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Tournament schenario - The Halls of Horus (Horus vs Teh Space Emporer!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

OK, I promise I won't say 'Teh Space Emporer' again in this thread.

A while back (2002!!) I ran a battle royale tournament called the Arena of Dêth! I planned a sequel called the Halls of Horus where players would play Imperial or Chaos forces on Horus' battlebarge. The goal is to earn victory points for yourself while still trying to help your whole side.

So here's the basic concept, hopefully people will find problems or improve it. I'd like to run it one day and I hope someone else is able to use the ideas.

---------------------------------------------------------------
THE HALLS OF HORUS!


SUMMARY

 Imperial and Chaos forces fight the ultimate battle of the Horus Heresy! With special guest appearances by Horus and the Emperor!
 Bring 300 points of Chaos or Imperial models (no vehicles!) fight it out in a dungeon death match! (Other armies may be used if you don’t have anything else.)
 Earn victory tokens for every enemy force destroyed, lose half your tokens when you die but come back for more!
 Winner is the player with the most victory tokens at the end of the battle (2 hours).
 Disclaimer - These rules are a poor attempt to make the letter of the law match the spirit. In all cases the spirit of the tournament is more important than the rules written here.

BACKGROUND

 Horus Heresy, brother against brother, fate of the universe blah, blah, blah.
 Well this is it! Horus is besieging Holy Terra itself! But he has made one critical mistake! He has dropped his shields giving the Emperor one chance to lead a personal assault on his battle barge!
 You play one of the many bands of loyal Imperials who has joined the Emperor for this, the ultimate battle!
 Unless of course you’re actually just a computer simulation being run by the Tau for their amusement. Hmm…

ARMIES

 Bring 300 points of models chosen from one army list. No vehicles, nothing with a toughness higher than 6. No more than 10 models.
 Just to repeat NO VEHICLES, NO TOUGHNESS HIGHER THAN 6, UP TO 10 MODELS.
 If at all possible try to bring Imperial or Chaos forces. Other armies are allowed, they will be assigned to Chaos or the Imperium to balance forces.
 There are no additional restrictions, you do not need to take an HQ, Assassins do not require an Inquisitor etc. You may take multiple characters and wargear items even if they are normally limited to 1 per army.
 Special characters are allowed and encouraged. However you may not take multiples of the same special character.
 Lost and the Damned and Inquisition adversaries may be used by Chaos forces.
 All models deploy normally, no daemon summoning, Callidus shape-shifting, infiltration, deep strike etc.
 Models must be assembled painted and based, but you knew that already right?
 Representation will follow common sense rules. The official models should be used for special characters. Special characters with no official model must be represented by a converted model that can be recognized as the proper character. Converted and unofficial models must be recognizable.

TERRAIN
 The entire table should be covered in corridors and rooms. Several companies make them, they can also be scratch-built. Space Hulk tiles can also be downloaded from the GW site. Alternately dense buildings and walls could be used.
 There should be several, clearly identifiable special rooms (see below) and entrances at the edge of the board.

DEPLOYMENT
 Each side should choose a commander. The Imperial commander will control the Emperor as well as his forces, the Chaos commander gets Horus. Commanders also control certain off board events.
 Horus must deploy in his throne room. The Emperor may deploy with any Imperial unit.
 Chaos forces deploy first, they must be at least 18” and out of line of sight of the entrances.
 Imperial players deploy within 6” of an entrance.


 
   
Made in us
Executing Exarch





Los Angeles

You might want to relax the model limit some. Perhaps move it up to 15 or so. I don't think that its going to cause problems to push it up some while it is likely to restrict what people can take if they have to play IG, nids, or orks.

Any recommendations on board size? You might also want to require a certain number of entrances, like 1 per 2 imperial players (or maybe 1 per 3 imperial players) to make sure there is enough room for them to set up.

What do Horus and The Emperor do? Do they have stats or are they just place holders or what?

Can you use special movement modes (jump troop, bikers, beasts)?

