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[Campaigns] Into the Jaws of Hell (a Deathwatch/40k/Spacehulk campaign)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Ragin' Ork Dreadnought







Player Briefing
This is the final push; the make or break. The Necrons have battled against the Deathwatch and have set their machine to summon their endless numbers from their tombs. The Deathwatch must push past the sentinels and disable the heart of the Necron Gate before it can complete its gateway. No other task bears any meaning. We must stop this before it is too late.

Od: Destroy the Gate: Linked (with Oc: The Final Stand)

"This is the end, Brothers. We battle towards the heart of the machine. Let us fight with all the fury we can muster. The Gate must be destroyed. We cannot let it complete its blasphemous task. We will either know ultimate victory or ignoble defeat here and now. Do not lose sight of our objective; do not falter. For even in death we serve the Emperor's will. We are the guardians of Mankind. At no point in our lives more so than today."

In service to Whom: This Mission serves the interests of the Deathwatch. Players may additionally undertake this Mission as a Side Quest for the Arcanite Guard and/or any Inquisitorial Faction if they wish. If they do, players gain an additional +1 Esteem with these Factions for every 10 Necron models they remove as casualties.

Known Adversaries
"These are the last of them. Expect them to fight with a fury and zeal almost equal to our own."
The author suggests using primarily Necron Warriors and Necrons with the <Triarch> and <Canoptek> keywords.

Primary and Tertiary Objectives
Primary Objectives:

Stop the Machine Sequence: this can be done by either passing 6 Tech Skill tests within Cohesion Range of the Necron Gate in the Necron Deployment Zone or by reducing it to 0 Wounds before the end of the 8th Battleround.

Tertiary Objectives:
Command Kills: for each Necron model that began this Mission with 3 or more Wounds and is also an ELITE, HQ, or Lord of War model, that is removed as a casualty this Mission, the Mission Leader gains +D3 Renown and +1XP.

Attrition: for every ELITE, HQ, or Lord of War Necron model removed as a casualty this Mission, and for every 20 <Necron> <Infantry> removed as casualties this Mission, all surviving Deathwatch models Deployed on this Mission gain +1XP and +1 Renown.

Destroy the Pylons: any model that inflicts 1 or more Wounds on a Canoptek Pylon (see below for details) gains +1XP. Any model that removes the last Wound from a Canoptek Pylon gains +D3 Renown.


Battlefield
Set the board up with Necron-themed terrain. On one short end of the board, 6" from the edge, place a large terrain piece to represent the Necron Gate. The Author recommends using a Tesseract Vault model. Then, after all other terrain is placed, Players and GM should alternate placing 6 Canoptek Pylons each (these may be represented by any suitable terrain piece no larger than 6" tall with a roughly 40mm base) anywhere on the table at least 6" away from any other Canoptek Pylon already placed.

These Canoptek Pylons have the following Profile:

Move- WS6+ BS3+ S3 T7 W6 A1 Ld10 Sv3+|5+
Each Canoptek Pylon is equipped with a Micro Particle Whip and Quantum Shielding.
Item / Range / Rate of Fire / Type / Strength / AP / Damage / Primary Magazine / Special Rules
Micro Particle Whip / 12" / 1|D6|3 / Assault / 6 / -1 / D2 / Infinite / Any hit roll of a 6 improves this weapon's AP by 1 for that hit
Keywords: <Canoptek>, <Building>, <Necron>

Instead of Shooting, these models may roll a D6 at the start of the Shooting Phase and apply the following results: on a 1, this model suffers 1 Mortal Wound. On a 2-3, this model may restore 1 Wound to any <Necron> Unit within 6". On a 4-5, this model may restore D3 Wounds to any <Necron> Unit within 9". On a 6, this model may restore D6 Wounds to any <Necron> Unit within 12".

The Necron Gate has the same profile as a Tesseract Vault, except that it is immobile and may never move for any reason. If any effect would normally be able to move this terrain feature, it instead suffers D6 Mortal Wounds.

The player that controls the model that is the Mission Leader chooses which board edge the Deathwatch forces will deploy on.

The GM sets up their forces first, but may only place models with the <Triarch> or <Canoptek> keywords. These may be deployed anywhere within 12" of Necron Gate. Then the players set up according to their Deployment Parameters.

Any Necron models held over from the previous Mission begin this Mission in Reserves.

GM and player(s) then roll to determine who takes the first Turn. Highest score goes first.

Extraction Time: As this Mission is Linked with the previous Mission, there is no Insertion time. If the Mission lasts 5 or fewer Battlerounds, Mission time is 1 hour. If it lasts 6-11 Battlerounds, Mission time is 2 hours. If it lasts 12 or more Battlerounds, Mission time is D3+1 hours. Plus 1 hour Extraction.

Technology on the Table
None.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: Just Down the Hall

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: there is no Arming Phase for this Mission because it is linked with the Previous.

Deploy: according to the Mission Parameters.

Play Game (and have fun)

Debriefing Phase: record XP, Renown, Esteem, and any Relics gained this Mission, & record what upgrades models purchase, if any.

Consequences of Failure: This Mission is not repeatable if it is failed. If this Mission is failed the entire campaign ends in failure.

GM's Section
Spoiler:

Allotment: if using the original Allotment rules, the GM begins the game with 200 Allotment, but only models with the <Triarch> or <Canoptek> keywords may be Deployed on the table to start. All other GM forces must be held in Reserves and, when they become available, these Reinforcements must be placed at least 9" away from Player controlled models and within 9" of the Necron Gate. At the start of each Battleround after the first, the GM gains an additional D6 Allotment per Deathwatch model with 1 or more Wounds remaining that is still on the table.

If using the new Allotment rules, the GM begins the Mission with Allotment equal to double the players' combined CTV, but only models with the <Triarch> or <Canoptek> keywords may be Deployed on the table to start. All other GM forces must be held in Reserves and, when they become available, these Reinforcements must be placed at least 9" away from Player controlled models and within 9" of the Necron Gate. At the start of each Battleround after the first, the GM gains an additional D6 Allotment per Deathwatch model with 1 or more Wounds remaining that is still on the table.

Terminal Data for this mission
None.

Special Rules Command Point Generation
At the start of each of the GM's Turns, roll a D6 for each <Canoptek> model on the table with at least 1 Wound remaining. On the roll of a 4+, add 1 CP to the GM's pool of Command Points.

Relics
Threshold / Cost / Capacity
/ Relic / Description
50 / 18 / 02 / Sanctioned Particle Weapon / This weapon is a Sanctioned Xenos Long Arm with the following profile:

Item / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
Particle Weapon / 12" / 1|D3|6 / 18 / 5 / -1 / D2 / Assault / Improve this weapon's AP by 1 on a Hit roll of a 6.

This message was edited 1 time. Last update was at 2022/06/10 06:27:23


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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
Ragin' Ork Dreadnought







M31 Corrupted Naval Vessel: The Damnable
Hull: Heavy Transport
Original Crew Compliment: ~16,000
Circumstance of Drift: Battle Damage to Warp Containment
Current Condition of Crew: Twisted; Utterly Corrupted
Probable Disposition: Chaos Spawn, Tzaangor, Chaos Cultists, Lesser and Middling Daemons, Beastmen

A monster of steel and fire, this bloated wreck sails through the system like a mechanical bird before belly flopping into the growing hulk of the [++Redacted++]. Instantly, tendrils of incandescent material sprout from the damaged vessel, wrapping the hulk like magical vines. What their purpose could be is unfathomable, but are sure to be yet another horrible menace to the Deathwatch who must ply the depths within.

Spoiler:

Ship's Story
The Damnable was once in service to the Imperium of Man and served as an Abhuman Transport for Imperial Regiments during the waning years of the Great Crusade. Perhaps this was the catalyst for its demise. Following a battle where the ship's Warp Core suffered what its Captain deemed survivable damage, the vessel translated into the Immaterium, never to be seen again, until now.

Lore
If a player asks for more information about this Vessel and they have the Forbidden Lore or Tech Skill*, they may use these to glean any of the following tidbits of information:

Manufacture (Tech, Forbidden Lore): Although difficult to discern now, the baseline shape of this vessel suggests it was once a standard Astra Militarum Regiment conveyor, outfitted presumably with large mustering bays and heavy dropships for massed companies and armor. Now, the ship resembles a titanic, mechanical, crystaline, squid-thing and Emperor knows what horrors remain inside. However, if a cogitator can be accessed and a manifest found, perhaps the Deathwatch can identify what the vessel once was. Thus providing historians at least a shard of information.

Crew(Forbidden Lore): It's likely that a vessel this size carried a relatively small original crew; a skeleton of personnel to provide maximum accomodations for the Regiments transported. If the vessel was heavy when lost, there's likely to be stockpiles of munitions - and the corrupted hundreds of lost souls to use them. Don't be surprised to find yourself up against a tank or two in the relatively wide corridors of this derelict.

*GMs, prompt your players with these Skills so that they know they have the option to use them.

Complications
Missions that take place partially or wholly inside the chambers of this vessel have a 50% chance to include a vehicle of some kind. The Regiment transported aboard The Damnable was strictly Abhuman - at the time being comprised of mainly Sanctioned Beastmen and Ogryns - so its Armor options are limited to Chimera Transports and Hellhound variants. Any model that removes the last Wound from a vehicle gains a bonus +3XP and +D3+2 Renown.

Utter Corruption
Missions that take place on or near this derelict incur an additional +1 Corruption to all models deployed unless they pass a Toughness or Strength test at the end of the Mission's last Battleround.

Interior Architecture/Terrain Guidelines
Many of the corridors onboard this vessel are very wide - wide enough to accommodate a driving tank. Every deck is heavily reinforced for the same reason. Most of the rooms are large and tall - billets for Ogryns and herds of Beastmen or machine shops and motor pools for Chimera-hull vehicles. Feel free to use wrecked or immobile vehicles as terrain fearures and strong points within the vessel. Many of these vehicles can take the place of Technology on the table, acting as both Sentry Guns, limited Terminals, and caches of Treasure (in the form of Ammo, Intel, and Machine parts to be traded for Esteem with Admech Factions).

Missions
TD1: Historical Identity: Routine
TD2: Purge the Wicked: Routine
TD3: Supply Run: Exploration
TD4: Seal Them Off: Routine
TD5: Picket Line: Routine

Treasures of The Damnable
Any time a model could potentially rummage through a "treasure chest" or might have to roll on a Treasure Table during the course of a Mission on board this Vessel, use the following charts to determine what may be there to find. Treasure Chests should be clearly identifiable and can be searched if a model is within 2" of one during the Command Phase or one of the model's Shooting Phases instead of taking another action. Treasure gained from Exploration Missions should be rolled by each Astartes deployed on the Mission during the Debriefing Phase.

Treasures: roll a D6
1: machine parts tradable to any Admech Faction for 2D3 Esteem

2: a cache of Heavy Bolter Ammo. The model that finds this stash gains +1 Renown.

3: Heavy Weapon Ammo. The model that finds this stash gains +D3 Renown.

4: Relic Weapon Ammo. The model that finds this stash gains +1XP. Roll D6 and consult the following list:
-1: D3 Stable Plasma Cells. These may be loaded into standard Plasma Weapons. Doing so allows a model to ignore the ill effects of 1s when shooting the weapon in Supercharge mode. Threshold: 25 Cost (per Cell): 10

-2-4: 2D6 Lazerifle Mags. Threshold: 05 Cost (per Mag): 01

-5: D3 Rotor Cannon Drums. Threshold: 25 Cost (per Drum): 07

-6: D3 Volkite Mags. Threshold: 50 Cost (per Mag): 16

The Capacity of these items are universally 01 for every 4 or part of 4 equipped.

5: dataslates tradable to any Admech Faction for 2D3+1 Esteem or to any Inquisitorial, Archival, or Imperial Naval Faction for D3+3 Esteem. In any case, the model that finds this stash gains +1 Renown.

6: a Relic Weapon. Roll 1D6 and consult the following list:
-1: Laserifle
Threshold / Cost / Capacity / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
25 / 02 / 01 / 30" / 1|2-5|6 / 60 / 3 / - / 1 / Rapid Fire / Tactical Marines pay half Cost to equip this weapon.

-2: Solar Pattern Flamer
Threshold / Cost / Capacity / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
35 / 12 / 02 / 18" / D6|3D3|- / 6 / 4 / - / 1 / Assault / Tactical Marines pay half Cost to equip this weapon. This weapon automatically hits its targets and ignores the bonus to Armor Saves provided by Cover. Ablaze.

-3: Solar Pattern Melta
Threshold / Cost / Capacity / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
50 / 40 / 02 / 16" / 1|-|- / 4 / 8 / -4 / D3+3 / Assault / Tactical Marines pay half Cost to equip this weapon. Roll two dice and take the higher score for damage when firing on targets within 8" or less of this weapon.

-4: Rotor Cannon
Threshold / Cost / Capacity / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
50 / 26 / 04 / 24" / 4|-|8 / 48 / 4 / -1 / 1 / Heavy / Devastator Marines pay half Cost to equip this weapon.

-5: Stable Plasmagun
Threshold / Cost / Capacity / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
60 / 48 / 02 / 24" / 1|2-3|4 / 6 / 7 / -2 / 1 / Rapid Fire / Tactical Marines pay half Cost to equip this weapon. Unlike other weapons, Plasmaguns come equipped standard with 2 Primary Magazines. Switching between these magazines is a non-action, merely a flick of the thumb. However, if the current magazine only has 1 or 2 shots left, the Plasmagun may not fire on Supercharge setting. Supercharging a Plasmagun uses 3 shots from its magazine. A Stable Plasmagun can use Burst and Supercharge in the same Shooting Phase. A Stable Plasmagun does not cause Mortal Wounds when rolling 1s to hit on Supercharge.

-6: Volkite Charger
Threshold / Cost / Capacity / Range / Rate of Fire / Primary Magazine / Strength / AP / Damage / Type / Special Rules
100 / 64 / 03 / 12" / 1|2|- / 20 / 5 / -2 / D3 / Assault / Ablaze. Conflagerate.

Regardless of the Relic Weapon found, the model that retrieves this gains +1XP and +D3 Renown.

This message was edited 4 times. Last update was at 2022/06/17 07:52:30


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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
Ragin' Ork Dreadnought







Player Briefing
Yet another obstacle in our path, this wreck presents an opportunity to gain favor with tertiary allies. It is an unstabling element that could overwhelm us if left unchecked. We should board this ruin before it is swallowed up into the growing hulk and retrieve any salvageable data we can.

