e. Kroot, Pathfinders, Breachers, Firewarriors, and Drones would mean 5D6). For every 4+ rolled, increase the Allotment for subsequent Missions fearuring these Adversaries by +3.


This message was edited 3 times. Last update was at 2020/09/17 07:45:33


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Demiurge as Adversaries

Special Rules

Sheer Practicality
: all <Demiurge> models have the Tech3 Skill with a Skill Stat of 4+.


All the Best Gear: models with the <Character> keyword from this Advesary Faction may re-roll 1 Armor Save, 1 Shooting Attack, 1 Melee Attack, 1 Characteristic Test or Skill Test, and 1 Wound roll every Turn.


Everything We Need is Here: at the start of any Mission featuring these Adversaries, the GM places D3+2 Tertiary Objective Markers. These Markers should be placed on Tech Emplacements if they are available, or, if they are not, at least 12" from any board edge and in places that look like they would offer a salvager the most scrap material. Any <Demiurge> that successfully uses their Tech Skill while in base to base contact with any of these Objective Markers earns +1 Allotment for all future Missions featuring these Asversaries.

Deathwatch Marines can only achieve these Objectives by ending the game with no <Demiurge> within 3" of any given Marker.


Driven: for the purposes of this campaign, all <Demiurge> models gain the Fearless Trait when they are within 3" of any Objective Marker.


Tools of Acquisition: for +1 Allotment each, any model may equip items from the following list.

Item: Description
AutoMedKit: this is a one-use item that activates whenever the model carrying it takes a Wound. Simply roll a D6, and on the roll of a 4+ the model carrying this item immediately regenerates that lost Wound. This item can even potentially keep a model from being removed as a casualty if the Wound it regenerates would've otherwise been its last.

Seismic Pulse Generator: this acts like a deployable Sentry Gun. Once emplaced any enemy model that Moves to within 6" of the Generator must pass a Strength test or become Shaken. Models that start their Move within Range of the Generator must also test their Strength at the end of their Movement, even if they have Moved completely out of Range of the device.

Breaching Charge: this one-use item requires the model using it to spend 1 Phase - either Movement, Shooting, or Fight Phase - emplacing the device on a piece of inactive terrain. Once placed, the Charge may be detonated on any Turn afterwards as long as at least 1 <Demiurge> model is within 3" of it. These devices cause 2D3 Mortal Wounds to the terrain feature they were placed on.

Thermal Munitions: this is a special ammo that may be applied to any ranged weapon in the <Demiurge> arsenal with a Strength of 6 or less, improving that weapon's AP by 2 and increasing its Damage characteristic by +1. Each Allotment point spent on this item provides enough ammo to cover 1 Shooting Phase.

Shield-breaker Wrist Rocket Launcher: this is a one-use micro missile with the following profile: Assault D6, 14" Range, Strength 6, AP -1, Damage D3, blast. If a model with an Invulnerable Save gets hit by this weapon, this weapon also destroys that Invulnerable Save's source.

Aetheric Amplifier: this is a one-use item that may be coupled with any melee weapon. For 1 Fight Phase per Mission, a model's melee weapon always Wounds on a 2+ regardless of the target's Toughness. In addition, that attack does +1 Damage, and improves its AP by 2.


Contempt: at the end of every Turn that <Demiurge> forces gain 1 or more Allotment for future Missions, they also gain a single re-roll that may be used for any reason. Unused re-rolls are lost at the end of the Mission.


Damage Done: in Missions following any Mission featuring these Adversaries, follow the rules for Mundane Events.

Demiurge Units

Troops (Minions)
Bastion Guard

Move 4" WS 4+ BS 4+ S2 T3 W1 A1 Ld6 Armor Save 5+
Units of Bastion Guard consist of 1 Captain and 9 Guard. The Unit may include up to 10 additional Guard models. The Captain gains +1 Attack and is armed with 1 Volley Pistol and 1 Arkcutter. All other models are armed with 1 Privateer Pistol and 1 Arkcutter.

Special Rules
Bastion Guard gain +1 to hit when Shooting at or Fighting models with 3 or more Wounds.

Options
The Captain may replace their 1 Volley Pistol with 1 Aetherflare Pistol.
For every 10 models in the unit, up to 3 models may replace their Privateer Pistol and Arkcutter with 1 Volleygun, 1 Light Skyhook, or 1 Skypike

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Bastion Guard


Thunderers
Move 4" WS 4+ BS 3+ S2 T3 W1 A1 Ld7 Armor Save 4+
Units of Thunderers consist of 1 Sergeant and 4 Thunderers. The Unit may include up to 15 additional Thunderer models. The Sergeant is armed with 1 Aethergun. All other models are armed with 1 Aetherifle.

Special Rules
Thunderers may Shoot even if they Fall Back.

Options
Any model not carrying an Aethergun may replace their Aetherifle with 1 Volleygun, 1 Decksweeper, or 1 Aethercannon.
Up to 3 in every 5 models may replace their Aetherifle with 1 Fumigator or 1 Directfire Mortar.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Thunderer


Fast Attack(Minions)
Wardens

Move 12" WS 4+ BS 4+ S2 T3 W2 A1 Ld7 Armor Save 4+
Units of Wardens consist of 1 Custodian and 2 Wardens. The Unit may include up to 12 additional Warden models. The Custodian has +1A. All models are armed with 1 Vulcanizer and 1 Skypike.

Special Rules
Whenever this Unit Falls Back roll 1D6 for each model in the unit. For each roll of a 6, this unit inflicts 1 Mortal Wound on the Unit they were previously engaged in Close Combat with.

Options
Up to 1 in every 3 models may replace their Vulcanizer and Skypike with 1 Volleygun.
Up to 1 in every 3 models may replace their Vulcanizer and Skypike with 1 Skyhook or 1 Drillcannon.
Any model may equip Aetheric Mines.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Fly, Warden


Riggercrew
Move 12" WS 3+ BS 4+ S3 T3 W2 A1 Ld7 Armor Save 4+
Units of Riggercrew consist of 1 Master and 2 Riggercrew. The Unit may include up to 12 additional Riggercrew models. The Master has +1A. All models are armed with 1 Rivetgun and 1 Aetheric Chainblade.