How are victory tokens awarded? Do you have to wipe out/break all of one players units (non marine armies will probably have more than one unit present) or do you get tokens per unit you take out. Also, what happens when several players all put work into killing a unit (player shoots a marine squad up, dropping them from 10 to 5 models, then another player charges the remaining marines and kills them). If you are just awarding the one that gets “the killing blow” then how do you work out who shoots first amongst the people on a team? It will matter when there is an enemy squad down to 1 model and 3 friendly units in range and line of sight to shoot at it. Perhaps a clockwise rotation around the board for shooting would work. You could also give the tokens out to whoever does the finishing blow in hand to hand. If 2 players cause unsaved wounds that wipe out the squad in the same initiative segment, they split the tokens evenly amongst them. You may also want to start out players with a certain number of tokens so that they will have a base to either lose or add onto depending on how they do during the game. 8 or 16 would be a good numbers to start with since they can be divided by 2 all the way down to 1 to produce even numbers each time and help keep things from getting to the point where you have to worry about half points.

To keep things as simple as possible, you may want to set the game so that players can only take one unit of up to 300 points that may contain special characters and the like…it might make scoring easier.

When does the game end and how do you figure out which side (imperial or chaos) won? Is it even possible for the chaos side to win or are they just buying time and eliminating as many loyalists as possible?

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

The model restriction seems unnecessary. 300 points in 10 models and I'm playing... Guard? That means I have to make my guys worth 30 points each. That's easy for Marines, not so easy for Guard. And when people can bring 300 point, 10-man Berzerker units and us Guard players can bring 10 T3 W1 guys... great.

BYE

This message was edited 1 time. Last update was at 2008/02/18 22:51:48


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

First off I somehow forgot to mention that was Part 1 of 3, rules for victory points, the Emperor and Horus, special rooms and so on are coming. So that's the answer to most questions.

The model limit was to keep some sanity but I think the 300 point limit will do the job just as well. So OK, that can go.

I also have a rule, not yet posted, that the whole force must remain within coherency. this was to stop people from having units in 3 different places or from taking a cheap 1-model unit and hiding it somewhere.

Bikes et al are fine.

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Part 2 of 3

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

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

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

ASSAULT
 Normal assault rules will be used.

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

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

SPECIAL ROOMS
There are several special rooms. The player who controls the room (no enemy units in the room) may use its special abilities.
 Horus’ Throne Room – Horus must deploy and remain in his throne room to coordinate the greater battle and commune with the Chaos gods. The Chaos commander’s force may remain with him or move freely.
 Armories – Most armories have been stripped of useful weapons for the assault on the surface. There are only combat knives, lasguns and frag grenades. A controlling player may search the armory for useful equipment. Roll 3d6
3 – EXPLOSION! All models in the room are killed, the room is destroyed.
4-9 – Nothing found
10-12 – Plasma Gun
13-14 – Autocannon
16 – Las cannon
17 – Demo Charge
18 – Assault Cannon
 Shrines – Players who controls shrines gain 1 victory token per turn.
 Plasma Reactor – Models may not enter the plasma reactor. No doors lead to it. Any who deep strike into it are destroyed. Players may attempt to destroy the reactor. It has armor 14 all around. Any penetrating hit will destroy it and cause a catastrophic explosion. All models within 3d6” of the outer walls are instantly destroyed, as is all terrain. The ship’s orbit begins to decay and shields go down perminently (see below).
 Ship Controls – The player who controls this room may order the ship’s orbit to decay (see below).
 Shield Controls – This room houses controls for the ship’s void shields. At the start of his turn the player may decide if the shields are up or down (see below).
 Teleportorium – At the start of the movement phase the controlling player may deep strike anywhere on the table.
 Destroyed Rooms – Destroyed rooms cannot be entered. Any model that deep strikes into them is destroyed.

SHIELDS
 If shields are down, the commanders may call in lance strikes from the surface and other ships. Strikes arrive during the commanders’ shooting phase. Players gain no victory tokens for casualties caused by lance strikes. Lance strikes have this profile:
S5, AP-, large blast, scatters 2d6
(the energy of the blast is dissipated by the armor of the ship, hence the lack of AP)
 If shields are down recycling players may choose to enter via deep striking.