TD1: Historical Identity: Optional Routine

Briefing Phase: We delve in to another seething wreck, Brothers. Do not be mislead, this thing is a twisted, crumpled, and corrupted nightmare maze. Expect shadows to jump. Expect walls with teeth. Expect the stuff of chaos incarnate. Let us take what we can from this thing and be gone. Should we linger, our very souls may be at risk.

In service to Whom: this serves virtually no purpose for the Deathwatch, except practice. Players should select any other Faction from those available. This Mission then serves their interests and players gain +1 Esteem with that Faction for every Primary Objective they achieve. This Mission counts as a Side Mission.

Known Adversaries
This ruin is crawling with nightmare things. Formlessness and mutability. It is not unlikely we will encounter mutants, heretics, and daemons. Kill everything.
Obviously you will be using whatever is in your collection, but this is a good opportunity to use 3rd party monsters, the entire line of daemons from GW, and the odd random model you have laying around. The author suggests Tzaangors, Chaos Cultists, Daemons, Chaos Spawn, Chaos Ogryn, monsters from the Age of Sigmar line, and Daemon Engines. Go nuts.

Primary and Tertiary Objecrives
Primary:
Extract Useful Data:
any model that successfully interacts with a Terminal gains +1 Renown for every Turn they remain in contact with that Terminal. These models also gain +1XP every time they successfully use their Tech Skill to interact with a Terminal in addition to the normal gains for doing such.

Tertiary:
Identify the Vine-like Anomalies:
if any model successfully uses their Forbidden Knowledge Skill to identify any Anomly on the table, they gain +1 Renown and all models Deployed on this Mission gain +1XP.

Kill Count: for every 10 models with the <Chaos> and/or <Daemon> keyword removed as casualties this Mission, the Mission Leader gains +1 Renown.


Battlefield
Set up the battlefield as a twisted maze of debris, mutated forms, collapsed corridors and rooms & scatter terrain. The author suggests giving this battlefield a second level towards the center. There must be at least 6 rooms or room-like clearings in the ruins, each at least 6" from every board edge. These rooms must be large enough to fit 3 or more models and a Terminal, but otherwise have no size or shape constraints.

In addition, the GM and players alternate placing up to 4 Anomalies each, anywhere on the table. These Anomlies can be no more than 4" in any dimension and should be appropiately wacky to indicate that they are tendrils of pure chaos. Using Deathworld Jungles, piles of bones and/or skulls, piles of corpses, writhing masses of tentacles, and similar things will work for this. These Anomalies count as Obscuring, Light Cover, Defensible, and Obstacles. Any Deathwatch model that begins or ends their Movement Phase within 3" of an Anomaly must take a Toughness test or gain +1 Corruption. A model that can draw line of sight to an Anomaly may test their Forbidden Knowledge Skill to identify it (see GM's Section for what that means).

GM Reserves may enter play within 3" of enemy models if they are also in base contact with one of these Anomalies.

The Deathwatch Deploy first, according to their Insertion Method. The GM may Deploy their entire force as blips, which must all begin the game out of line of sight of any Deathwatch model. When these blips Move into line of sight of a Deathwatch model they may be exchanged for D3 Allotment worth of models. The GM may sacrifice 2 blips to instead place 5 Allotment worth of models or 5 blips to place 30 Allotment worth of models. In all cases the GM must have the Allotment to spare.

The GM takes the first Turn. Blips may Move up to D6" in any direction until they are revealed.

Extraction Time and Ending the Game
The game ends if all Deathwatch models and their allies are removed as casualties or if all Deathwatch models and their allies Extract. This Mission lasts D3 hours regardless of how many Battlerounds it goes on for, plus 1 hour for Insertion and 1 hour for Extraction.

Technology on the Table
In each of the 6 rooms, the GM must place a single Terminal. Determine the Power Levels of these when the players interact with them.

If players have a Talent that allows them to place technology on the table, these may be placed anywhere at least 6" away from any of these Terminals. In addition, any player-placed technology is affected by the rules governing the 6 other Terminals as detailed in the GM's Section below.

Player Prep
Choose Mission Leader
:
player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission. If this is the first in a series of Linked Missions, players should be aware their spent ammunition, grenades, and other expendables cannot be replenished between the end of the this Mission and the start of the next Mission in the Link.

If this is the second or subsequent Mission in a Linked series, skip this Phase entirely, unless a model has a Talent that specifically states otherwise.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins the game with Allotment equal to the number of Astartes models the players deploy on this Mission times 5, plus any adjustment made for the Doomclock. Every time the players use a Psychic Power, remove a model as a casualty using a Force Weapon of any kind, or perform a Psychic Action, the GM gains D6+3 Allotment added to their Adversarial Reserves.

Allotment: Revised Method
The GM begins the game with Allotment equal to the players' combined CTV, plus any adjustment made for the Doomclock. Every time the players use a Psychic Power, remove a model as a casualty using a Force Weapon of any kind, or perform a Psychic Action, the GM gains D6+3 Allotment added to their Adversarial Reserves.

Optional Adversarial Objectives:
Machinations of the Changeling Lord
: At the beginning of the Mission, have the players select any 2 of their models. If both of these models end the game with the same number of remaining Wounds, the GM gains D3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

The Great Manipulator: At the beginning of the Mission, the GM secretly designates one of the six rooms. If every Deathwatch model moves into that room by the end of the Mission, the GM gains D3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

Terminal Data for this Mission:
Whenever a Deathwatch model or one of their allies with the Tech Skill attempts to interact with a Terminal, have them roll a D6 before expending their Rating. On the roll of a 1, replace the Terminal with a Chaos Spawn model. On the roll of a 2-5, the Terminal's Power is Dead; a model may take on 01 or 02 Capacity worth of Scrap worth D3+1 Esteem with the Reparists Admech Faction. On the roll of a 6, that Terminal is at Full Power and players may extract data from it. Each time they do, they gain information worth D3 Esteem with any Inquisitorial Faction.

If the first 5 Terminals turn out to be Scrap or Chaos Spawn, the 6th automatically counts as having rolled a 6.

Identifying the Anomalies
Successful use of the Forbidden Knowledge Skill reveals that the Anomalies are an extension of a (sort of) living Daemon at the heart of this wreck. Their touch Corrupts and they act as Gates. Knowing this reduces the Allotment of all future Missions on board this wreck by -D6. In addition, this Knowledge changes the Anomalies' special ability to allow Reserves to Deploy within 3" of enemy models to 6".

Relics
Threshold / Cost / Capacity / Relic / Description

35 / 25 / 03 / Shield of Nugbad / this is a Tainted Relic Seige Shield. If a friendly model within 6" of the bearer of this Shield is hit by a Ranged weapon, the player who controls this model may assign that hit to this model instead.

Threshold / Cost / Capacity / Relic / Description
10 / 08 / 02 / Teeth of Kagmaw / this is a Tainted Relic Chainsword. Masterwork. Felling. Assault Marines pay half Cost to equip this Relic.

This message was edited 1 time. Last update was at 2022/06/17 17:55:58


Like my Facebook page!

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
Ragin' Ork Dreadnought







Player Briefing
Move to a defensible position and hold off successive waves of enemy combatants. The more you can kill, the better.

TD2: Purge the Wicked: Optional Routine

Briefing Phase: We stirred a nest of insanity and must purge its wickedness with flame and blade. Go forth, my Brothers, and bring the purity of the Emperor to this lightless den of iniquity.

In service to Whom: this serves virtually no purpose for the Deathwatch, except practice. Players should select any other Faction from those available. This Mission then serves their interests and players gain +1 Esteem with that Faction for every Primary Objective they achieve. This Mission counts as a Side Mission.

Known Adversaries
This ruin is crawling with nightmare things. Formlessness and mutability. It is not unlikely we will encounter mutants, heretics, and daemons. Kill everything.

Obviously you will be using whatever is in your collection, but this is a good opportunity to use 3rd party monsters, the entire line of daemons from GW, and the odd random model you have laying around. The author suggests Tzaangors, Chaos Cultists, Daemons, Chaos Spawn, Chaos Ogryn, monsters from the Age of Sigmar line, and Daemon Engines. Go nuts.

Primary and Tertiary Objecrives
Primary:
Establish a Cordon:
if no Adversary models ever end one of their Turns within 12" of the Deathwatch Deployment edge, the Mission Leader gains +1 Renown. If Adversary models instead never end their Turn within 6" of the Deathwatch Deployment edge, all Deployed models gain +1 Renown and the Mission Leader gains +1XP.

Kill Count: for every 20 models removed as casualties, all models Deployed on this Mission gain +1XP and +1 Renown.

Tertiary:
Identify the Vine-like Anomalies:
if any model successfully uses their Forbidden Knowledge Skill to identify any Anomly on the table, they gain +1 Renown and all models Deployed on this Mission gain +1XP.

Keep Casualties to a Minimum: collectively, if fewer than 1 Wound per Deathwatch model Deployed on this Mission are suffered by the Unit (if 5 models Deploy and one suffers 2 Wounds and another suffers 3, but none of the others suffer any, this Objective can be considered complete), the Mission Leader gains +1 Renown.


Battlefield
The terrain layout should be dominated by a lane wide enough to fit a tank, but should otherwise be full of side passages, twisted scatter terrain, collapsed rooms, and the like.

In addition, the GM and players alternate placing up to 3 Anomalies each, anywhere on the table at least 18" from the Deathwatch Deployment Zone. These Anomlies can be no more than 4" in any dimension and should be appropiately wacky to indicate that they are tendrils of pure chaos. Using Deathworld Jungles, piles of bones and/or skulls, piles of corpses, writhing masses of tentacles, and similar things will work for this. These Anomalies count as Obscuring, Light Cover, Defensible, and Obstacles. Any Deathwatch model that begins or ends their Movement Phase within 3" of an Anomaly must take a Toughness test or gain +1 Corruption. A model that can draw line of sight to an Anomaly may test their Forbidden Knowledge Skill to identify it (see [colr=yellow]GM's Section[/color] for what that means.

All of the GM's forces begin play in Reserves and enter the table along any edge at least 18" away from the Deathwatch Deployment Zone. If the GM has any Tzaangor or <Daemon> keyword Adversaries, they may enter play within 3" of enemy models if they are also in base contact with one of the Anomalies.

The Deathwatch then Deploy, according to their Insertion Method. The Deathwatch takes the first Turn. GM Adversarial Reserves become available on any Battleround divisible by 3 (i.e. 3, 6, 9, and so on).

Extraction Time and Ending the Game
The game ends if all Deathwatch models and their allies are removed as casualties or if all Deathwatch models and their allies Extract. This Mission takes 1 hour if it lasts up to 5 Battlerounds, 2 hours if it lasts 6-11 Battlerounds, or D3+1 hours if it lasts 12 Battlerounds or more, plus 1 hour for Insertion and 1 hour for Extraction.

Technology on the Table
The Players and/or the GM may each place up to 1 vehicle wreck anywhere in the wide corridor that dominates this table. This wreck counts as a Miniscule Power Terminal, a Sentry Gun armed with a Heavy Bolter with a Primary Magazine of 200, and a Treasure Chest, as well as a Strongpoint Building.

If players have a Talent that allows them to place technology on the table, these may be placed anywhere on the table]. Roll for the Power Levels of any player-placed technology at the start of the Mission.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission. If this is the first in a series of Linked Missions, players should be aware their spent ammunition, grenades, and other expendables cannot be replenished between the end of the this Mission and the start of the next Mission in the Link.

If this is the second or subsequent Mission in a Linked series, skip this Phase entirely, unless a model has a Talent that specifically states otherwise.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins the game with zero Allotment, but gains D6+3 per Astartes model Deployed on this Mission, at the start of each of their Turns. These must be added to their Adversarial Reserves and Deploy as a wave at the start of each Battleround divisible by 3 (start of Battleround 3, 6, 9, 12, and so on). These rolls are not modified by the Doomclock. In addition, every time the players use a Psychic Power, remove a model as a casualty using a Force Weapon of any kind, or perform a Psychic Action, the GM gains D6+3 Allotment added to their Adversarial Reserves.

Allotment: Revised Method
The GM begins the game with zero Allotment, but gains Allotment equal to half the players' combined CTV at the start of each of their Turns. These must be added to their Adversarial Reserves and Deploy as a wave at the start of each Battleround divisible by 3 (start of Battleround 3, 6, 9, 12, and so on). These rolls are not modified by the Doomclock. In addition, every time the players use a Psychic Power, remove a model as a casualty using a Force Weapon of any kind, or perform a Psychic Action, the GM gains D6+3 Allotment added to their Adversarial Reserves.

Optional Adversarial Objectives:
Overwhelming Power
: if the players Extract before the end of the 9th Battleround, the GM gains D3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

Ripples in the Warp: if the GM is able to successfully manifest 9 Psychic Powers or more before every Deathwatch model exits the table, the GM gains D3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

Terminal Data for this Mission:
Whenever a Deathwatch model or one of their allies with the Tech Skill attempts to interact with a Terminal, have them roll a D6 before expending their Rating. On the roll of a 1, replace the Terminal with a Chaos Spawn model. On the roll of a 2-5, the Terminal's Power is Dead; a model may take on 01 or 02 Capacity worth of Scrap worth D3+1 Esteem with the Reparists Admech Faction. On the roll of a 6, roll to determine that Terminal's Power Level and players may extract data from it. Each time they do, they gain information worth D3 Esteem with any Inquisitorial Faction.


Relics
Threshold / Cost / Capacity / Relic / Description

30 / 18 / 00 / Mantle of the Beast / this is a Tainted Relic Impudence Field. If the bearer of this item is Charged, they must pass a Strength test. If they pass, they gain +1 Strength in the next Fight Phase. If they fail, they gain +D3 Attacks in the next Fight Phase and +1 Corruption fir this Mission.

Threshold / Cost / Capacity / Relic / Description
45 / 20 / 03 / Blasting Mace / this is a Tainted Relic Power Maul. Masterwork. Once per Mission this weapon may be Activated to add the Mauling Trait for one Battleround.



Automatically Appended Next Post:
TD3: Supply Run: Optional Exploration
Briefing

If player(s) decide to undertake this Mission, they may send either 1 or more Squads or any individual models from any Squad up to 6.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for any Admech Faction the player(s) choose.

"There must be something useful in this ruin. Delve deep and find it."