Special Rules
If this unit begins its Turn (or during the Command Phase if using 9th edition) in base to base contact with any vehicle or terrain feature that has previously taken any damage, this unit may restore D3 Wounds to that model.


Options
Any model may replace their 1 Rivetgun with 1 Vulcanizer or their 1 Aetheric Chainblade with +1 Rivetgun.
Up to 1 in every 3 models may replace their Rivetgun and Aetheric Chainblade with 1 Volleygun.
Up to 1 in every 3 models may replace their Rivetgun and Aetheric Chainblade with 1 Skyhook, 1 Drillcannon, or 1 Grapnel Launcher.


Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Fly, Riggercrew


Elites(Minibosses)
Enginemaster

Move 4" WS 3+ BS 3+ S3 T3 W5 A3 Ld7 Armor Save 4+
This unit consists of 1 Enginemaster armed with a Gravhammer, Exoharness, and a God's Eye.

Special Rules
If this unit begins its Turn (or during the Command Phase if using 9th edition) in base to base contact with any vehicle or terrain feature that has previously taken any damage, this unit may restore D3 Wounds to that model.

This model's Exoharness grants the Enginemaster +1 Strength in the Fight Phase. However, the Enginemaster may attempt to overcharge the harness at the start of its Turn (or during the Command Phase if using 9th edition). To do so, roll a D6. On the roll of a 1, this model suffers a single Mortal Wound. On the roll of a 3+, increase the Damage characteristic of the Enginemaster's melee weapon by +1.

Options
This model may replace its Gravhammer with 1 Shockhammer or 1 Gravsledge.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, Enginemaster


House Khemist
Move 4" WS 4+ BS 4+ S3 T3 W5 A2 Ld7 Armor Save 4+
This unit consists of 1 Khemist armed with a Heavy Fumigator, Augmentation Array, and an Augur.

Special Rules
At the beginning of this model's Turn (or during the Command Phase if using 9th edition) this model employ its Augmentation Array. To do so, it simply nominates up to 5 <Household> models within 10". These models improve the Rate of Fire for all of their Ranged Attacks this Turn by +1.

This model's Augur grants +1 BS to all <Household> Infantry within 10" when firing at targets that are in Cover. However, the Khemist may attempt to overcharge the Augur at the start of its Turn (or during the Command Phase if using 9th edition). To do so, roll a D6. On the roll of a 1, this model suffers a single Mortal Wound. On the roll of a 3+, improve the AP characteristic of affected models' ranged weapons by 1.

If this model is equipped with an Atmospheric Isolator, all enemy models within 3" of this model reduce their Attacks by 1 (to a minimum of 1).

Options
This model may replace its Augur with an Atmospheric Isolator.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, House Khemist


House Navigator
Move 4" WS 3+ BS 3+ S3 T3 W5 A2 Ld7 Armor Save 3+
This unit consists of 1 Navigator armed with a Privateer and a Force Staff. This model is a Psyker.

Special Rules
This model can attempt to cast one Psychic Power in its own Turn and make one Deny the Witch test in an enemy's Psychic Phase. It knows Smite and 1 other Power from the Aetheric Discipline. When casting Psychic Powers this model must subtract 1 from every roll, although they still perils on a double 1 or double 6. When attempting to Deny enemy casts, this model gains +1 to all attempts.

If this model is armed with a Zephyr Staff and does not Move or Advance, they may use it at the beginning of their Turn (or the Command Phase if using 9th edition) to grant any allied model with the <Fly> keyword within 10" of this model, a re-roll for their Advance rolls until the start of their next Turn.

Options
This model may replace its Force Staff with a Zephyr Staff.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, House Navigator, Psyker



Elites (Minions)
Honourguard

Move 4" WS 4+ BS 3+ S2 T3 W1 A1 Ld8 Armor Save 3+
Units of Honorguard consist of 1 Lieutenant and 4 Honourguards. The Unit may include up to 5 additional Honourguard models. The Lieutenant gains +1 Attack and is armed with either 1 Aethergun or 1 Aetherifle and 1 All-Purpose Tool. All other models are armed with 1 Aetherifle and 1 All-Purpose Tool.

Special Rules
Honourguard may re-roll their Morale tests.

When this unit is chosen during the Fight Phase, they may instead immediately make a Move of up to 4" and Shoot as if it were the Shooting Phase.

If any number of models equipped with an All-purpose Tool are within 2" of another <Demiurge> model when that other model attempts to use their Tech Skill, that other model gains +1 to their roll.

Options
Any model not carrying an Aethergun may replace their Aetherifle with 1 Volleygun, 1 Decksweeper, or 1 Aethercannon.
Up to 3 in every 5 models may replace their Aetherifle with 1 Fumigator or 1 Directfire Mortar.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Honourguard


HQ (Boss Monsters)
Ark Admiral

Move 4" WS 3+ BS 3+ S3 T3 W8 A2 Ld8 Armor Save 3+
This unit consists of 1 Ark Admiral armed with 1 Volley Pistol and 1 Skyhammer.

Special Rules
Any <Demiurge> unit within 10" of this model may use its Leadership instead of their owm.

This model may re-roll Armor Save rolls of 1.

At the start of each of this model's Turns (or during the Command Phase if using 9th edition) choose one of the following Aspects:

Charge!: <Demiurge> models within 10" of this model add +1" to their Charge rolls and ignore the effects of Difficult Ground.

Advance!: <Demiurge> models within 10" of this model may Advance and still Shoot, even with Heavy Weapons (although these models still count as Moving) and Pistol Weapons (at -1 to hit).

Eradicate!: <Demiurge> models within 10" of this model may re-roll Hit and Wound rolls of 1 in the Shooting Phase.

Options
This model may replace their Skyhammer with a Skypike or a Grav Maul.

Faction Keywords: Demiurge, <Household>
Keywords: Infantry, Character, Ark Admiral

This message was edited 13 times. Last update was at 2020/09/17 20:27:57


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Households of the Demiurge

Narak
All <Characters> of this Household gain +1 Deny attempts per Turn.

All <Infantry> of this Household may re-roll Morale tests when within 10" of any <Narak> <Character>.

Once per Mission the GM may select 1 Unit from this Faction that needs to make a Morale test. That Unit automatically passes their test and gains +1 Leadership for the remainder of the Mission.