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

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

Part 3 will have stats for the Horus and the Emperor.
Comments?
Questions?

 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

& part 3

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

Equipment
 Talons of Horus – Master-crafted Lightning Claws with built in Storm Bolter.
 Icon of Chaos – Immune to instant death
 Wardrugs – At the end of his turn, if Horus was is not in assault, he regains a wound (up to a maximum of 5)

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

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

Equipment
 Eagle’s Talon – Master-crafted power sword
 Eagle’s Claw – Master-crafted power fist
 Icon of Myself – Immune to instant death
 Regeneration – At the end of his turn, if the Emperor was is not in assault, he regains a wound (up to a maximum of 5)

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


DESIGN NOTES

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

Some players have looked at the fluff and said that these legendary characters would need stats of 10 in everything and would automatically kill anything.

However I disagree. The background for the Primarchs has them being wounded and even killed by ordinary mortal foes. Even the Emperor was once saved by Horus from Orks. And does anyone really think the Emperor would be stronger than a Wraithlord or titan? Tougher than a C’tan?

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

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

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

Take your pick.

As far as powers, I wanted Horus’ to be random and to have a downside. I wanted the Emperor’s to be less destructive but more subtle. Let me know how it looks.

 
   
Made in us
Secretive Dark Angels Veteran




Baltimore, MD

So, did you ever dice out who would win in a straight up fight of JUST the Emperor and Horus?

Might be interesting to see if they are balanced against each other.

Proud owner of &


Play the game, not the rules.
 
   
Made in us
Executing Exarch





Los Angeles

Sounds interesting. The decaying orbit thing is going to get kind of weird but may add some flavor to the game. Again, you may want to specify how many entrances there should be so that there will be enough for people.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

Sounds cool, I may grab my tiles and do this with my group.
The problem would be getting a sufficiently awesome model for his Emperorness and Horus.

   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Da Boss wrote:Sounds cool, I may grab my tiles and do this with my group.
The problem would be getting a sufficiently awesome model for his Emperorness and Horus.


Here's mine...

http://www.pbase.com/kidkyoto/image/64503817

A reaper figure with some GW bitz.

I haven't tried the Emp vs Horus but as the writer I can safely say Horus will kick his butt unless the Emp is very skillful or lucky.

Horus has the higher WS (he is the warmaster after all) and the Emp has the higher Intiative. He also has a choice of sword or a powerfist.

The problem is Horus has lightning claws, so he's hitting on 3s, rerolling wounds. And 5/6 of the time he's boosted by the chaos gods. Of course he loses a wound 1/3 of the time but I think it balances out.

The Emp can win, by using his reroll power, carefully choosing between the sword (goes first and wounds on 4+) and the fist (goes last but wounds on 2+). So Horus is the combat monster, the Emperor requires skill.

Course you can always soften up Horus by hitting him with a Blood Angel commander wtih jump pack and Iron Halo


 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

KiMonarrez wrote:So, did you ever dice out who would win in a straight up fight of JUST the Emperor and Horus?

Might be interesting to see if they are balanced against each other.


I tried it tonight.

Round 1 - With both reduced 1W the Emperor uses his sword I7 combo to go first and kills Horus. Horus fails get up roll.
EMPEROR WINS!

Round 2 - With the Emp at 3W and Horus at 2W he decides to use the Phoenix power (which is declared at the start of the turn but goes off at the end). Opps, Horus does 2 wounds. Emperor's psychic attack kills Horus but he takes a wound and dies too. Horus gets up, the Emperor does not.
HORUS WINS!

Round 3 - Ends with Horus at 1W, the Emperor at 0. Emperor fails get up roll.
HORUS WINS!

So 3 battles, all of them ending with within 1 wound of each other. I think it works.

 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control






Plano, Texas

*Eyes Doom the board game tiles, and friends with space hulk and space crusade*
I am SO going to be running this in the future!

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

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Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

Gald y'all like it.

I'll tinker with the rules this weekend and put up a final version.

 
   
 
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