Primary and Tertiary Objectives
Primary Objective(s):
Retrieve Munitions: roll 1D6 for each Marine deployed on this Mission. Add +1 to this die roll for each Rating in the Forbidden Knowledge Skill a model has. On any roll of a 4+, that model gains +1XP and counts as personally achieving this Objective.

Tertiary Objective(s):
Retrieve Anything Useful: Roll 1D6 for each model that was assigned to this Mission and consult the "Treasures" section of the The Damnable's introduction, during the Debriefing Phase. Any model that rolls a 4+ on that table counts as personally achieving this Objective.

Mission Length
2D3 hours plus 1 hour Infiltration and 1 hour extraction. 4-8 hours.

Debriefing
-Record XP, Esteem, and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

This message was edited 2 times. Last update was at 2022/12/31 06:05:52


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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
Ragin' Ork Dreadnought








Player Briefing
Move in and activate the bulkhead doors. Then kill everything left on your side of the closed doors.

TD4: Seal Them Off: Optional Routine

Briefing Phase: We need to stem the tide somehow. Augurs have discovered a series of bulkhead doors that, if they can be coaxed into action, would seal off one side of the ship from the other. Let's get it done.

In service to Whom: while this serves very little purpose for the Deathwatch, it can reduce the volume of enemies to our rear. Players should select another Faction from those available. This Mission then serves their interests as well as the Deathwatch. Players will gain +1 Esteem with that Faction for every Primary Objective they achieve. This Mission counts as a Side Mission.

Known Adversaries
This ruin is crawling with nightmare things. Formlessness and mutability. It is not unlikely we will encounter mutants, heretics, and daemons. Kill everything.

Obviously you will be using whatever is in your collection, but this is a good opportunity to use 3rd party monsters, the entire line of daemons from GW, and the odd random model you have laying around. The author suggests Tzaangors, Chaos Cultists, Daemons, Chaos Spawn, Chaos Ogryn, monsters from the Age of Sigmar line, and Daemon Engines. Go nuts.

Primary and Tertiary Objecrives
Primary:
Activate the Bulkhead Doors:
there will be 2-6 Bulkhead Doors on the table. For each one successfully closed, each model Deployed on this Mission gains +1XP.

Kill the Survivors: if there are no Adversary models on the table when the last Deathwatch model Extracts, the Mission Leader gains +1 Renown.

Tertiary:
Identify the Vine-like Anomalies:
if any model successfully uses their Forbidden Knowledge Skill to identify any Anomly on the table, they gain +1 Renown and all models Deployed on this Mission gain +1XP.

Keep Casualties to a Minimum: collectively, if fewer than 1 Wound per Deathwatch model Deployed on this Mission are suffered by the Unit (if 5 models Deploy and one suffers 2 Wounds and another suffers 3, but none of the others suffer any, this Objective can be considered complete), the Mission Leader gains +1 Renown.


Battlefield
There should be a wall that stretches from one edge of the table to the other, at roughly the middle mark. It does not have to run in a straight line, but it is only traversable via 2-6 doorways. These are the Bulkhead Doors. The rest of the board should be covered in twisted passages and rooms, and strange scatter terrain.

In addition, the GM and players alternate placing up to 2 Anomalies each, anywhere on the table at least 18" from the Deathwatch Deployment Zone. These Anomlies can be no more than 4" in any dimension and should be appropiately wacky to indicate that they are tendrils of pure chaos. Using Deathworld Jungles, piles of bones and/or skulls, piles of corpses, writhing masses of tentacles, and similar things will work for this. These Anomalies count as Obscuring, Light Cover, Defensible, and Obstacles. Any Deathwatch model that begins or ends their Movement Phase within 3" of an Anomaly must take a Toughness test or gain +1 Corruption. A model that can draw line of sight to an Anomaly may test their Forbidden Knowledge Skill to identify it (see [colr=yellow]GM's Section[/color] for what that means.

The GM sets their forces up first, anywhere within 6" of one board edge parallel (mostly) with the board's central wall. Players then set up according to their Insertion option along the opposite board edge.

GM Adversarial Revserves may only enter play via their own board edge or within 3" of any Anomaly.

Extraction Time and Ending the Game
The game ends if all Deathwatch models and their allies are removed as casualties or if all Deathwatch models and their allies Extract. This Mission takes 1 hour if it lasts up to 5 Battlerounds, 2 hours if it lasts 6-11 Battlerounds, or D3+1 hours if it lasts 12 Battlerounds or more, plus 1 hour for Insertion and 1 hour for Extraction.

Technology on the Table
The Players and/or the GM may each place up to 1 vehicle wreck anywhere in the wide corridor that dominates this table. This wreck counts as a Miniscule Power Terminal, a Sentry Gun armed with a Heavy Bolter with a Primary Magazine of 200, and a Treasure Chest, as well as a Strongpoint Building.

Place a Keypad with a random Power Level next to each Bulkhead Door. If a model can successfully interact with this Keypad, its associated Bulkhead Door will spend the next D3 Battlerounds closing until it is shut. If the Keypad doesn't work, a model may test its Strength as an Action in the Command Phase to pull it one third of the way closed (meaning each nonfunctioning door requires three successful Strength tests to close.

If players have a Talent that allows them to place technology on the table, these may be placed anywhere on the table]. Roll for the Power Levels of any player-placed technology at the start of the Mission.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: any for which the Mission leader qualifies.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission. If this is the first in a series of Linked Missions, players should be aware their spent ammunition, grenades, and other expendables cannot be replenished between the end of the this Mission and the start of the next Mission in the Link.

If this is the second or subsequent Mission in a Linked series, skip this Phase entirely, unless a model has a Talent that specifically states otherwise.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins the game with D3+6 Allotment per Astartes model Deployed on this Mission. At the start of each of their Turns, they gain an additional D6 Allotment per Deathwatch model remaining on the table, that is added to their Adversarial Reserves. GM Adversarial Reserves become availble whenever a Bulkhead Door becomes locked.

Allotment: Revised Method
The GM begins the game with Allotment equal to the players' combined CTV. At the start of each of their Turns, they gain an additional D6 Allotment per Deathwatch model remaining on the table, that is added to their Adversarial Reserves. GM Adversarial Reserves become availble whenever a Bulkhead Door becomes locked.

Optional Adversarial Objectives:
Selected Attrition
: at the beginning of the Mission, have the players select 2 of their models. If either of these models are removed as casualties this Mission, the GM gains D3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

Waves of Bodies: if the GM never uses any model with more than 3 Wounds this game, the GM gains D3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

Terminal Data for this Mission:
Whenever a Deathwatch model or one of their allies with the Tech Skill attempts to interact with a Terminal, have them roll a D6 before expending their Rating. On the roll of a 1, replace the Terminal with a Chaos Spawn model (these do not count against the Waves if Bodies Objective above). On the roll of a 2-5, the Terminal's Power is Dead; a model may take on 01 or 02 Capacity worth of Scrap worth D3+1 Esteem each with the Reparists Admech Faction. On the roll of a 6, roll to determine that Terminal's Power Level and players may extract data from it. Each time they do, they gain information worth D3 Esteem with any Inquisitorial Faction.


Relics
Threshold / Cost / Capacity / Relic / Description

75 / 38 / 04 / The Grumbler / this is a Tainted Relic Rotor Cannon. This weapon is +1 Strength versus models with the <Infantry> keyword and -1 AP versus models with more than 2 Wounds.

Threshold / Cost / Capacity / Relic / Description
25 / 15 / 00 / Berserker Totem / this is a Tainted Relic Amulet. Once per Mission this item may be used to add +D6 Attacks in its bearer's next Fight Phase. If a 1, 3, or 6 is rolled, the bearer and all allies within Cohesion Range of them must pass a Toughness test or gain +1 Corruption.

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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
Ragin' Ork Dreadnought







Player Briefing
A concentrated attack, of sorts, has been initiated by the creatures in this wreck. We must stop their momentum before they get out of hand and into our way.

TD5: Picket Line: Optional Routine

Briefing Phase: These creatures are relentless and, while they lack organization, they more than make up for it in numbers. The hordes are coming, no doubt. You stand between our great endeavor and them. Do not let them pass, for every abomination that slips through threatens to unwind our gains. I trust you, Brothers. Get this done.

In service to Whom: this Mission serves the interests of the Deathwatch, however, Players may select another Faction from those available. This Mission will then also count as a Side Mission for that Faction.

Known Adversaries
This ruin is crawling with nightmare things. Formlessness and mutability. It is not unlikely we will encounter mutants, heretics, and daemons. Kill everything.

Obviously you will be using whatever is in your collection, but this is a good opportunity to use 3rd party monsters, the entire line of daemons from GW, and the odd random model you have laying around. The author suggests Tzaangors, Chaos Cultists, Daemons, Chaos Spawn, Chaos Ogryn, monsters from the Age of Sigmar line, and Daemon Engines. Go nuts.

Primary and Tertiary Objecrives
Primary:
Do Not Let Them Pass:
the Adversary forces are attempting to exit the table via the Deathwatch Deployment edge. At the start of the Mission, the Deathwatch forces generate a pool of Renown. To start, they add +1 for every Deathwatch model Deployed on this Mission. Throughout the Mission they gain an additional +1 every time an Adversary model with 3 or more Wounds is removed as a casualty, and +1 every time an Adversary model with 6 or more Wounds is removed as a casualty. However, every time an enemy model escapes the board, this pool is reduced by -1 Renown. At the end of the Mission, if whatever is left in the Pool is a positive number, it is distributed amongst the models Deployed on this Mission, in any way the player controlling the Mission Leader model sees fit. If whatever is left in the Pool is a negative number, it is permanently subtracted from the Mission Leader's current Renown. GMs, make your players aware that they will be facing literally overwhelming hordes of enemies. Make sure they prepare accordingly.

Tertiary:
Identify the Vine-like Anomalies:
if any model successfully uses their Forbidden Knowledge Skill to identify any Anomly on the table, they gain +1 Renown and all models Deployed on this Mission gain +1XP.

Kill Count: for every 30 Wounds worth of enemy models removed as casualties this Mission, all Deployed Deathwatch models gain +1 XP or +1 Renown, controlling player's choice.

Battlefield
Along one of the longest board edges, up to 9" onto the board, should be an area of open ground. Only small pieces of scatter terrain should be in this area. The rest of the board should be set up as a series of chambers and corridors.

In addition, the GM and players alternate placing 1 Anomaly each, anywhere on the table at least 6" from the Deathwatch Deployment Zone. These Anomlies can be no more than 4" in any dimension and should be appropiately wacky to indicate that they are tendrils of pure chaos. Using Deathworld Jungles, piles of bones and/or skulls, piles of corpses, writhing masses of tentacles, and similar things will work for this. These Anomalies count as Obscuring, Light Cover, Defensible, and Obstacles. Any Deathwatch model that begins or ends their Movement Phase within 3" of an Anomaly must take a Toughness test or gain +1 Corruption. A model that can draw line of sight to an Anomaly may test their Forbidden Knowledge Skill to identify it (see GM's Section from Mission TD1: Historical Identity for what that means).

The players set up their forces first according to the Mission parameters. Then the GM sets up their forces on the opposite side of the table, at least 18" away from any Deathwatch model. Any Adversary model not in line of sight to any Deathwatch model may instead be set up as a Blip.

GM Adversarial Revserves may only enter play via their own board edge or within 3" of any Anomaly.

Extraction Time and Ending the Game
The game ends if all Deathwatch models and their allies are removed as casualties or if all Deathwatch models and their allies Extract. This Mission takes 1 hour if it lasts up to 5 Battlerounds, 2 hours if it lasts 6-11 Battlerounds, or D3+1 hours if it lasts 12 Battlerounds or more, plus 1 hour for Insertion and 1 hour for Extraction. (3-6 hours)

Technology on the Table
The Players and/or the GM may each place up to 1 vehicle wreck anywhere in the wide corridor that dominates this table. This wreck counts as a Miniscule Power Terminal, a Sentry Gun armed with a Heavy Bolter with a Primary Magazine of 200, and a Treasure Chest, as well as a Strongpoint Building. This Building has a Toughness 7 and 10 Wounds.

If players have a Talent that allows them to place technology on the table, these may be placed anywhere on the table]. Roll for the Power Levels of any player-placed technology at the start of the Mission.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: Teleportarium. If this isn't working because of a Narrative Setback, instead use either the Interceptor Shuttle or Boarding Pod.

- Extraction Options: any for which the Mission leader qualifies.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission. If this is the first in a series of Linked Missions, players should be aware their spent ammunition, grenades, and other expendables cannot be replenished between the end of the this Mission and the start of the next Mission in the Link.

If this is the second or subsequent Mission in a Linked series, skip this Phase entirely, unless a model has a Talent that specifically states otherwise.

In addition to what the players purchase, each model may also be given one of the following options for free:
-1 Twin Heavy Bolter Tarantula
-1 Auto Sentry and 2 Sentry Boxes
-1 Deathwind Pod and 1 Replacement Pod
-1 Promethium Blastbomb
-3 Remote Mines
-3 Proximity Mines

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins the game with D6 Allotment per Astartes model Deployed on this Mission, plus adjustments for the Doomclock. At the end of each of their Turns, they gain an additional D6 Allotment per Deathwatch model remaining on the table, that is added to their Adversarial Reserves. GM Adversarial Reserves become availble at the start if each of their Turns.

Allotment: Revised Method
The GM begins the game with Allotment equal to the players' combined CTV, plus adjustments from the Doomclock. At the end of each of their Turns, they gain an additional D6 Allotment per Deathwatch model remaining on the table, that is added to their Adversarial Reserves. GM Adversarial Reserves become availble at the start of their Turns.

Adversarial Objectives: (Note that these are not Optional this Mission)
Break Through: every time a Minion model exits the board by ending its Movement Phase within 1" of the Deathwatch Deployment edge, the GM earns 1 Command Point that may be used in this Mission. Every time a Miniboss model exits the board by ending its Movement Phase within 1" of the Deathwatch Deployment edge, the GM earns 1 Command Point that may be used in this Mission, or banked for use in future Missions featuring <Chaos> Adversaries. Every time a Boss Monster model exits the board by ending its Movement Phase within 1" of the Deathwatch Deployment edge, increase the Allotment of all future Missions featuring <Chaos> Adversaries by +D6. Note that these models must be removed from the table if they reach this point, but that they do not count as being Removed as Casualties.