Zilfrak
When setting up models to Deploy, any model with the <Fly> keyword may be held in Adversarial Reserves. These models may be deployed at the end of any Movement Phase and may be placed anywhere on the table that is at least 9" away from any enemy models.

When <Infantry> of this Household with the <Fly> keyword Advance, they do not have to roll, instead counting their roll as 6 automatically.

Once per Mission the GM may select 1 Unit from this Faction that is about to make a Charge roll. That unit may re-roll one or both Charge dice, although you must keep the second result. Additionally, that unit gains +1" Move for the remainder of the Mission.


Zonnak
If any <Zonnak> <Infantry> fail a Morale test within 10" of a <Zonnak> <Character> roll a D6 for each affected model. On a 5+, that model ignores the effects of the failed test.

All <Infantry> of this Household may re-roll Wound rolls of 1 on the Turn they Charged into combat.

Once per Mission, when an enemy Unit or model suffers any Unsaved Wounds from a Unit of this <Household>, the GM may roll a D3 and inflict that many Mortal Wounds on the target, too. Additionally, the <Zonnak> Unit that inflicted these Wounds gains +1 Strength for the remainder of the Mission.


Urbaz
All <Character> Units from this <Household> cost -1 Allotment.

<Urbaz> House Khemists increase the range of their Augmentation Arrays by +5".

<Urbaz> <Infantry> Units within 12" of the nearest board edge to where the Deathwatch Deployed may re-roll failed Morale tests.

Once per Mission, when an <Urbaz> unit makes a Fall Back Move, the GM may move them up to 6" and that Unit may Shoot normally. If the unit selected already has the ability to Fall Back and Shoot, this grants them +1 BS when doing so.


Mhornyr
At the start of the GM's first Turn, all weapons carried by <Mhornyr> <Infantry> count as Assault weapons until the end of the Turn.

<Mhornyr> Troop models within 3" of <Mhornyr> <Characters> may re-roll missed Shooting attacks.

Once per Mission, the GM may grant one <Mhornyr> Unit the ability to re-roll their failed Tech Skill tests. Additionally, that Unit improves their Skill Stat to 3+ until the end of the Mission.


Thryng
At the start of the Mission, the GM selects 1 Deathwatch Marine deployed on this Mission. All <Thryng> models may re-roll Wound rolls of 1 when attacking that Marine.

All <Thryng> models gain +1 Leadership while there are no enemy models within 3" of them.

Once per Mission, the GM can use one of the other <Household>'s Once per Mission abilities on any of their own applicable Units, replacing the other <Household>'s keywords with <Thryng>.


Arsenal of the Demiurge
Ranged weapon: Type-RoF, Range, Strength, AP, Damage / Special Rules


Privateer
: Pistol 2, 12", S3, AP-, Damage 1 / -

Volley Pistol: Pistol 3, 12", S3, AP-, Damage 1 / -

Vulcanizer: Pistol 1, 9", S6, AP-1, Damage 2 / +1 to hit

Rivetgun: (select one of the following Firing Modes before Shooting)
Pistol 3, 12", S3, AP-1, Damage 1
Assault 5, 6", S3, AP-1, Damage 1
Heavy 7, 12", S3, AP-1, Damage 1

Aetherflare: Pistol 1, 10", S4, AP-1, Damage 1 / this weapon doesn't need to roll to hit; if a target is in range, this weapon hits automatically

Aetherifle: Assault 2, 18", S3, AP-1, Damage 1 / -

Aethergun: Assault 3, 18", S3, AP-1, Damage 1 / -

Volleygun: Heavy 6, 18", S3, AP-1, Damage 1 / -

Decksweeper: Heavy D6, 12", S3, AP-1, Damage 2 / +1 to hit

Aetheric Cannon: Heavy 2, 12", S9, AP-2, Damage D3 / -

Directfire Mortar: Assault D6, 36", S6, AP-, Damage D3 / blast

Fumigator: Assault D6, 10", S9, AP-1, Damage 1 / this weapon doesn't need to roll to hit; if targets are in range, this weapon hits automatically

Heavy Fumigator: Assault 3D6, 10", S9, AP-2, Damage 1 / this weapon doesn't need to roll to hit; if targets are in range, this weapon hits automatically

God's Eye: Assault 1, 9", S9, AP-1, Damage D3 / +D3 Damage versus Vehicle and Titanic targets

Drill Cannon: Heavy 1, 24", S6, AP-3, Damage 3 / if the roll to hit with this weapon is 6+ it causes D3 Mortal Wounds divided among all models within 3" of the primary target

Light Skyhook: Assault 1, 24", S4, AP-2, Damage D3 / -

Skyhook: Heavy 1, 24", S6, AP-2, Damage 3 / if target is hit, they must also test Strength, or become Shaken on their next turn


Melee Weapons, Strength, AP, Damage / Special Rules

Skypike
: S+1, AP-1, Damage 1 / whenever a model fights with this weapon they make 1 extra Attack

All-Purpose Tool: S as user, AP-, Damage 1 / models within 2" of one or more other models equipped with this weapon gain +1 to their Tech Skill tests.

Arkcutter: S as user, AP-, Damage 1 / -

Aetheric Chainblade: S+1, AP-1, Damage D2 / -

Gravhammer: S+2, AP-2, Damage D3 / Two-handed, Unwieldy

Gravsledge: S+2, AP-2, Damage D3 / Wound rolls of 6 change this weapon's Damage characteristic to 2D3; Two-handed, Unwieldy

Shockhammer: S+3, AP-3, Damage D3 / Shocking; Two-handed, Unwieldy

Skyhammer: S+4, AP-2, Damage 2 / Unwieldy

Grav Maul: S+2, AP-2, Damage 1 / -

Force Staff: S+2, AP -1, Damage D3 / this weapon gains S+1 and Damage +1 as long as the Navigator manifested a Psychic Power on its previous Turn. If a model is armed with a Force Staff and there are no enemy models within 3" of this model, they may add +1 to their attempts to manifest Psychic Powers.

Zephyr Staff: S as user, AP -, Damage 1 / this weapon gains S+1 and Damage +1 as long as the Navigator manifested a Psychic Power on its previous Turn. If a model is armed with a Zephyr Staff and there are no enemy models within 3" of this model, they may add +1 to their attempts to manifest Psychic Powers.