Absolute Destruction: if every Deathwatch model suffers at least 2 Wounds this game, the GM gains 3 Command Points at the start of the next Mission, regardless of where it takes place and who the Adversaries are.

Terminal Data for this Mission:
Whenever a Deathwatch model or one of their allies with the Tech Skill attempts to interact with a Terminal, have them roll a D6 before expending their Rating. On the roll of a 1, replace the Terminal with a Chaos Spawn model (these do not count against the GM's Allotment). On the roll of a 2-5, the Terminal's Power is Dead; a model may take on 01 or 02 Capacity worth of Scrap worth D3+1 Esteem each with the Reparists Admech Faction. On the roll of a 6, roll to determine that Terminal's Power Level and players may extract data from it. Each time they do, they gain information worth D3 Esteem with any Inquisitorial Faction.

Relics
Threshold / Cost / Capacity / Relic / Description

65 / 16 / 00 / Universal Tech Component / this is a Tainted Relic Item. A model must be a Techmarine, Iron Hands, Sons of Medusa, Heralds, or Knights Amethyst to equip this Relic. Once per Mission this Relic may be used to automatically pass a Tech Skill test and any time a model equipped with it attempts to extract Data from a Terminal they get one additional tidbit of information for free.

Threshold / Cost / Capacity / Relic / Description
20 / 06 / 01 / Mauler Pistol / this is a Tainted Relic Autopistol. Masterwork. Mauler. Catastrophic.

This message was edited 1 time. Last update was at 2022/12/31 06:03:48


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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
Ragin' Ork Dreadnought







I was just going back through this whole blog, trying to get a count of how many ships I've detailed and I discovered I never finished the Hidden Quest String. It only goes up to HQg! I have the framework of HQh through HQk2, so those will likely be the next things I work on. I know I promised new Skill rules and rest assured I'm working on those, but there are just SO MANY words! It's time consuming to transcribe my notes, but I'll get it done.

This message was edited 2 times. Last update was at 2022/06/19 22:25:34


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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
Ragin' Ork Dreadnought







Revised Skill Rules
To begin with, these rules reflect 9th edition's integration of the Command Phase. These Revised Skill Effects still cost a Rating to use and players must still roll their Skill Stat in order to successfully manifest them. Skill Effects in these revised rules are essentially like limited effect Stratagems that do not cost CP, but rather Ratings to use. Each Effect describes when they can be used and on whom or what. These rules are alternatives to the basic rules already presented. GMs discuss with your players which version you all would prefer using.

There are 10 Skills in this campaign. The following is a basic description for each of them and their associated Effects. A player's model may only ever use 1 Skill per Phase, unless they have a Talent that specifically states otherwise.


1. Command: others look to you when the shooting starts and the bloodshed begins.

-Fire on my Target: test at the start of the Shooting Phase. If the test is successful, apply the following effect: After this model Shoots at a target, but does not remove that target as a casualty, all friendly models in Cohesion Range of the model that initiated this Effect, may re-roll a single Wound roll this Phase if they also Shoot at that same target.

-Get on Your Feet: test at the start of the Movement Phase. If the test is successful, apply the following effect: All friendly models within Cohesion Range of this model that are currently Shaken or Pinned automatically recover and may act as normal.

-Avenge the Fallen: test at the start of the Fight Phase. If the test is successful, apply the following effect: Whenever an allied model is reduced to 0 Wounds this Phase, all allied models within Cohesion Range of the model that initiated this Effect gain +1 Attack until the start of their next Turn.

-Battle Cry: test at the start of the player's Turn. If the test is successful, apply the following effect: If there are more enemy models than friendly models in line of sight, all models in Cohesion Range of this model become immune to being Shaken until the start of their next Turn.

-Sworn Allies, With Me: test at the start of the Charge Phase. If the test is successful, apply the following effect: All friendly models within Cohesion Range of the model that initiated this Effect may re-roll their Charge distance this Phase.


2. Demolition: you know the correct ratio of explosives to effect. You know how to destroy and you know how to defuse.

-It's All in the Arm: test at the start of the Shooting Phase. If the test is successful, apply the following effect: All friendly models within Cohesion Range of the model that initiated this Effect double the range of any thrown grenades this Phase.

-And When They Step Through, Boom!: test at the start of the Shooting Phase. If the test is successful, apply the following effect: Instead of Shooting, this model may place a Booby Trap Marker within 3" of its current position. Subtract any 1 grenade from this model's inventory and make a note that this grenade is the seed of this Booby Trap. Any enemy model that Moves within 3" of this Marker triggers its effects. Roll to hit and Wound as normal.

-Rigged These Special: test at the start of the Shooting Phase. If the test is successful, apply the following effect: All grenades used by friendly models within Cohesion Range of the model that initiated this Effect have any of their variable effects maximized (D6 shots becomes 6, Strength D3+1 becomes 4, etc.) this Phase.

-Strike There, Where it is Weakest: test at the start of the Shooting Phase. If the test is successful, apply the following effect: All friendly models within Cohesion Range of the model that initiated this Effect improve the AP of all of their Weapons by 1 for the duration of the Phase, when used against targets with the <Monster> or <Vehicle> keywords.

-First the Green Wire, Then the Red: test at the start of the Turn. If the test is successful, apply the following effect: If this model ends its Move within 6" of a Booby Trap or Loot Marker, that Marker is removed without ill effects.


3. Forbidden Knowledge: you have garnered tidbits of the forbidden through experience or study. Careful you do not raise suspicion against you.

-I Know These Cyphers: test before the Arming Phase. If the test is successful, apply the following effect: The GM must tell the players the Faction or Factions Keywords of the Adversaries for the upcoming Mission. Additionally, they must reveal the number of Minion, Miniboss, and Boss Monster models that will be Deployed during the first Battleround. In games where this is randomly determined or GM models are held in Reserve on the first Battleround, the GM only needs to provide the Faction Keywords. Note that the GM does not need to tell players exactly which models they plan to use, just their Campaign type.

-Strike for the Heart of the Beast: test at the start of the player's Turn. If the test is successful, apply the following effect: The player that controls the model that initiated this Effect selects one Adversary Faction (<Ork>, <Tyranid>, or <Druhkari> are examples) and Type (<Infantry>, <Beast>, or <Vehicle> are examples) within line of sight. Until the start of the next Battleround, all friendly models in Cohesion Range of this model can re-roll their first failed Wound roll against the designated enemy.

-There, Take It!: test at the start of the first Battleround, before either side has started their first Turn. If the test is successful, apply the following effect: This model may place a single Objective Marker anywhere on the table that is at least 12" away from any Deployed friendly model. The first allied model that ends its Move within 3" of this Marker, except the model that placed it, gains an additional +1XP and +1 Renown at the end of the Mission.

-We Tread Familiar Ground: test any time before the end of the Mission, but only after the 1st Battleround. If the test is successful, apply the following effect: This model may place a single Objective Marker anywhere on the table that is at least 12" away from any table edge or Deployed model. This Marker is a Relic or Tainted Relic chosen by the GM from those available onboard this Vessel, Phenomenon, or Mission. Any model that ends its Move in base to base contact with this Marker may add the Item to their inventory if they meet both of the following conditions: they have the Capacity to carry it and there are no enemy models within 3". Ending the Mission in possession of this Item awards the model that has it, the model that triggered this Effect, and the Mission Leader +1 Renown.

-I Have Extensive Experience with this Subject: test any time before the end of the Mission, but only after the 1st Battleround. If the test is successful, apply the following effect: The player that controls the model that initiated this Effect may force the GM to spend Allotment on either a Miniboss or Boss Monster (player's choice) of the <Faction> keywords associated with the Vessel, Phenomenon, or Mission at hand and add it to their Adversarial Reserves for this Mission or the next. If the GM does not have enough Allotment to field a Boss Monster, they gain just enough more to do so if the player tells them to field it. This model has double its normal number of Wounds, but is worth double XP and double Renown to all models Deployed on this Mission.


4. Inspire: your faith sustains your allies as you exhort them to ever greater feats of heroism.

-Allies in Arms: test at the start of the Shooting or Fight Phase. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect gain +1 to hit with their first Attack this Phase.

-Kill Them All: test at the start of the Shooting or Fight Phase. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect gain +1 to Wound with their first hit this Phase.

-Brotherhood Beyond Death: test at the start of the Morale Phase. If the test is successful, apply the following effect: The unit this model belongs to may roll an extra D6 when testing their Morale and take the more favorable result.

-Arise my Invincible Knights: test at the start of the Battleround. If the test is successful, apply the following effect: Until the start of their next Turn, all friendly models in Cohesion Range of the model that triggered this Effect may re-roll their failed Characteristics tests.

-Pour Your Fury Unto the Enemy: test at the start of the Shooting or Fight Phase. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect may re-roll their Wound rolls of 1 until the end of the Phase.


5. Intimidate: whether by deed or dirge, your presence on the battlefield makes the enemy question their courage.

-I Challenge You: test at the start of the Fight Phase. If the test is successful, apply the following effect: The player who controls the model that triggered this Effect selects an enemy model in Engagement Range. This selected model must immediately take a Toughness test. If it passes, it must concentrate all of its Attacks on the model that triggered this Effect. If it fails, treat the selected model's WS as 6+ until the end of their next Turn.

-Let my Enemies Fall: test at the start of the Fight Phase. If the test is successful, apply the following effect: The player who controls the model that triggered this Effect selects an enemy model in Engagement Range. If the selected model is a Minion, it immediately becomes Shaken. If the selected model is a Miniboss, it must test its Toughness. If it fails it becomes Shaken. If the selected model is a Boss Monster, it must test its Toughness. If it fails it loses one of its Attacks this Phase. Shaken models automatically recover when another Miniboss or Boss Monster begins their Move within 6" of the afflicted model.

-The End is Upon You: test at the start of the enemy's Shooting Phase. If the test is successful, apply the following effect: The player who controls the model that triggered this Effect selects an enemy model within 6". This selected model must immediately take a Toughness test. If it passes, it must concentrate all of its Shooting on the model that triggered this Effect. If it fails, treat the selected model's BS as 6+ until the end of their Turn. If the selected model's Weapon lacks the Range to engage the model that triggered this Effect and it passes its Toughness test, it instead acts as normal.

-Show me What Passes for Fury Amongst Your Misbegotten Kind!: test at the start of the enemy's Movement Phase. If the test is successful, apply the following effect: The player who controls the model that triggered this Effect selects an enemy model within 6". This selected model must immediately take a Toughness test. If it passes, it must use all of its Movement to close the gap between itself and the model that triggered this Effect. If it fails, it must instead move 2D6" away from the model that triggered this Effect towards the nearest table edge. If this occurs, the model counts as Falling Back. If this Move would take the model off the edge of the table, they are removed as a casualty for the purposes of XP, Renown, Objectives, and enemies left on the board at the end of the Mission.

-Tremble Before Me: test at the start of the enemy's Command Phase. If the test is successful, apply the following effect: The player who controls the model that triggered this Effect selects an enemy model with 6 or more Wounds within 6". This selected model must immediately take a Toughness test. If it passes, there is no effect. If it fails, it loses the benefit of any Aura or Special Ability it may have until the start of their next Command Phase.


6. Medic: you can coax wounds to heal, stitch allies back together, and glean insight from biological injuries and mechanical damage.

-I am the Miracle Worker: test at the start of any Phase. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect immediately remove 1 Wound Token. If a model does not have any Wound Tokens to remove, it gains no benefit.

-These Wounds Speak their Secrets to Me: test at the start of any Phase where this model is in Cohesion of a Corpse Marker, damaged terrain feature, or injured Captive. If the test is successful, apply the following effect: The GM will tell the players the <Faction> keywords and Battlefield Role of the enemy that caused the injuries or damage and the general nature of the weapons used (explosive, laser, and claws are all examples). The model that triggered this Effect gains +1XP.

-As a Bulwark we Stand: test at the start of the player's Turn. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect treat their Toughness as +1 higher than it actually is for the purposes of Capacity (and therefore Movement), Falling, being Wounded, and Characteristics tests until the start of their next Turn.

-Where There is Weakness, Let There be Strength: test at the start of the player's Turn. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect treat their Strength as +1 higher than it actually is for the purposes of Capacity (and therefore Movement), Climbing, rolling to Wound in the Fight Phase, and Characteristics tests until the start of their next Turn.

-Not Even Death Shall Phase Us: test at the start of the enemy's Turn. If the test is successful, apply the following effect: All friendly models in Cohesion Range of the model that triggered this Effect gain the ability to ignore a Wound on the D6 roll of a 6+ until the start of their next Turn. If a model already has an ability that has a similar effect, this instead grants that ability a +1 to the die roll.


7. Psychic Sense: your mind is open to the maelstrom of the immaterium. This is both a blessing and a curse.

-And I Shall Know my Enemy: test during the Command Phase. If the test is successful, apply the following effect: The GM tells the players the <Faction> keywords, Campaign Type (Minion, Miniboss, etc.), and location of any Psyker currently on the table up to 12" away from the model that traiggered this Effect, even if that model is not in line of sight.

-To Pierce the Veil: test during the Command Phase. If the test is successful, apply the following effect: The player that controls the model that triggered this Effect selects one friendly model within 6". All other friendly models count as being in Cohesion Range of this model until the start of the player's next Command Phase.

-None Shall Break my Resolve: test during the Command Phase. If the test is successful, apply the following effect: The model that triggered this Effect is immune to being Shaken until the start of the player's next Command Phase. In addition, they may add +D3 to their next Deny the Witch roll.

-All Things Weak and Corrupt: test during the Command Phase. If the test is successful, apply the following effect: Until the start of their next Command Phase, the model that triggered this Effect may re-roll their failed Wound rolls versus targets with the <Psyker> keyword.

-For my Eyes See: test during the Command Phase. If the test is successful, apply the following effect: The player that controls the model that triggered this Effect selects one enemy model in line of sight to this model. That model is now Marked. Any friendly model that removes a Marked model as a casualty gains an additional +1 Renown. Additionally, if the Marked model has the <Psyker> keyword, the model that triggered this Effect gains +1XP when it is removed as a casualty.


8. Stealth: you are at one with the shadows and use subtlety & misdirection to your benefit...and your enemy's demise.

-I am as Shadow: test at the start of the enemy's Turn. If the test is successful, apply the following effect: Until the start of the player's next Turn, the model that triggered this Effect cannot be nominated as a target by enemy Shooting.

-I am at One With the Terrain: test at the start of the enemy's Turn. If the test is successful, apply the following effect: Until the start of the player's next Turn, the model that triggered this Effect gains +1 to their Cover Save bonus, even if they are completely in the open.

-Death is my Trade: test at the start of the player's Turn. If the test is successful, apply the following effect: The player that controls the model that triggered this Effect selects one enemy model within 6". Until the start of the player's next Turn, that model must re-roll successful Armor Saves caused by the triggering model.

-Silence is Virtue: test at the start of the player's Turn. If the test is successful, apply the following effect: If the model that triggered this Effect does not Shoot this Turn, they become immune to being Shaken until the start of their next Turn. In addition, if they Charge this Turn, enemy models cannot react to their Charge.

-Death Comes for You: test at the start of the Fight Phase. If the test is successful, apply the following effect: Regardless of who Charged or any Stratagems, the model that triggered this Effect Fights first.


9. Tactics: you have honed your understanding of battlefield flow. You can find advantage where others only see defeat.

-A Better Defense in the Assault: test at the start of the Arming Phase. If the test is successful, apply the following effect: At the start of the Mission, the player that controls the model that triggered this Effect may place up to 4 Defensive Markers anywhere on the revealed terrain. For the duration of the Mission, any friendly model in cover within 3" of one of these Markers gains an additional +1 to their Cover Save bonus. After one of these Markers have been used for this purpose, remove the Marker from play.

-We Shall Envelop Them: test at the start of the Arming Phase. If the test is successful, apply the following effect: At the start of the Mission, the player that controls the model that triggered this Effect selects one friendly model. That model is placed in Reserves and may enter play from any board edge at least 9" away from any enemy model, on any Turn after the first.

-They Don't Even Know: test at the start of the Briefing Phase. If the test is successful, apply the following effect: The player that controls the model that triggered this Effect may add an additional Tertiary Objective: Seize Ground. At the start of the Mission, before either side has Deployed, this same player must place an Objective Marker anywhere on the revealed terrain, at least 12" from any table edge. At the end of each of the player's Turns, all friendly models within1" of this Marker gains +1XP.

-There is Another Way: test at the start of the Mission, after Deployment, but before the first Battleround. If the test is successful, apply the following effect: At the start of the Mission, the player that controls the model that triggered this Effect selects D3 friendly models. These models may be redeployed before the first Battleround begins, up to 6" from their current positions and at least 9" away from any enemy models.

-To Face our Foes: test at the start of the Arming Phase. If the test is successful, apply the following effect: The player that controls the model that triggered this Effect may select 1 Weapon, Armor, or Item of Wargear from any list they have access to and either reduce that item's Threshold by 5 or its Cost by 10 for all models Deployed on this Mission, until the end of the Mission.


10. Tech: you have an innate or trained understanding of machines. You can coax them to life, repair them, and use them efficiently.

-Let it Speak: test at the end of the player's Movement Phase. If the test is successful, apply the following effect: Extract one piece of information (typically referred to in these rules as a "tidbit") from a Terminal in Cohesion Range of the model that triggered this Effect. Alternatively this may be used to Interact with a Keypad, Locked Door, or Sentry.

-Arise from Your Slumber: test at the end of the player's Movement Phase. If the test is successful, apply the following effect: Increase the Power Level of one Technology in Cohesion Range of the model that triggered this Effect by one step. This counts as an external Power Source.

-All Supplication to the Machine: test at the end of the player's Movement Phase. If the test is successful, apply the following effect: Restore D3 Wounds to a single damaged Technology or Terrain Feature within Cohesion Range of the model that triggered this Effect. Models from the Iron Hands, Sons of Medusa, or Knights Amethyst Chapters and Techmarines from any Chapter that also have at least one Rating in the Medic Skill may also use this Effect on any model with the Cyborg Talent.

-At the Threshold: test at the start of the player's Movement Phase. If the test is successful, apply the following effect: Open or Lock any and all undamaged Doors within Cohesion Range of the model that triggered this Effect.

-It Hears: test at the start of the Command Phase. If the test is successful, apply the following effect: While the model that triggered this Effect is within Cohesion Range of any functional Terminal or Keypad, it may activate or deactivate, take control or relinquish control of, or Power Down any Technology on the table, regardless of distance from this model. In addition, this Effect forces the GM to reveal the location of all Technology on the table, even if it would normally otherwise be hidden or out of line of sight to the player's models.

This message was edited 3 times. Last update was at 2022/07/21 16:51:01


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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
Ragin' Ork Dreadnought







I am slowly, but steadily working on a revised Skill Talent Tree. I'm about a third of the way through the project. When it's done there will be close to 250 Talents on it. I may or may not update the other Talent Trees, too. Eventually...who knows. I hope you all enjoy the rest of your week and I hope to have the new post up by this coming Friday.

Like my Facebook page!

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
Ragin' Ork Dreadnought







Revised Skill Talent Tree

Tier 1 Talents

Advanced Tactics: Outriders (prerequisite: Tactics1): when using the There is Another Way Effect, affected models may Move up to 12" if they move along a single board edge.

Advanced Tactics: Pincer (prerequisite: Tactics1): when using the We Shall Envelop Them Effect, the model held in Reserve causes Pinning during its First Shooting Phase on the Turn it arrives. Enemy models hit, but not removed as casualties by this model on the Turn it arrives, cannot Move, Advance, Shoot, or Charge until a Mini Boss or Boss Monster moves to within 6" of the model.

Advanced Tactics: Teleportarium (prerequisite: Tactics1): when using the We Shall Envelop Them Effect, the model held in Reserve may Deep Strike anywhere on the revealed map instead of only at the edge, although it must still Deploy at least 9" from any enemy model.

A Fortuitous Find (prerequisite: Forbidden Knowledge1): when using the We Tread Familiar Ground Effect, this model's controlling player may place an additional Relic Objective Marker. Whenever this Talent is used the GM gets +2D6 Allotment added to their Adversarial Reserves.

Ample Cover (prerequisite: Stealth1): when using the I Am At One With the Terrain Effect, this model gains +1 to its Cover Save bonus when in Cover.

And Hell Follows With Me (prerequisite: Intimidate1): whenever this model uses any Intimidate Effect, they may target 2 enemy models instead of just 1.

And I Hear It (prerequisite: Tech1): when using the It Hears Effect, the GM must also tell the players what the Power Levels of each revealed Technology is. If it is randomly determined, roll for it when this Effect is triggered.

And They Shall Fear Me (prerequisite: Psychic Sense1): when using the And I Shall Know My Enemy Effect, revealed <Psykers> automatically become <Marked>.

An Even Better Defense (prerequisite: Tactics1): when using the A Better Defense in the Assault Effect, the player that controls the model that traiggered this Effect may place an additional 4 Markers.

Applied Insight (prerequisite: Medic1): when using the These Wounds Speak their Secrets to Me Effect, this model gains the ability to Move up to 6" before the start of the first Battleround on the next Mission if there are enemy models with the same <Faction> Keywords as those revealed by this Effect within line of sight of this model at that time.

Archivist (prerequisite: Tech1): this model may save unused Ratings from their Tech Skill from one Mission and add it to its Rating for the following Mission. If these extra Ratings are not used in the very next Mission, they cannot be carried over to the following Mission. For example, if a model has Tech2 but only uses 1 Rating in a Mission, the extra Rating is carried over into the next Mission, giving this model a temporary Tech Rating of 3 for the next Mission. If the model doesn't use any of those 3 Ratings in the next Mission, it can only carry over the 2 from its base Rating, not its unused bonus.

Aroused by Bloodshed (prerequisite: Inspire1): for each allied model in Cohesion Range that removes an enemy model as a casualty in the Fight Phase, this model gains +1 to its next Inspire Skill test. If this modifier accumulates to make the bonus high enough that the roll can't fail, this model automatically passes the test and is refunded their expended Rating.

Blessings of the Armorium (prerequisite: Tech2): add the following Effect to this model's Tech Effect list. Blessings of the Armorium: Test at the start of the Command Phase. If the test is passed, apply the following effect: the player that controls the model that initiated this Effect selects 1 allied model within Cohesion Range. That model may re-roll 1 each of the following this Turn: Armor Save, Invulnerable Save, Ranged Weapon hit roll, Damage roll.

Bomb Layer (prerequisite: Demolition1): whenever this model uses the And When They Step Through, Boom Effect with a grenade that has a variable effect, those effects are maximized, without the need to roll. Make sure the boobytrap Marker reflects this if there are more than 1 on the battlefield

Bully (prerequisite: Intimidate1): when using the Tremble Before Me Effect, the triggering model may target enemy models with 3 or more Wounds.

By Our Oaths Sworn (prerequisite: Command1): when using the Battlecry Effect, all affected models also increase their Rate of Fire by 1 in all categories until the start of the next Battleround.

Capture Point (prerequisite: Tactics1): when using the They Don't Even Know Effect, allied models within 3" of the Marker also gain +1XP.

Catechist (prerequisite: Inspire2): add the following Effect to this model's Inspire Effect list. Righteous Fury of the Astartes: Test during the Command Phase. If the test is passed, apply the following effect: All allied models in Cohesion Range deal 1 Mortal Wound in addition to their normal Damage when they roll 6s to hit until the start of their next Command Phase.

Chop Chop (prerequisite: Stealth1): when using the Death Comes For You Effect, this model also gains +1 Attack until the end of the Phase.

Concentration: improve this models Skill Stat by 1 (5+ becomes 4+, 4+ becomes 3+ , etc.).

Cunning Hunter (prerequisite: Stealth2): add the following Effect to this model's Stealth Effect list. Cunning Hunter: Test during the Command Phase. If the test is passed, apply the following effect: this model nominates 1 enemy model within 6". Against this target, this model's hits are resolved at 1 better AP until the start of this model's next Command Phase.

Cyborg Surgeon (prerequisite: Tech2 and Medic2): when using the All Supplication to the Machine Effect on a model with the Cyborg Talent, this model may also remove up to D3 Wound Tokens from that model.

Dataminer (prerequisite: Tech1): when using the Let it Speak Effect, this model gains +1 additional tidbit of information.

Deathwing Inductee (prerequisite: Dark Angels, Adjudicators, and their Successor Chapters only and Forbidden Knowledge1): when this model uses the I Have Extensive Experience With This Subject Effect and the Keywords are <Chaos> or <Heretic Astartes>, the Miniboss or Boss Monster must be a Fallen Angel adversary. The model with this Talent earns quadruple Renown for killing it. If another marine scores the killing blow on this adversary, this model instead loses D3 Renown.

Destructor (prerequisite: Demolition1): when using the Strike There, Where it is Weakest Effect, affected models with Heavy Weapons also do +1 Damage.

Ego Jolt (prerequisite: Psychic Sense1): when using the For my Eyes See Effect, the <Marked> model immediately takes a single Strength 3, AP -1, Damage 1 hit when <Marked>.

Expert (1): this model may re-roll a number of failed Skill tests per Mission equal to this Talent's Rating.

Expert (+1) (prerequisite: Expert (1): this model may re-roll a number of failed Skill tests per Mission equal to this Talent's Rating.

Expert (+1) (prerequisite: Expert (+1): this model may re-roll a number of failed Skill tests per Mission equal to this Talent's Rating.

Field Maneuvers (prerequisite: Tactics1 and Command2): this model gains +1 CP.

Follow the Leader (prerequisite: Command1): whenever this model uses a Command Effect, it may extend the effect to itself in addition to its allies in Cohesion Range.

From a Distance [Skill] (prerequisite: 1 Rating in the associated Skill; this Talent may be taken multiple times. Each time it must be linked with a different Skill): for the chosen Skill, this Talent increases the effect range of all Effects by +3".

Hand of the Omnissiah (prerequisite Tech1): when using the All Supplications to the Machine Effect, this model adds +1 to its dice rolls. This means both the Skill test and the Effect rolls.

Hide From Me (prerequisite: Intimidate1): when using the The End is Upon You Effect, an affected model that fails its Toughness test becomes Pinned.

I Can Use This (prerequisite: Demolition1): when using the First the Green Wire, then the Red Effect, this model may add 1 Frag Grenade to its inventory after removing a Booby Trap Marker.

Immobility is Key (prerequisite: Stealth1): when using the Silence is Virtue Effect, if this model does not Move this Turn, it becomes immune to being Pinned.

I'm Not Even Here (prerequisite: Stealth1): when using the I am as Shadow Effect, this model also cannot be Charged.

Ingenuity (prerequisite: Tech1 and Forbidden Knowledge1): this model may spend a Rating from either Tech or Forbidden Knowledge to use an effect from either of those Skills.

Inspired Strike (prerequisite: Inspire1): when using the Allies in Arms Effect, modified hit rolls are resolved at 1 better AP if they hit.

Kill Monger (prerequisite: Tactics2): add the following Effect to this model's Tactics Effect list. Kill Monger: Test during the Briefing Phase. If the test is passed, apply the following effect: the player that controls this model may add an additional Tertiary Objective: Attrition to the Mission Objectives with following description: for every 20 enemy models removed as casualties this Mission, reduce all future Missions' Allotment by 1. Whenever this Talent is used the GM gains an additional 20 Allotment that may only be spent on Minion level models for the current Mission.

Let Chem Gird Us (prerequisite: Medic2): add the following Effect to this model's Medic Effect list. Let Chem Gird Us: Test at the start of the Battleround. If the test is passed, apply the following effect: apply the effect of any 1 Stim this model is equipped with to all allied models in Cohesion Range. This Effect does not expend a use of the chosen Stim from an Apothecary's Narthecium when triggered. The effect of this Stim lasts until the start of the next Battleround, regardless of the chosen Stim's normal duration.

Litanies (prerequisite: Inspire1): once per Mission, this model may use 1 of the Inspire Skill Effects on itself without expending a Rating. The model must still pass its Skill test to do so.

Machine Specialist (prerequisite: Tech1): when using the All Supplications to the Machine Effect, this model may roll an additional D3 and take the more favorable result.

Mark of the Enemy (prerequisite: Forbidden Knowledge1): when usjng the I Know These Cyphers Effect, the GM must reveal the exact models they intend to use.

Master Tactician (prerequisite: Tactics1 and Command1): this model may expend a Rating from either Command or Tactics to use an Effect from either of those Skills.

Mission Critical (prerequisite: Tactics1 or Command2): during the Briefing Phase, this model's controlling player may nominate 1 Mission Objective as "Mission Critical". If this Objective is completed, all models in the Squad that survive until the end of the Mission with at least 1 Wound remaining, gain an additional +1 Renown. However, if this Talent is used, the GM gains +2D6 Allotment for the Mission it affects.