Other Wargear

Grapnel Launcher
: used at the end of the Shooting Phase, this device can move up to 3 Riggercrew up to 9" in a straight line. These models must end this special Move no closer than 3" to any enemy model.

Aetheric Mines: when a model equipped with Aetheric Mines is Charged, roll a D6. On the roll of a 6 the Charging model suffers 1 Mortal Wound. Aetheric Mines may instead be unleashed to form their own "unit" with a Move of 6", Toughness4, and 2 Wounds each. If one of these mines is reduced to 0 Wounds or moves to within 3" of an enemy model, it automatically detonates causing D3 Mortal Wounds to all models within 3".




Automatically Appended Next Post:
Warlord Traits
Aetheric Favor
: this model may ignore Mortal Wounds on the D6 roll of a 5+

Nav Servant: after Deployment, but before the first Turn, all <Household> Navigator models may redeploy anywhere within the Demiurge deployment zone(s)

Grudgebearer: this model gains +1 Attack

By the Book: this grants +1 additional use of your <Household> Once per Mission ability (effectively making it a "Twice per Mission" ability)

Surveyor: after deployment, but before the first Turn, the GM selects one piece or area of terrain no larger than 6" square. All allied <Household> models gain the Fearless Trait when wholly within this terrain feature.

Household Favorite: this model gains +1 Leadership


Aetheric Discipline
Aetherstorm
: Warp Charge 4+. If successfully cast, all enemy models with the <Fly> keyword within 24" of the psyker must half their Move and cannot Advance.

Void Oracle: Warp Charge 5+. One friendly unit with the <Fly> keyword within 18" of the psyker can re-roll their Advance and can Charge even if they Advance this Turn.

Redirection: Warp Charge 7+. Until the start of the next Psychic Phase, all enemy Psychic Powers directed at <Household> units within 12" of this model are redirected to affect this psyker. Additionally, when this occurs, the psyker may make a free Deny the Witch attempt against the power, even if they failed to Deny it when it first went off.

Aetheric Manipulator: Warp Charge 8+. Pick one allied <Household> unit within 18" and in line of sight of this Psyker. That Unit may re-roll all failed Wound rolls until the start of the next Psychic Phase.

Voidfarer: Warp Charge 9+. Pick one <Household> unit with the <Fly> keyword within line of sight of this Psyker. That Unit may make an additional Move or Advance, as if it were the Movement Phase.

Aetheric Warding: Warp Charge 10+. Pick one <Household> unit within line of sight of this Psyker. That Unit gains a 5+ Invulnerable Save until the start of their next Psychic Phase.

This message was edited 3 times. Last update was at 2020/09/18 07:32:40


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Adepta Sororitas as Adversaries

Special Rules

Faith and Fury
: any model armed with a Heavy weapon that does not Move or Advance on their Turn may increase the Rate of Fire of their weapons by +1.


The Pinnacle of Faith: for the purposes of this campaign, <Character> models of this Faction grant all allied models within 6" the ability to re-roll their first failed Wound rolls of each Mission.


Reclaim or Avenge the Relics of Man: whenever a Mission features these Advesaries place a Relic Marker as close to the center of the table as possible. (There will be a list at the end of these Faction rules. The GM should choose one)

This Relic becomes a Tertiary Objective for both sides. The item will have weight and so must end the Mission in the possession of either a Deathwatch Marine or any Armored Sororitas model with hands (so no Arcoflagellants and no Mortis engines, etc.). If the Relic ends the game in the hands of the Sororitas, the model that captured it gains +1 Wound and may choose any Tier 1 Melee, Morale, Survival, or Shooting Talent for which they qualify. From now on, fielding that model costs the GM +1 Allotment.


Warriors of the Faith: when within 3" of any Relic, models with the <Sororitas> keyword gain the ability to re-roll their failed Morale tests.


Rainments of the Ecclesiarchy: for +1 Allotment each, any Canonness, Sister Superior, Celestian, or Geminae Superia model may take items from the following table.

Item: Description
Aegis Against Heresy: this item is actually a series of chym-crystals and religious wards woven into the Sister's armor. It grants the bearer a Special 4+ Save against the harmful effects of enemy Psychic Powers. Roll once for each affected Battle Sister equipped with this item against the individual Powers (such as Smite or Aetherstorm). On a 4+ the Power cannot affect this model.

Hexagrammic Warding Shields: these are invisible, deployable shield walls (the Author suggests using 2 plastic rods stuck to small bases, like flying stands or lollipop sticks to represent the borders of this force field). When placed, it provides a Special 5+ Save versus all Psychic and sorcerous Shooting attacks and Wounding Psychic Powers that pass line of sight through it to the Sororitas models on the other side. Once deployed, this item cannot be moved.

Veneration of the Saints: this small Amulet reminds the Faithful carrying it who brought them here. Whenever a Miracle Die is generated by the model carrying this item or within 6" of them, the GM may roll 2 Dice and take the prefferred score.

Applicable Catechism: if taken by a model armed with a Pistol and Melee weapon, this item grants them +1 Attack on their second and subsequent Rounds of every Fight Phase they are engaged in. If taken by a model armed with a Rapidfire or Heavy weapon, this item grants them +1 Rate of Fire on their second and subsequent Turns of continuous fire, as long as they don't Move. If taken by a model armed with an Assault weapon, this item grants them +1 Rate of Fire on any Turn where they also Advanced.

Purifier Shell: this is a single shot load out for a bolt pistol. Once per Mission, when Shooting a bolt pistol in Standard Firing Mode, this shell changes the number of shots fired to D6, improves this weapon's AP by 1, grants it Blast, and the Sanctified & Ablaze Qualities. Each 1 Allotment spent on this item provides just a single shot.

Condemnor Shell: this is a single shot load out for a Bolter. Once per Mission, when Shooting a Bolter in Standard Firing Mode, this shell increases the weapon's Strength by +1, and grants it the Catastrophic and Stunning Qualities. Each 1 Allotment spent on this item provides just a single shot.


A War of Faith: even though the Sororitas and Astartes are both technically on the same side, there can often be a conflict of morals and ideas between these organizations. Whenever a Mission ends and the Sororitas have in their possession the Relic and/or for every Sororitas model with 3 or more Wounds remaining at the end of the Mission, roll a D6. On each roll of a 6, the Sororitas forces begin their next Mission with a bonus Miracle Die.