Move Through the Ranks (prerequisite: Intimidate1): when using the I Challenge You Effect, this model may be moved up to 3" before selecting a target. This Movement cannot be used to take this model out of Engagement range.

Observant (prerequisite: Tactics3 and Forbidden Knowledge1): once per Mission, during the Command Phase, select D3 enemy models in Cohesion Range of this model. During their next Movement Phase this player may Move or Advance them in any direction, instead of the GM.

Origins of Obedience (prerequisite: Forbidden Knowledge1 and Inspire1): this model may expend a Rating from either Inspire or Forbidden Knowledge to use an Effect from either of those Skills.

Pepper That Target (prerequisite: Command1): when using the Fire on my Target Effect, affected allies also gain the benefit if they Shoot at other enemy models within 6" of the original target.

Perilous Insight (prerequisite: Psychic Sense2): add the following Effect to this model's Psychic Sense Effect list. Perilous Insight: Test during the Psychic Phase. If the test is passed, apply the following effect: the player that controls the model that triggered this Effect may select 1 allied model within 6". Both models must then make a Toughness test. Each model that passes this test gains +1 CP that must be used this Battleround. Each model that fails this test gains +1 Corruption this Mission.

Phase Specialist (prerequisite: Blessing of the Armorium): when using the Blessing of the Armorium Effect, affected models gain +D3 extra re-rolls for their Invulnerable Saves.

Precise Timing (prerequisite: Demolition1): when using the Rigged These Special Effect, extend its effect to the model that triggered this also. In addition, grenades used by this model count their first hit per Phase as 1 better AP.

Precision Bomber (prerequisite: Demolition1): when using the It's All in the Arm Effect, this model may improve either the Strength of grenades they use this Phase by +1 or improve the AP of their grenades by 1 this Phase.

Quail at the Sight of Me (prerequisite: Intimidate2): add the following Effect to this model's Intimidate Effect list. Quail at the Sight of Me: Test at the beginning of the Command Phase. If the test is passed, apply the following effect: The player that controls the model that triggered this Effect selects one enemy model within 6". That model treats its Toughness as 1 lower than it actually is for the purposes of Characteristics tests until the start of the player's next Command Phase.

Rallying Point (prerequisite: Command2): add the following Effect to this model's Command Effect list. Set Rally Point: Test at the beginning of the Command Phase. If the test is passed, apply the following effect: the player that controls the model that triggered this Effect may place a Marker anywhere in line of sight to it. Allied models that end their Movement within 3" of this Marker recover from the effects of being Shaken or Pinned. This Marker remains in play until either all allied models have ended one of their Movement Phases within 3" of it or the Mission ends.

Ranger (prerequisite: Stealth1): when using the Death is my Trade Effect, this model also adds +6" to the range of its Ranged Weapons in its first Shooting Phase this Turn.

Recon (prerequisite: Tactics1 and Stealth1): if this model successfully uses both their Tactics and Stealth Skills at least once each at any point in the same Mission, in the following Mission they improve the AP of all their Weapons by 1 against enemy models with the same <Faction> keywords as those faced in the triggering Mission.

Repair (prerequisite: Tech1): when using the At the Threshold Effect, this model may restore D3 Wounds to any damaged door.

Righteous Fury (prerequisite: Inspire1): when using the Kill Them All Effect, affected models do +1 Damage if they roll a 6+ to Wound.

Right Man for the Tool (prerequisite: Tactics1): when using the To Face Our Foes Effect, select one allied model. That model treats its Renown as 10 higher than it is for the purposes of qualifying for Threshold.

Run From Me (prerequisite: Intimidate1): when using the Show me What Passes for Fury Amongst Your Misbegotten Kind! Effect, the affected model must Move 3D6" away instead of 2D6".

Sabotage (prerequisite: Demolition2): add the following Effect to this model's Demolition Effect list. Sabotage: Test during the Briefing Phase. If the test is passed, apply the following effect: the player that controls this model may add an additional Tertiary Objective: Sabotage to the Mission Objectives with following description: the GM must place a Generator anywhere on the revealed terrain at the start of the Mission, at least 9" from any board edge or Deployed model. This Generator has a Toughness 6 and 3 Wounds. The model that removes this Generator's last Wound earns +1 Renown. Additionally, when the Generator is destroyed, the lights go out and all models are reduced to 8" visual range unless they have a Trait, Talent, or Wargear that says otherwise.

Sapper (prerequisite: Demolition1): all grenades used by this model are resolved at +1 Strength.

Singled Out (prerequisite: Intimidate1): when using the Let my Enemies Fall Effect, enemy models test their Toughness at -1.

Slip Into the Shadows (prerequisite: Stealth1): if this model moves into Cover, relative to enemy models that can draw line of sight to it, it no longer counts as "Closest Enemy Model" for the purposes of targeting it with Shooting or Psychic Powers.

Sneaky (prerequisite: Stealth1): as long as this model can draw line of sight to an enemy model with 10 or more Wounds, it adds +1" to its Move.

Stab Stab (prerequisite: Stealth1): when using the Death Comes For You Effect, this model's Attacks are resolved at 1 better AP until the end of the Phase.

Stalker (prerequisite: Stealth1 and Intimidate1 or Stealth3): when using the Death is my Trade Effect, enemy units automatically fail any Morale tests they may have to take as a result of being hit by this model.

Strength in Unity (prerequisite: Medic1): when using the Where There is Weakness, Let There be Strength Effect, this model may extend the Strength bonus to itself as well. Additionally, this Effect now lasts for 1 extra Battleround when triggered by this model.

Strike from the Shadows (prerequisite: Stealth1 or Ravenguard or their Successors): if this model is in Cover when it declares a Charge, it gains +1 Attack until the end of the player's Turn.

Success-Motivated (prerequisite: Inspire3 or Inspire1 and Command1): when using the Pour Your Fury Unto Them Effect, affected models gain +1 CP this Battleround if any of their re-rolls succeed.

Support Fire (prerequisite: any Skill with an Effect that can be triggered in the Shooting Phase): after successfully triggering an Effect for the Shooting Phase, this model's Ranged Weapons improve their range by +6" until the end of the Phase.

Tactical Acumen (prerequisite: Tactics1): at the start of a Mission, after terrain has been set up, but before Deployment, this model's controlling player may place up to 2 pieces of scatter terrain (Necromunda Barricades are ideal for this) for each of their Ratings in their Tactics Skill anywhere on the revealed terrain. Doing this does not expend any of the model's Ratings.

The Many Beasts (prerequisite: Forbidden Knowledge1): when using the Strike for the Heart of the Beast Effect, this model's controlling player may select 1 additional <Faction> keyword or <Battlefield Role> and apply the effects to both selections.

Thermal Efficiency (prerequisite: Tech1): when using the Arise from Your Slumber Effect, this model may raise a Technology's Power Level by 2 Steps instead of 1.

This is all too Familiar (prerequisite: Forbidden Knowledge2): add the following Effect to this model's Forbidden Knowledge Effect list. This is all too Familiar: Test after determining the length of an Exploration Mission. If the test is passed, apply the following effect: All models Deployed on this Mission gain an additional +1XP.

Through the Looking Glass (prerequisite: Psychic Sense1): when using the To Pierce the Veil Effect, the player that controls the model that triggered this Effect may select 2 allies instead of 1, or may extend this Effect to themselves as well as their target.

Triage (prerequisite: Medic1): when using the I am the Miracle Worker Effect, this model may roll a D6 for each affected ally. On the roll of a 6, that model also regains 1 Wound previously lost this Mission.

True Invicibility (prerequisite: Inspire1): when using the Arise my Invincible Knights Effect, affected models also gain the ability to ignore a Wound on the D6 roll of a 5+. If the model already has an ability like this, then this Talent instead grants that model a +1 to its roll.

Undeniable (prerequisite: Inspire1): when using the Brotherhood Beyond Death Effect, reduce Morale penalties by 1 this Turn.

Unphased (prerequisite: Medic1): when using the Not Even Death Shall Phase Us Effect, add an additional +1 to affected models' ability to ignore Wounds.

Uplift (prerequisite: Command1): when using the Get on Your Feet Effect, affected models also become immune to being Pinned until the end of the next Battleround.

Warp Token (prerequisite: Psychic Sense1): when using the None Shall Break My Resolve Effect, this model gains an additional +D3 to its Deny the Witch attempts this Turn.

We All Learn (prerequisite: Forbidden Knowledge1): when using the There, Take it! Effect, any allied model that reaches the Marker after the first gains +1XP. This bonus XP can only be applied to a model once per Mission.

We Stand as One (prerequisite: Medic1): when using the As a Bulwark We Stand Effect, this model may extend the Toughness bonus to itself as well. Additionally, this Effect now lasts for 1 extra Battleround when triggered by this model.

Whispered in Darkness (prerequisite: Forbidden Knowledge1): when using the Strike for the Heart of the Beast Effect, affected allies can reroll up to 2 failed Wound rolls against the specified enemy instead of only the first.

Wither Away (prerequisite: Psychic Sense1): when using the All Things Weak and Corrupt Effect, the model that triggered this Effect gains +1 to Wound enemy models with the <Psyker> keyword.

With Every Effort (prerequisite: Command1): when using the Sworn Allies, With Me Effect, affected models roll an extra D6 when Charging and take the 2 highest scores.

With Furious Anger (prerequisite: Command1): when using the Avenge the Fallen Effect, affected models gain +1 Strength with their extra Attacks.

You're Not so Tough (prerequisite: Forbidden Knowledge1): when using the I Have Extensive Knowledge of This Subject Effect, the model summoned has 2 fewer Wounds than double and the first model to Wound it gains an additional +1 Renown.


Tier 2 Talents

Advanced Tactics: Advance Move (prerequisite: Tactics2): when using the There is Another Way Effect, all allied models except the model that triggered this Effect may take advantage of this Redeploy.

Advanced Tactics: Bounding Fire (prerequisite: Tactics2): if this model starts and ends its Movement Phase in Cover, enemy models suffer -1 to hit this model. If this model does not Move or Advance in its Movement Phase, but remains in Cover while an allied Astartes in Cohesion Range does Move or Advance, this model increases its own weapon's Rate of Fire by +1 in all Firing Modes during its 1st Shooting Phase.

Advanced Tactics: Covering Fire (prerequisite: Tactics2): if this model does not Move or Advance in its Movement Phase, but remains in Cover while an allied Astartes in Cohesion Range does Move or Advance, this model increases its own weapon's Rate of Fire by +1 in all Firing Modes during all of its Shooting Phases and may use Suppression on the same Turn it Shoots to kill.

Advanced Tactics: Infiltrators (prerequisite: Tactics2): when using the We Shall Envelop Them Effect, up to D3 allied models may Deep Strike anywhere on the revealed terrain, as long as they remain out of sight of any and all enemy models.

Advanced Tactics: Mine Layer (prerequisite: Demolition1 and Tactics1): if this model is equipped with a mine or bomb that must be emplaced, this model may emplace the Marker up to 6" away from its current position or, if it passes a BS test (literally just roll to hit as if the model were Shooting at a target), up to 2D6" distant. If the model fails their BS test, the mine or bomb is limited to a 6" range.

Advanced Tactics: Suppressing Fire (prerequisite: Tactics1 and Command1): choose one allied model in Cohesion Range. When that model Shoots this Turn, any targets it hits, but fails to Wound automatically becomes Pinned instead. Pinned enemy models cannot Move, Advance, Charge, or Shoot until a Mini Boss Moves to within 3" of them or a Boss Monster Moves to within 6" of them.

And I Will Destroy Them (prerequisite: Psychic Sense2): when using the And I Shall Know my Enemy Effect, the model that triggered this Effect gains +1 to hit <Marked> <Psyker>. In addition, this model gains +1 Renown whenever a <Marked> model is removed as a casualty.

And Kneel! (prerequisite: Intimidate2): when using the Tremble Before Me Effect, the affected target cannot Move if it fails its Toughness test. If it passes its Toughness test, it cannot Charge the triggering model.

And Move! (prerequisite: Command2): when using the Get on Your Feet Effect, affected models gain +D3" of Movement this Turn.

And Weep! (prerequisite: Quail at the Sight of Me): when using the Quail at the Sight of Me Effect, affected models suffer an additional -1 penalty to their Toughness tests until the start of their next Turn.

Any Prey (prerequisite: Cunning Hunter): when using the Cunning Hunter Effect, this model may target D3 enemy models instead of just 1.

Applied Learning: this model earns an additional +1 XP from "Successfully using a Skill".

Applied Strategy (prerequisite: Tactics2, Command2, and Forbidden Knowledge1): this model earns +1 XP whenever it removes the last Wound from an enemy model.

Armorer's Touch (prerequisite: Blessing of the Armorium): when using the Blessing of the Armorium Effect, affected models also gain D3 uses of a +1 bonus to their Armor Saves until the end of the Mission.

Battle Attrition (prerequisite: Kill Monger): when using the Kill Monger Effect, the GM also gains an additional +5D3 Allotment and must include at least 1 Miniboss or Boss Monster. If at least 1 Miniboss or Boss Monster is removed as a casualty this Mission, the GM suffers -1CP in all future Missions.

Beneath my Notice (prerequisite: Intimidate2): when using the I Challenge You Effect, affected enemy models that pass their Toughness tests suffer -1 to hit the triggering model until the end of the Phase.

Best Position (prerequisite: Stealth2): when using the I am at One with the Terrain Effect, this model gains +1 to hit with its Shooting, if it fires from a position of Cover relative to its target(s).

Big Bomber (prerequisite: Demolition2): all grenades used by this model gain +D3 to their Rate of Fire.

Boon of Discovery (prerequisite: This is All too Familiar): when using the This is All too Familar Effect, affected models also gain +1 Renown.

Chem-Conditioned (prerequisite: Let Chem Gird Us): when using the Let Chem Gird Us Effect, applied Stims last for 2 Battlerounds instead of 1.

Clever**: this model may choose 1 additional Effect from the corresponding Skill's list when they successfully test that Skill.

Conditioned Against Peril (prerequisite: Perilous Insight): when using the Perilous Insight Effect, the model that triggered this Effect gains +1 to its Toughness for the purposes of the corresponding test.

Deathwing Crux (prerequisite: Deathwing Inductee Talent): this model qualifies to equip Terminator Armor 2+, without having to meet its Threshold.

Deep Hack (prerequisite: Tech2): when using the Let it Speak Effect, make a note of any Terminals interacted with. At the end of the Mission, this model may test its Tech Skill without expending a Rating. If successful, this model gains 1 more tidbit of information from it. If there is no more information to be had, this model instead gains +1XP.

Defend the Point (prerequisite: Tactics2): when using the They Don't Even Know Effect, models in range of the Marker also gain +1 Renown each Turn.

Die Die (prerequisite: Stealth2): when using the Death Comes for You Effect, this model gains +1 Attack, and its Weapons improve their AP by 1 until the end of the Fight Phase.

Endurance of the Astartes (prerequisite: Medic2): when using the Not Even Death Shall Phase Us Effect, add an additional +1 to affected models' ability to ignore Wounds.

Faith-Shielded (prerequisite: Inspire2): when using the Arise My Invincible Knights Effect, affected models also gain a 5+ Invulnerable Save versus hits that do more than 1 Damage.

Fidelis Ultra Mortem (prerequisite: Inspire2): when using the Brotherhood Beyond Death Effect, reduce Morale penalties by half (rounding up) this Turn.

Field Promotion (prerequisite: Leadership 10+ and Command2): this model gains +2 CP.

Field Surgeon (prerequisite: Medic2): when using the I am the Miracle Worker Effect, this model may roll a D6 for each affected ally. On the roll of a 4+, that model removes an additional Wound Token. If that model has no Wound Tokens left to remove for this effect, they instead regain 1 Wound previously lost this Mission. This ability has no effect on models that have either lost no Wounds this Mission or who are otherwise already healed to their maximum starting Wounds.

Fight Back to Back (prerequisite: Command2): when using the Sworn Allies With Me Effect, all affected models gain +1 Attack this Battleround if they are within 2" of another model also affected by this Effect.

Find a Use for Anything (prerequisite: Demolition2): when using the First the Green Wire, Then the Red Effect, this model also gains scrap worth 1 Esteem with any Admech Faction.

Forethought (prerequisite: 2 or more Skills): during the Briefing Phase, this model may subtract 2 of its Ratings from any one Skill to add 1 temporary Rating to any one of its other Skills. Exchanged Ratings revert to normal at the end of the Mission.

For my Insight (prerequisite: Forbidden Knowledge2): when using the There, Take It Effect, this model gains +1 Renown every time an ally gains 1 or more XP from a Marker placed by this Effect.

For the Glory of the Chapter (prerequisite: Command2): when using the Battlecry Effect, affected models gain +1 use of their Chapter Heirloom this Mission.

From a Greater Distance [Skill] (prerequisite: From a Distance Talent with the same associated Skill): for the chosen Skill, this Talent increases the effect range of all Effects by an additional +3".

Furious Assault (prerequisite: Inspire2): when using the Kill Them All Effect, affected models gain +1 to all their Wound rolls this Phase instead of only the first.

Good Throw (prerequisite: Demolition2): when using the It's All in the Arm Effect, extend the benefits to this model as well as allies in Cohesion Range. In addition, whenever an affected model rolls a hit with a 6+ they automatically Wound their target.

Greater Blessing (prerequisite: Blessing of the Armorium): when using the Blessing of the Armorium Effect, affected models gain 1 additional re-roll per category per Mission.

Gunsmither (prerequisite: Blessing of the Armorium): when using the Blessing of the Armorium Effect, affected models also gain D3 uses of a +1 bonus to their hit rolls or Wound rolls until the end of the Mission.

Heavy Defender (prerequisite: Tactics2): when using the A Better Defense in the Assault Effect, the player that controls the model that triggered this Effect may select up to 4 Markers as "Heavy". These Heavy Markers provide an additional +1 Cover bonus to Armor Saves.

Hold Here (prerequisite: Rallying Point): when using the Set Rally Point Effect, all allied models that remain within 3" of the Marker become immune to being Shaken.

I am the Assassin (prerequisite: Stealth2): when using the Death is my Trade Effect, this model's first hit of its first Shooting Phase and its first hit of its Fight Phase also inflicts 1 Mortal Wound in addition to any other Damage.

Improved Concentration: improve this models Skill Stat by 1 (4+ becomes 3+, 3+ becomes 2+ , etc.).

In the Presence (prerequisite: Forbidden Knowledge2): when using the We Tread Familiar Ground Effect, all allied models gain +1 Renown per Marker placed.

Into the Fray (prerequisite: Field Maneuvers): this model gains +1CP.

It Costs me Nothing (prerequisite: 3 or more Ratings in any 1 Skill): once per Mission, this model may test a single Effect from any Skill it has without expending a Rating.

Kill It (prerequisite: (prerequisite: Forbidden Knowledge2): when using the Strike for the Heart of the Beast Effect, affected models can re-roll any 2 failed Wounds instead of only the first.

Light it Up! (prerequisite: Command2): when using the Fire on my Target Effect, all allied models in Cohesion Range, excluding this model, may fire 1 additional shot at the target without expending any ammunition.

Litanies of the Righteous (prerequisite: Catechist): when using the Righteous Fury of the Astartes Effect, affected models add +1CP to the Deathwatch Command Pool whenever they inflict 1 or more Mortal Wounds until the beginning of their next Command Phase.

Malleus Doctrine (prerequisite: either Psychic Sense2, the ability to Deny psychic powers, or Black Wasps, Black Templars, or Red Hunters Chapter): when fighting against models with the <Daemon> or <Daemonic Engine> keywords, this model may re-roll hit rolls of 1.

Many Blessings (prerequisite: Blessing of the Armorium): when using the Blessing of the Armorium Effect, the player that controls the model that triggered this Effect may select D3 allies instead of just 1.

Master of Traps (prerequisite: Demolition2): when using the And When They Step Through, Boom! Effect, this model may place up to 2 Boobytrap Markers instead of 1. Remember to deduct 2 grenades from this model's inventory when placing 2 Boobytraps.

Nemesis (prerequisite: Forbidden Knowledge2): when using the I Know These Cyphers Effect, after the GM reveals the <Faction> keywords of any Minion or Miniboss, the player that controls the model that triggered this Effect may dictate to the GM exactly which model one of these must be. Any allied model that causes 1 or more Wounds to this model gains either +1 XP or +1 Renown, controlling player's choice.

Offguard (prerequisite: Intimidate2): when using the The End is Upon You Effect, the triggering model is -1 to be hit by the target of this Effect, even if that target passes its Toughness test.

Options (prerequisite: Sabotage): when using the Sabotage Effect, this model may force the GM to place 2 Generator Objective Markers. Both are worth Renown when destroyed, but the lights only go out if both are removed from play.

Orienteering (prerequisite: Stealth2 or Tactics1): after Deployment, but before the 1st Battleround begins, this model may make a free 6" Move

Pinion Doctrine (prerequisite: either Stealth2, the Cohort Talent, or Ravenguard Chapter and their successors): this model may set-up anywhere on the tabletop at least 9" away from a revealed enemy model, regardless of the Deployment option chosen.

Plotting in the Darkness (prerequisite: Stealth2): when using the I am as Shadow Effect, if this model does not Move this Turn, it adds +1CP to the Mission pool.

Psychic Link (prerequisite: the <Psyker> keyword and Psychic Sense2): this model gains an additional use of the Deny the Witch ability every Battleround that can only be used when an allied model in Cohesion Range is targeted by a Psychic Power.

Psychic Frenzy (prerequisite: the <Psyker> keyword and Psychic Sense4): whenever this model successfully manifests a Psychic Power that normally only targets 1 model, this model may instead target D3 models. Whenever this model successfully manifests a Psychic Power that normally targets a single Unit, this model may also target 1 additional Unit within 6" of the original target. Whenever a model uses this Talent it must make a Toughness test. If it fails this test, this model gains +1 Corruption.

Ready Grasp (prerequisite: any other 3 Skill Talents): during the Briefing Phase this model may give itself D3 Ratings in any Skill (even a Skill it does not already have) for the duration if the upcoming Mission.

Resolute (prerequisite: Psychic Sense2): when using the None Shall Break my Resolve Effect, this model becomes immune to being Pinned.

Righteous Strikes (prerequisite: Inspire2): when using the Allies in Arms Effect, allied models gain +1 to hit on all rolls this Phase instead of only the first.

Right Tool for the Man (prerequisite: Tactics2): when using the To Face Our Foes Effect, the player that controls the model that triggered this Effect may select any 1 item of Wargear, Armor, or Weapon and reduce its Cost by an additional 10 until the end of the Mission. If this results in a negative number, the difference is granted as a temporary Renown bonus to the triggering model until the end of the Mission.

Savage Tactician (prerequisite: Tactics1): this model gains +1XP on any Turn it ends the Fight Phase within 1" of an enemy model.

Save the Spirit (prerequisite: Tech2): when using the Arise From Your Slumber Effect, this model may reduce the Power Level of any Technology in Range and store it as bonus Power Levels to be added to a different Technology later. Saved Power Levels that are not used by the end of a Mission are lost and the model carrying them suffers an additional Wound Token.

Scholarly (prerequisite: 4 or more Ratings in 2 or more Skills): this model may use 2 Skill Effects per Phase instead of only 1.

Shared Experience (prerequisite: Forbidden Knowledge2): when using the I Have Extensive Experience With This Subject Effect, the model that triggers this Effect gains +1 Renown every time the Summoned model is Wounded.

Shatter Their Flesh (prerequisite: Psychic Sense2): when using the All Things Weak and Corrupt Effect, this model treats its Weapon's AP as 1 better when used against enemies with the <Psyker> keyword.

Sniper (prerequisite: Stealth2): when using the Silence is Virtue Effect, this model does not count as Shooting if it only fires a single shot. In addition, this single shot is resolved at 1 better AP.

Soul-Infusion (prerequisite: Psychic Sense2): when using the To Pierce the Veil Effect, targeted models add +1 CP to the Mission Pool.

Specialist (prerequisite: Command2): when using the Strike There, Where it is Weakest Effect, all Weapons that do not have the word "bolt" in their name gain an additional +6" Range until the end of the Phase.

Tactical Insight (prerequisite: Medic1 and Tactics1 or Medic3): when using the These Wounds Speak their Secrets to Me Effect, the player that controls the model that triggered this Effect may select up to D3 allied models and grants them the ability to Move up to 6" before the start of the first Battleround on the next Mission if there are enemy models with the same <Faction> Keywords as those revealed by this Effect within line of sight of this model at the start of that next Mission.

Terror on the Field (prerequisite: And Hell Follows With Me Talent): whenever this model uses any Intimidate Effect, they may target D3+1 enemy models instead of 2.

The Supermen (prerequisite: Medic2): when using the Where There is Weakness, Let There be Strength Effect, affected models gain an additional +1 bonus to their Strength.

The Unbreakables (prerequisite: Medic2): when using the As a Bulwark We Stand Effect, affected models gain an additional +1 bonus to their Toughness.

Unbreakable Resolve (prerequisite: Command2 or Inspire2): this model gains a 4+ Invulnerable Save when reduced to 1 Wound. If this model then survives the enemy Shooting or enemy's Turn of the Fight Phase where this Invulnerable Save was earned, all allied models in Cohesion Range become immune to being Shaken until the start of their next Command Phase. The 4+ Invulnerable Save remains until the model heals up to 2 or more Wounds or the Mission ends, whichever comes first.

Undermined Confidence (prerequisite: Intimidate2): when using the Let my Enemies Fall Effect, selected targets automatically fail their Toughness tests.

Unending Fury (prerequisite: Inspire2): when using the Pour Your Fury Unto the Enemy Effect, change its description to: test during the Command Phase. If the test is successful, apply the following effect: All friendly models that are still in Cohesion Range of the model that triggered this Effect at the start of the Shooting and at the start of the Fight Phase this Battleround may re-roll their Wound rolls of 1.

Warp Embraced (prerequisite: Psychic Sense3): whenever an allied model removes an enemy psyker <Marked> by the For my Eyes See Effect as a casualty within Cohesion Range of this model, this model gains an additional +1XP, +1 Renown, and +1 Corruption.

Warp Touched (prerequisite: Psychic Sense2): whenever an allied model removes an enemy psyker <Marked> by the For my Eyes See Effect as a casualty within Cohesion Range of this model, this model gains an additional +1XP.

White Hot Hatred (prerequisite: Command2): when using the Avenge the Fallen Effect, resolve the affected models' extra Attacks at 1 better AP.

Work of Art (prerequisite: Tech3 and Techmarine only): whenever this model equips a Masterwork Weapon they may add any 1 Quality to it for free. If this model permanently reduces their Renown by the Cost of this Weapon, they may add it to the Arsenal of the Ordo list as a Relic with a Threshold equal to their current Renown and a Cost equal to the total price of the Weapon +8.

You Can't Get Me (prerequisite: Intimidate2): when using the Show me What Passes for Fury Amongst Your Misbegotten Kind! Effect, the affected model also cannot target the triggering model or any of its allies within 6" of them.


Tier 3 Talents

A Deeper Look (prerequisite: Perilous Insight): when using the Perilous Insight Effect, if the triggering model passes its Toughness test, they contribute an additional +2CP to the Mission pool.

Advanced Orienteering (prerequisite: Orienteering): after Deployment, but before the 1st Battleround begins, this model and 1 other allied model within Cohesion Range may make a free 9" Move, regardless of each model's Move Stat. This is in addition to the Movement provided by the Orienteering Talent.

Advanced Tactics: Ambush (prerequisite: Tactics2 and Stealth1): if this model successfully uses the I am at one with Shadow Effect of their Stealth Skill, their first shot in their next Shooting Phase gains +1 to hit, +1 Damage, 1 better AP, and, if they survive, forces their target to make a Leadership test at -3 (roll D6 and add the number of Wounds this model has suffered from this Attack. If it is greater than their modified Leadership, the test is failed). If the enemy fails this test, the target counts as Pinned until a Miniboss Moves to within 3" or a Boss Monster Moves to within 6" of that model.

Advanced Tactics: The Coordinators (prerequisite: Tactics3): when using the There is Another Way Effect, extend its effects to the model that triggered it. Additionally, this model and the Mission Leader each gain +1XP and +1 Renown at the end of the Mission.