Faith has its Rewards: at the end of any Mission featuring these Adversaries, roll a D6. This is the penalty in Allotment that will apply to any future Missions featuring Chaos forces of any kind.


The Relics of Man

Relic: Description / Capacity

Chalice of Saint Eardward
: perhaps the most ostentatious cup ever created, the Chalice of Saint Eardward is said to have quenched the thirst of a hundred Martyrs in the midst of their worst suffering. The bearer of this Chalice may use it once per Mission to remove D6 Wound Tokens. / 01

Tome of Tomes: a book written solely to catalog a thousand others, the Tomes of Tomes is a dense volume naming the 987 Books of Essential Catechism of the Diannian Synod in Octaria. It is said that a million Throne Gelt was spent just to procure the gemstones pulverized to make the ink that illuminates the first letter on every page. This Relic grants its bearer a single re-roll that be used for any reason during the course of a Mission. / 01

Jekylses' Auto-quill: when the Temple of Turning Pages on Aurelia 4 was ransacked by blasphemers in M37, it is said the scribes stood to the last man defending it. The blood of non-believers still stains this pen as it was used in lieu of a sword. The bearer of this Relic gains +1 Leadership and +1 Attack when fighting against Chaos forces. / 00

Shield of Ignorance: this heavy riot shield has served many bearers in the preservation of order and law throughout the Imperium. The Shield of Ignorance is a Mastercrafted Storm Shield that may also be used to make an extra Attack at Strength+1, AP-, Damage 1, with the Catastrophic, Entropic, and Sapping Qualities. / 02

The Only Page: what happened to the rest of this book is totally unknown, but The Only Page is a framed table of contents for a book of wisdom and philosophies penned in late 34M by an unnamed Imperial Saint (often referred to as "Saint Someone"). Even without the rest of the book, the bearer may gain insight and cunning simply from contemplating the Chapter names and Appendixes of this Page. Any model equipped with The Only Page gains Tactics1 or +1 Rating if they already possess the Skill. / 01

Saint Stiphon's Right Hand: this item is literally the desiccated right hand of some long dead Imperial Saint, rumored to have been a planetary governor of some reputation and extremely devout. When he perished his body was interred, but it was later exhumed when a planetary rebellion threatened to overrun the royal cemeteries. It was then that it was discovered that his right hand had been perfectly preserved. His body eventually made it onto a funerary barge, but his Right Hand was preserved and fashioned into an Amulet to be born by the faithful on Pilgrimage. A model equipped with Saint Stiphon's Right Hand may use it once per Mission at the start of their Turn (or in the Command Phase if using 9th edition) to grant itself and all allied models within 6" of it a 4+ Invulnerable Save until the start of their next Turn. / 00

The Crown of Mykhla: is a platinum and gem-encrusted helmet worn by the battle leader of a feudal world inspires confidence in all who look upon it. Allied allies that can draw line of sight to the bearer of this Relic treats their Leadership as 1 higher than it currently is. Additionally, it grants its bearer the Command1 Skill. If the model already has this Skill, it instead grants them a free re-roll when using their Command Skill. / 00

Never Sullied Banner: they say this Militarum banner has been carried across a hundred battlefields and never once touched the ground. It is full of bullet holes, patchwork, burns, and shrapnel holes, & has run out of space for embroidered victories, but it has become infused with the faith of furor of the many soldiers who have carried it into battle. Any model equipped with the Never Sullied Banner cannot also be equipped with a heavy weapon. It grants its bearer an additional use of any "Once per Mission" ability and all allied models within 6" of the bearer may re-roll Charge distances and hit rolls of 1 during the Fight Phase. / 03

Reliquary of Chaban: this holy casket is perched atop a sturdy staff. Inside are the bones of Saint Chaban, saturated in deadly radiation. Saint Chaban was a menial credited with volunteering to enter an irradiated zone to repair critical systems onboard the Imperial Battleship His Indomitable Will during the Battle of Hystrum's Passage. His sacrifice saved not only the Ship, but the Battle as well, restoring full shields just seconds before the impact of an enemy plasma barrage. The bearer of this Relic is subject to the rules governing the Irradiated Qualty. Additionally, at any time, the bearer may open the Shielded Casket doors, bathing all before them in bone-dissolving radiation. When opened, the Reliquary of Chaban grants the bearer the Miasmic6 and Deadly Contagion9 Traits. Additionally, if any model suffers a Wound from this effect, they are also subject to the Ablaze, Entropic, Deadly, Shocking, and Deadly Toxic Qualities. / 04



This message was edited 3 times. Last update was at 2020/09/22 21:48:05


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New York City

Using Astra Militarum as Adversaries

Special Rules

Backbone of the Warmachine
: the rank and file troops of the Astra Militarum are infinite. A GM may purchase 2 Infantrymen or 4 Conscripts for every 1 Allotment they spend.


Grand Strategists: for the purposes of this campaign, all <Characters> from this Faction able to issue Orders gain +1 Leadership and +1 Wound. This does not change the model's Allotment cost.


Just Following Orders: at the start of any Mission featuring these Adversaries, the player(s) alternate placing 6 numbered Objective Markers (numbered 1 to 6). These markers can be placed anywhere on the battlefield that is at least 3" away from any edge and 6" away from any other of these Markers. At the start of any Turn roll a D6. This number is the numbered Marker the Astra Militarum need to capture this Turn. Every time these Adversaries do capture a Marker, they gain a single re-roll that may be used for any reason during the course of this Mission. Deathwatch Marines that move to within 3" of any of these Markers gain +1XP, but the Markers remain on the battlefield until the end of the Mission.

Unused re-rolls are lost at the end of the Mission.


We Serve, Sometimes with Distinction: at the end of any Mission where there are any surviving models from this Faction, the GM may nominate 1 of them to recieve a Distinction. This model gains +1 Leadership, +1 Attack, and any single Tier 1 Shooting, Morale, or Survival Talent. In future Missions this model may be fielded for +1 Allotment.


Regimental Kit: for a flat +3 Allotment, up to 25 <Infantry> models may select loadouts from the following list to represent their Regiment. For each +5 Allotment spent, the GM may include a different Regiment's specialty kit. Each of these distinct Regiments should be modeled differently to represent their individual planets of origin. Alternatively, these loadouts may be presented as different specialties with the same Regiment (although that's very rare in the Imperium) or as different musterings from the same world (more plausible in this setting). For example, the GM might field the Plaxian 492nd as Drop Troops, the Plaxian 493rd as Sappers, and an element of the Ersari 84th as Support Company. The 492nd and the 493rd Plaxians might look almost identical in their light grey jumpsuits with fully enclosed facemasks, while the 84th Ersari might wear camo fatigues with jet black armor and teal helmets to indicate their Support status.

Designation: Kit Load Out
Drop Troops
: each model is equipped with a grav pack (may fall from any height without taking damage), laspistol, 2 White Smoke grenades, 1 Frag grenade, and 1 Chaf Smoke grenade. Each model is also equipped with Integrated Comms (all models are automatically considered in Vox range regardless of where they are on the battlefield or even if they are being held in Reserves). Models are equipped with Lascarbines [Assault 1, 18" Range, Strength3, AP-, Damage 1] instead of Lasguns. Any model may additionally carry a Sword for +1 Allotment. Sergeants and Lieutenants may exchange their chainswords for power swords.

Sappers: units that do not include a heavy weapons team may instead have a second Special weapon. Additionally, all models with this load-out have the Demolitions2 Skill with a Skill Stat of 5+. Each model is armed with 2 Krak grenades, 1 melta bomb, and 1 Shredder grenade. Each model carries the standard Imperial Lasgun. Sergeants and Lieutenants may take 1 Remote Mine or 2 Frag grenades.

Support: infantry units may take 2 Heavy Weapons teams instead of just 1. Units without Special weapons may instead take 3 Heavy Weapons teams. A Support Unit may also equip a Mantlet (a giant deployable shield wall that has to be carried by 3 models. These models can't shoot until they emplace the barrier, but once down it forms a 3" wide, 3" tall barrier that counts as a sealed Bulkhead Door with 3 additional Wounds. A firing port allows one model on either side of the barrier to shoot throw it without exposing themselves to enemy fire. The Mantlet counts as Heaviest Cover [and if you're using 8th edition rules, grants a +3 cover bonus to Armor Saves versus shots passing through it]. Once placed, the Mantlet is immovable). Models carry the standard Imperial Lasgun.

Mechanized: normally, Mechanized infantry are carried into battle in transports. Wherever possible, every unit of 10 models should be accompanied by an appropriate Transport Vehicle. If included, the GM does not have to pay the Allotment cost normally associated with a large, multi-wound model. However, in most Missions this will not be plausible (tanks have trouble driving through spaceship corridors, typically). When no transports are included, Mechanized units gain +1 BS when firing their Lasguns from covered positions. Each model is also equipped with 1 Frag and 1 Krak grenade.

Recon: change Lasguns to Autoguns (using the profile given on the Ranged Weapons list of Assault 2, 24" Range, Strength2, AP-, Damage 1), each model also gains 2 Frag grenades, 2 White Smoke grenades, Bedroll (these grant +1 Leadership until the unit fails a Morale test) and Combat Knife. Units cannot take Heavy Weapon teams, but may instead take a second special weapon. Sergeants and Lieutenants may take a chainsword and autopistol or chainsword and laspistol.

Shock Troops: change Armor Save to 4+ when being shot at from the front (model facing is important), and give these models +1 Attack. Any model may replace their standard Imperial Lasgun with a shotgun or a laspistol and chainsword. Additionally, each model is equipped with 2 Frag grenades and 1 melta bomb. Sergeants and Lieutenants may exchange their laspistols for bolt pistols.

Heavy Infantry: change Armor Save to 4+ and each model carries 1 Krak grenade, 1 Frag grenade, 1 Concussion grenade, and 1 Shredder grenade. Any model may replace their standard Imperial Lasgun with an STC Bolter and for +1 Allotment, up to 2 additional models in every 10 may replace their Lasgun with a Grenade Launcher. Sergeants and Lieutenants may replace their Laspistols with Plasma Pistols or Bolt pistols, or may replace their laspistols and chainsword with an STC Bolter (Rapidfire 1, 24" Range, Strength4, AP-, Damage 1).


Such is the Fate of the Enemies of Man: whenever a 1 Wound model from this Faction reduces a Deathwatch Marine to 0 Wounds, the GM gains a single re-roll that may be used for any reason until the end of the Mission. Unused re-rolls are lost at the end of the Mission.


The Consequences of Misunderstanding: at the end of any Mission involving Adversaries of this Mission, the Deathwatch's Mission Leader gains +1 Corruption unless they can pass a Leadership test with a penalty equal to the number of Astra Militarum <Characters> removed as casualties during the Mission.

This message was edited 2 times. Last update was at 2020/09/22 22:07:37


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
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Made in us
Krazed Killa Kan





New York City

Using Grey Knights as Adversaries

Special Rules

In the Image of a God
: for the purposes of this campaign, all <Grey Knight> models gain +1 Wound. This does not affect their Allotment cost.


Unequaled: all models in this Faction able to use Psychic Powers may attempt to manifest +1 Power per Turn. Additionally, all Psykers are assumed to know all the Powers from the Sanctic Discipline. Lastly, all Grey Knights able to Deny gain +2 to their rolls to do so.


As a Bulwark Against Night: whenever a Mission features these Adversaries the player(s) and the GM alternate placing 4 Warp Catalyst Markers. These Markers must be placed no closer than 6" from any board edge and no closer than 9" from any other Warp Catalyst Marker. Then the GM places a Warp Rift Marker as close to the center of the table as possible. These become Tertiary Objectives for the Deathwatch and Primary Objectives to the Grey Knights.

Warp Catalyst Markers each have Toughness6 and 4 Wounds. The Warp Rift is Toughness9 with 10 Wounds. Each time a Warp Catalyst Marker is destroyed, reduce the Warp Rift's Toughness by 1. Each Warp Catalyst Marker generates D3 Allotment at the start of the Grey Knight's Turn (or during their Command Phase if using 9th edition). This Allotment may only be spent on Daemons, which take their Movement from the Warp Rift, Moving towards the model currently closest to the Warp Gate. These daemons take each of their Phases at the end of each Grey Knight Phase (Grey Knights Move, then Daemons Move; Grey Knights use psychic powers, then Daemons use psychic powers if able; etc.).

Grey Knights that remove the last Wound from either a Warp Catalyst Marker or the Warp Rift immediately gain +1 Strength, Toughness, and Leadership and +1 Wound. Deathwatch Marines gain +1XP and +1 Renown for destroying the Warp Catalyst Markers or Warp Rift.


Mind Wiped: Deathwatch Marines that are removed as casualties when fighting these Adversaries do not gain any XP for the Mission.


Tools of Titan: for +1 Allotment each, any Grey Knight model may equip one or more items from the following list.

Item: Description
Sanctified Weapons
: all weapons carried by this model count as having the Sanctified Quality.

Felling Blades: all Melee weapons carried by this model count as having the Felling Quality.

Soul Burning: the Stormbolter carried by this model counts as having the Ablaze Quality.

Entropic Firepower: all Ranged weapons carried by this model count as having the Entropic Quality.

Righteousness: this model gains a 4+ Invulnerable Save or improves their preexisting Invulnerable Save by 1. This Save can even be used against Mortal Wounds.

Aegis of the Innocent: Daemons summoned through any Warp Rift ignore this model, even if it is the closest target. Additionally, any enemy that wishes to Charge this model must first test their Strength and if they fail, they cannot make any Charges until their next Turn.


The Soul of Man in the Balance: at the start of every Turn (or during the Command Phase if using 9th edition), the GM generates a single re-roll that may be used for any reason for every Psyker or Brotherhood of Psykers on the table with a total number of Wounds equal to 5 or more. Unused re-rolls are lost at the end of the Mission.


In the Presence of Purity: at the end of any Mission featuring these adversaries roll a D6. On a 2+, one random Deathwatch Marine loses 1 Corruption.

This message was edited 2 times. Last update was at 2020/09/22 12:46:08


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Adeptus Custodes as Adversaries

Special Rules

Each Man a Giant
: for the purposes of this campaign, all <Adeptus Custodes> Infantry models gain +2 Wounds.


An Army of Giants: all Infantry models in this Faction with fewer than 6 Wounds count as Mini Bosses, but they cost 7 Allotment (for Troop models) and 8 Allotment (for all other battlefield roles) to field.


The Re-acquisition of the Lost Treasures of Man: if the Deathwatch Marines deploy with any Relics in their loadouts, the <Adeptus Custodes> Objective is to take it. If this is the case, all <Adeptus Custodes> <Infantry> models gain the Disarming Strike and the Gain Control Talents (which were both just added to the Melee Talent tree as Tier 1 and Tier 2 respectively).

If the Deathwatch do not field any Relics, the <Adeptus Custodes> Objective becomes simply to eliminate the Deathwatch Marines. Leave no Witnesses.


The Finest Arsenal: all <Adeptus Custodes> Infantry models are equipped with 1 Tanglefoot grenade and an integrated Vigilance Array. These function exactly as the Tanglefoot Grenade and Ever Vigilant Stratagems presented in the back of Codex Adeptus Custodes except that the GM does not need to expend a CP to use them.


Relics of War: for +3 Allotment each, any <Adeptus Custodes> model may take one or more items from the following list.

Item: Description
Perfection Field
: this item improves the Aegis of the Emperor Mortal Wound Save to 5+ rather than 6+. Additionally, if this model Moves or Advances in their own Turn, enemy Shooters suffer -1 to hit them in their following Shooting Phases.

Vortex Bomb: When emplacing a bomb, use a Marker to indicate its location. After placing this bomb, chose 1, 2, or 3 Turns. This is the amount of time the detonation is delayed. If a model with the Demolition Skill reaches the Vortex Bomb Marker before it goes off they may remove it from play. When a Vortex bomb detonates all models within 3D6" of the Marker suffer 2D3 Mortal Wounds each. Additionally, the room or corridor it detonates in counts as Impassable terrain until the end of the Mission. If any models are in the affected area are Wounded, but not killed, their controlling Player rolls a D6 and adds the result to any remaining Move the model may have left. If this is not enough to Move the model out of the effected area, they are instead removed as a casualty. If the Deathwatch's Teleportarium is not functioning, roll a D6 instead. On a 1, the affected model is slain outright - remove them and everything they were carrying from the squad roster permanently; if any of those items were a Relic the Mission Leader loses -D3 Renown. On a 2+, this model is missing for 2D6 hours, afterwards returning to gain +1Xp and +1 Renown.

Oracle Array: this model does not require line of sight to shoot at enemy models.

Blade of Impossibility: any melee weapon this model carries, except for a misericordia, gains the Exceptional, Entropic, and Deadly Qualities.

Tactical Reaction Shell: this is a single bullet for any Bolt weapon. When fired in Standard Firing Mode, this round changes the weapon's Rate of Fire to D6 and adds the Mauler, Irradiated, and Blast Qualities to the weapon. Each 3 Allotment spent on this item provides just a single shot.


Chosen: at the start of every Turn (or during the Command Phase if using 9th edition), the GM gains a single re-roll that may be used for any reason, for every model from this Faction with 3 or more Wounds remaining. Unused re-rolls are lost at the end of the Mission.


The Consequences are Clear: this Faction has no additional effect on the campaign at the end of any Mission in which they are involved.

This message was edited 9 times. Last update was at 2020/09/25 21:46:33


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Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
Made in us
Krazed Killa Kan





New York City

Using Adeptus Astartes as Adversaries

Renegades
Special Rules
Loadout
: as per Codex Adeptus Astartes, except each Marine only carries 1 Frag and 1 Krak grenade.

Disloyalty: Deathwatch Marines that suffer Wounds from <Renegades> models do not have to test their Morale. All Renegade <Infantry> gain Hatred [Deathwatch Infantry]. All Renegade models lose their <Imperium> keyword and replace it with <Renegades>.


Hubris: all Renegade <Characters> gain +1 Leadership. Additionally, they grant themselves and all allied <Chapter> models within 6" the Contempt [Deathwatch Infantry] Talent.


Our Pride Overrides Your Laws: this Faction is straight forward and out for blood. Their only Objectives are to try to stop the Deathwatch from achieving their own. Every time a <Renegades> model reduces a Deathwatch model to zero Wounds, whether or not that model is removed as a casualty, the GM gains a single re-roll that may be used for any reason during the course of the Mission. These re-rolls are lost at the end of the Mission if they are not used.


Chapter Armory: for +1 Allotment each, any <Chapter> Space Marine may take one or more items from the following list.

Item: Description
Grenades
: this model is equipped with +2 Frag, +2 Krak, and 2 White Smoke grenades

Autofire Conversion: this model's bolter or bolt rifle changes its Type from Rapidfire 1 to Assault 4, if the model does not Move. (Note that the model may still Advance and fire in this mode, albeit with the normal -1 to hit penalty.

Teleportarium Rig: this model may be held in Reserve and Deploy at the end of any <Renegades> Movement phase at least 6" away from any enemy models.

Teleport Homer: a model held in Reserve with the Teleportarium Rig may enter play within 3" of another allied model equipped with the Teleport Homer, even if that would bring the arriving model closer than 6" to an enemy model. Arriving models must still remain more than 1" away from enemy models on the Turn they are placed on the board.

Storm Shield: this model is equipped with a Storm Shield and, if they are also armed with an Astartes knife, a Sword, Power Sword, Spear, or Power Spear, they also gain the Tier 2 Melee Talent Sword and Board.

Melee Mastery: this model may select any Melee weapon from the Deathwatch armory that is not a Sanctioned Xenos or Relic item. This weapon has the Exceptional Quality and is added to the model's load out.


Ill-Fated: at the end of every Mission where any Renegades are remaining on the table after the last Turn, the GM earns one re-roll that can be used for any reason in their next Mission, for every Renegade model with at least 1 Wound remaining.


A Betrayal of Trust: with every Mission against the Deathwatch this Faction slips closer to lasting Damnation. At the end of every Mission featuring these Adversaries, roll a D6 for every surviving enemy model, adding +1 for models that started the Mission with 3 or more Wounds. On the roll of a 6+, that model gains +1 Wound, may take any Tier 1 Talent for which they qualify, and provide +1 Renown to any Deathwatch model that removes them as a casualty from any Mission. The GM is obligated to take as many of these upgraded Renegades as they can on all future Missions featuring these Adversaries. However, these models are not permanently removed from the GM's Adversarial pool until they have been removed as casualties at least 3 times.


Chapter Redeemers
Special Rules
Load Out
: as per Codex Adeptus Astartes, except each Marine only carries 1 Frag and 1 Krak grenade.

Reluctant Adversaries: whenever an <Infantry> model from this Faction, without the <Character> keyword, wants to Shoot at any Deathwatch Marine they must first pass a Strength test. If they fail, they cannot Shoot. Deathwatch Marines do not gain any Renown for removing models from this Faction as casualties.


Inner Circle: <Character> models within 6" of allied <Infantry> subject to the Reluctant Adversaries special rule, suppress its effects. Additionally, <Character> models from this Faction may use the Suppression rules, doubling the Rate of Fire for their weapons when using this option.


To Restore Chapter Pride: at the Start of any Mission featuring these Adversaries, before Deployment, the GM rolls a D3 to determine their Objective.

On a 1, these models must capture and hold any static Objective the Deathwatch have, keeping them from achieving it. Every Turn where there is at least 1 model from this Faction within 3" of a Deathwatch Objective and the Deathwatch have not yet achieved that Objective, the GM gains a single re-roll that may be used to re-roll failed Armor Saves, failed Charges (one die only), or to make a single model Fearless for one Turn.

On a 2, place a Tertiary Objective Marker as close to the center of the battlefield as possible. If either side reaches this Objective, it becomes a 01 Capacity Relic that grants the bearer +1 use for any "Once per Mission" abilities or the ability to re-roll 1s whenever and for whatever reason they are rolled for this model. If the Mission ends and this Relic is either in Faction hands or no one's hands, all Adversary models from this Faction in all future Missions gain +1 Leadership and +1 Attack. If the model carrying this item is removed as a casualty, the Relic is placed on the spot where they fell.

On a 3, the GM randomly selects D3 Deathwatch models that have deployed on this Mission. For every Wound this Faction inflicts on any of those Marines, the GM gains +5 Allotment that may be immediately spent to add Reserves to their forces. These Reserves deploy at the start of the GM's next Turn by whatever parameters the Mission (or wargear) has set forth.


Chapter Armory: for +1 Allotment each, any <Chapter> Space Marine may take one or more items from the following list.

Item: Description
Grenades
: this model may either equip +2 Frag, +2 Krak, and 2 White Smoke grenades or 1 Melta Bomb and 1 Remote Mine.

Autofire Conversion: this model's bolter or bolt rifle changes its Type from Rapidfire 1 to Assault 4, if the model does not Move. (Note that the model may still Advance and fire in this mode, albeit with the normal -1 to hit penalty.

Teleportarium Rig: this model may be held in Reserve and Deploy at the end of any <Renegades> Movement phase at least 6" away from any enemy models.

Teleport Homer: a model held in Reserve with the Teleportarium Rig may enter play within 3" of another allied model equipped with the Teleport Homer, even if that would bring the arriving model closer than 6" to an enemy model. Arriving models must still remain more than 1" away from enemy models on the Turn they are placed on the board.

Storm Shield: this model is equipped with a Storm Shield and, if they are also armed with an Astartes knife, a Sword, Power Sword, Spear, or Power Spear, they also gain the Tier 2 Melee Talent Sword and Board.

Melee Mastery: this model may select any Melee weapon from the Deathwatch armory that is not a Sanctioned Xenos or Relic item. This weapon has the Exceptional Quality and is added to the model's load out.


Such is Our Fate: at the beginning of every Turn the GM generates one re-roll for every <Character> model from this Faction that still has at least 2 Wounds remaining. Unused re-rolls are lost at the end of the Mission.


This is What Must be Done: roll a D6 for each model from this Faction with at least 1 Wound remaining at the end of the Mission and apply the result. Fielding these models in future Missions costs +1 Allotment.

D6 Roll: Upgrade
1: +1 Wound

2: +1 Strength or Toughness

3: +1 Attack

4: +1 Ballistic Skill or Weapon Skill

5 or 6: any Tier 1 Talent for which they meet the prerequisites.

This message was edited 2 times. Last update was at 2020/09/25 22:25:42


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Orks-in-Progress, Finished Orks.
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The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign.
I do commissions. If you are interested send me a PM and we can talk concepts and pricing. 
   
 
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