Apothecariat Supreme (prerequisite: Medic3): when using the I am the Miracle Worker Effect, this model removes D3 Wound Tokens instead of just 1 for each model affected. Roll once and apply the result to all affected models. Alternatively, instead of removing these Wound Tokens, this model may heal 1 Wound previously lost this Mission to each affected model. The controlling player choses which effect, model by model, they prefer to use. This ability has no effect on models that have lost no Wounds this Mission or who are otherwise already healed to their maximum starting Wounds; or who otherwise have garnered no Wound Tokens.

Aura of Pure Contempt (prerequisite: Quail at the Sight of Me): when using the Quail at the Sight of Me Effect, this model projects a 6" Aura. All enemy models fully in range of this Aura suffer -1 to their Characteristics tests until the end of the Battleround.

Battle Fatigue (prerequisite: Kill Monger): when using the Kill Monger Effect, add the following additional Tertiary Objective: Battle Fatigue: for every 10 enemy models removed as casualties this Mission, the player that controls the Mission Leader model may grant any allied model +1XP or +1 Renown.

Deep Dive (prerequisite: This is All Too Familiar): when using the This is All Too Familiar Effect, all models Deployed on this Mission gain either +D3+1XP or an additional roll on the Treasure Tables for the Vessel in question.

Defender's Nest (prerequisite: Rallying Point): when using the Set Rally Point Effect, affected models gain +1 Rate of Fire in all modes as long as they stay within 3" of the Rally Point Marker.

Duty and Death (prerequisite: Inspire3): when using the Allies in Arms Effect, change its description to: "test during the Command Phase. If the test is successful, apply the following effect: All friendly models that are still in Cohesion Range of the model that triggered this Effect at the start of the Shooting and at the start of the Fight Phase this Battleround gain +1 to hit on their first Attack."

Enraged (prerequisite: Command3): when using the Avenge the Fallen Effect, affected models gain +D3 Attacks instead of just 1.

Eradictor (prerequisite: Inspire3): when using the Kill Them All Effect, affected models gain an additional +1 to their Wound rolls.

Extra Secret (prerequisite: Medic3): when using the These Wounds Speak Their Secrets to Me Effect, the GM gains an additional +3D6 Allotment immediately and all adversaries removed as casualties this Mission are worth +1XP.

Fabrication Generalist (Prerequisite: Tech4): during the Arming Phase, this model may add one of the following to its own or any ally's Weapon for free: +6" Range or +1 to hit at half Range. This model may also add one of the following to its own or any ally's Armor for free: regenerate 1 Wound once per Mission or auto-pass 1 Armor Save once per Mission. Lastly, this model may upgrade any 1 piece of Wargear to Exceptional Quality for the duration of the upcoming Mission for free.

Forge Fabricator (prerequisite: Many Blessings): when using the Blessing of the Armorium Effect, the player that controls the model that triggered this Effect may select up to all of its allies instead of just D3 of them.

From all the Way Over Here [Skill] (prerequisite: From a Greater Distance Talent with the same associated Skill): for the chosen Skill, this Talent increases the effect range of all Effects by an additional +6".

Icon of Virtue (prerequisite: Catechist): at the start of every Mission, this model chooses 1 of the Effects of the Inspire Skill and applies that Effect to itself for the duration of that Mission. This does not cost a Rating. For every squad mate who can draw line of sight to this model when the chosen Effect turns a failed roll into a successful one, this model earns +1 Renown.

Killer (prerequisite: Demolition3): when using the Strike There, Where it is Weakest Effect, this model treats its Weapon's Strength as +2 until the end of the Battleround.

King of Monsters (prerequisite: Terror on the Field Talent): whenever this model uses any Intimidate Effect, they may target 3D3+1 enemy models instead of D3+1.

Lasting Protection (prerequisite: Tactics3): when using the A Better Defense in the Assault Effect, all Markers placed remain in play until the end of the Mission.

Let None Survive (prerequisite: Inspire3): when using the Kill Them All Effect, change its description to: "test during the Command Phase. If the test is successful, apply the following effect: All friendly models that are still in Cohesion Range of the model that triggered this Effect at the start of the Shooting and at the start of the Fight Phase this Battleround gain +1 to Wound on their first Attack."

Lord Commander (prerequisite: Field Promotion Talent and either Leadership 11+ or Command4): this model gains +2 CP.

Martian Messiah (prerequisite: Tech5): at the start of every Mission, the player that controls this model may select any 1 Admech Faction, even if the Mission is not a Side Quest for that Faction. This model immediately gains +2D6 Esteem with that Faction.

Pour it on Them! (prerequisite: Command3): when using the Fire on my Target Effect of the Command Skill, all allied models in Cohesion Range, including this model, may roll 1 additional die when rolling to hit and drop the lowest roll.

Psychic Supremacy (prerequisite: <Psyker> keyword and any 3 Talents with a prerequisite of being able to manifest Psychic Powers): this model may roll 1 additional die when attempting to manifest a Psychic Power and take the 2 more favorable results. In addition, this model maximizes any and all variable effects of their Psychic Powers and gains a permanent +1 to all of their Deny the Witch attempts. Whenever this model uses this Talent they must make a Toughness test. If they fail, they gain +1 Corruption.

Quick Study (prerequisite: at least 2 Ratings in any 1 Skill): this model can sacrifice 2 Ratings from any 1 Skill to use any standard Effect from any other Skill, even if they don't have that Skill and even if it is normally not available to them because of their Specialty. If this model has a Skill Stat of 3+ or better when they use this Talent, they do not have to roll. Instead, they automatically pass their Skill test.

Renowned Intellect (prerequisite: Applied Learning and Applied Strategy Talents): this model earns +1 Renown every time it successfully passes a Skill test.

Sanctioned Hunter (prerequisite: Any Prey): when using the Cunning Hunter Effect, this model may target up to 5 enemy models instead of only D3. In addition, the hit is resolved at an additional 1 better AP and +1 Damage.

Sharp Mind** (prerequisite: 1 or more Ratings in 2 or more Skills): whenever this model successfully triggers a Skill Effect, they may select an Effect from any other Skill they have Ratings in and manifest both Effects. For instance, a model with Stealth1, Command1 and Forbidden Knowledge1 that successfully tests Command could then select any 1 Effect from either Stealth or Forbidden Knowledge and apply that result as well. Doing this does not remove Ratings from that other Skill.

Short Fuses (prerequisite: Demolition3): when using the And When They Step Through, Boom Effect, Grenades used by this model against targets within half their range inflict Pinning on any model hit, but not removed as a casualty. Pinned adversaries cannot Move, Advance, Charge, or Shoot, and treat their WS as 6+ until a Miniboss ends their Move within 3" or a Boss Monster ends their Move within 6" of them.

Squad Leader (prerequisite: Into the Fray): this model gains +2 CP.

Technologist (prerequisite: Tech3): this model gains +1 to its Skill tests when interacting with Technology, always counts Technology as being 1 Level of Power greater than they actually are when interacting with it, and gain +D3 Esteem whenever they would gain or lose Esteem with any Admech Faction.

Transhuman Superpower (prerequisite: Medic4): when using either the As a Bulwark we Stand or the Where There is Weakness, Let There be Strength Effects, affected models gain an additional +1 to their Strength and an additional +1 to their Toughness for the duration of the Effect.


**Models with both of these Talents select 2 Effects from the used Skill and 1 from amongst all the effects of all of their Skills.

This message was edited 14 times. Last update was at 2023/02/14 19:26:55


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I spent some time today trying to fix spelling, format, and grammatical mistakes in the revised Skill Talent Tree.

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*The Following are Optional Rules

Teleportation Mishap Rules
Travelling through the Immaterium is tricky and dangerous. Teleportation is a technological hold over from the Dark Ages before the Heresy. Without prior knowledge of where you are going or failsafes in place at the location to be travelled to, translation may be fouled and the unlucky traveller may be damaged or misplaced in their transition. The following are rules governing the use of Teleportation Deployment to locations that do not have Beacons, Homers, or Reliable Coordinates.

To begin with, any location onboard the [+++Redacted+++] that has not been seen before (i.e. any new Mission on a previously unseen map/terrain layout) should be considered to have no Reliable Coordinates. Any location where a model or Unit may Teleport to, where there are no Beacons already in place or where there are no models already present with Homers, should be subject to these Mishap rules.

When using the Teleportation Insertion method at a location that meets the above criteria, roll 2D6 for each model so transported. Any roll of double 1s indicates a Mishap. Roll another D6 to determine the effect.

Roll: Effect
1: the model suffers D3 Mortal Wounds. The GM may then place the model anywhere on the table. If they are alive and survive till the end of the Mission without being removed as a casualty, that model gains +D3 XP. If they have zero Wounds when placed and don't Recover, they count as a Dead Marine Objective.

2: the model suffers 1 Mortal Wound. The GM may then place the model anywhere up to 3D6" from the Deathwatch Deployment Zone. If they are alive and survive till the end of the Mission without being removed as a casualty, that model gains +1 XP. If they have zero Wounds when placed and don't Recover, they count as a Dead Marine Objective.

3: the model gains D3+1 Wound Tokens. The GM may then place the model anywhere up to 3D6" from the Deathwatch Deployment Zone.

4: the model gains 1 Wound Token. The GM may then place the model anywhere up to 3D6" from the Deathwatch Deployment Zone.

5: The GM places the model anywhere up to 3D6" from the Deathwatch Deployment Zone. If the model survives till the end of the Mission without being removed as a casualty, that model gains +1 XP.

6: The player who controls the model may place it up to 3D6" away from the Deathwatch Deployment Zone. That model then gains +1 Renown.

Models Teleporting to a known location, one where there are Beacons present, or to within 6" of a model already on the table equipped with a Homer do not need to make this roll.

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*The following is an Optional Rule

Staggered Deployment
Sometimes, especially when deploying on Missions to uncertain locations, a Mission Leader might want to hedge their bets on Deployment by ordering one or more Squads to insert via a different method than the others. This Optional Insertion Rule may be used when 2 or more Squads are going on the same Mission.

The Mission Leader selects an Insertion Method for each Squad for which the Squad Leader of that unit qualifies. If these Methods are different, the players who control the Squad Leader models each roll a D6. The player that rolls highest deploys their Squad on the table at the beginning of the Mission. If there is a tie, both Units deploy according to their respective Parameters at the start of the game. If there is a difference in the rolls, the player that rolled highest deploys at the start of the game and the player that rolled lower deploys via their own Parameters a number of Battlerounds later equal to the difference in those rolls.

For example, Brother Angelius and Brother Mastrodace are ordered to deploy their Squads via Thunderhawk and Teleportarium respectively. Their players each roll a D6 and Angelius rolls a 5 and Mastrodace roll a 2. Angelius' Squad deploys at the start of the game and Mastrodace's Squad Teleports in at the start of Battleround 3 (5-2=3).

The Squad that deploys first receives a +1 Renown bonus for each model from that Squad that ends the game with 1 or more Wounds remaining.

To continue the example above, Angelius' squad consists of 5 models and 2 of them are removed as casualties before Brother Mastrodace and his squad arrive. By the end of the Mission, there are still 3 models in Angelius' squad still with at least 1 Wound remaining. Therefore, all models in that Squad gain +3 Renown (1 per survivor times 3 survivors to each model).

The Squad that deploys second receives a +1 Renown bonus if any model from that Unit removes 1 or more enemy models as casualties on the Turn they arrive.

All models in Mastrodace's Squad gain +1 Renown if even one of his squadmates kills just 1 Adversary model on the Turn they finally show up.

Any model that ends the Mission with 1 or more Wound remaining gains +1 XP.

The Mission Leader model also gains +D3 XP and, if the Deathwatch win the Mission, +D3 Renown. However, if the Deathwatch fail the Mission, the Mission Leader instead loses 2D3 Renown.

No more than 2 Insertion Methods may be selected for each Mission.

This message was edited 1 time. Last update was at 2022/08/25 15:17:00


 
   
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Quick poll, because clearly the 51 thousand plus views on this thread are not just me re-reading posts and correcting my spelling and grammatical mistakes. Aside from the few secret Missions I haven't had a chance to sit down and finish, what else would the community like to see from this thread? Feel free to post here or direct message me. Thank you all for any potential feedback. I hope you have an awesome day.

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Thank you.
   
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Boosykes wrote:
Thank you.


I mean, you're welcome? I was hoping for a bit more comprehensive feedback than this. Nobody has any suggestions? Anything?

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I added 2 new Tier 2 Shooting Talents: Gunner and Suppression Shooter. More content forthcoming.

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One of my New Year's resolutions is to update this Campaign with new content every month for the next year. I have a lot of ideas for Factions, new ships and anomalies, Missions, etc. I start with the Dark Path, which is Drukhari in nature. I hope the community enjoys what I put out as much as I enjoy writing it. Thanks for reading and have an awesome day!

This message was edited 2 times. Last update was at 2023/01/05 08:06:06


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Warp Phenomenon: The Dark Path
Manifestation: Pockets of Twisted Reality
Circumstance: Webway Fracture
Alert Level of Denizens: Mildly Aware
Probable Disposition: Daemons, Drukhari, and other vile creatures

The Many-Storied Path
The intricacies of the Aeldari Webway are not things for Man to fathom, though he may strive for it. Sometimes, however, the boundaries of that vaunted path may weaken and fracture, piercing into the material world. And although this path may bring a peak into a forbidden world, it also invites the awareness of the galaxy's most cruel and sadistic of denizens. For the webway is not only a path through the Immaterium. It is also the home of the Druhkari and all the terribleness their existence has made manifest.


Spoiler:

The Story
The Dark Path is not a ship, but rather a crack in the outer skin of the Aeldari Webway. When it arrives, it is predicated by a sense of increasing dread, snapping the very fabric of reality to reveal impossibly gaping tunnels into its labyrinthine depths. There's no easy way to describe this landscape except to say it does not obey the normal laws of physics. Its shape is impossible to predict. Lines do not connect, corridors twist inward on themselves, and one may find themselves walking on the very ceilings of the paths they thought they travelled only hours before. It is easy to get lost. Worse still, one may find themselves set upon by half-daemons, alien monstrosities, or the Drukhari, for within the Dark Path lies the City of Commorragh, the twisted metropolis of the purveyors of pain themselves.

Complications
There are few Missions associated with this Anomaly. However, when it first "arrives" the GM should place D3+1 terrain features - hereafter referred to as Fissures - to represent the breach in reality, anywhere on the battlefield. These Fissures should be present in every Mission from this point on. If it arrives in the middle of another Mission, place these terrain features on the board between Turns. At the start of the Battleround after their arrival, these new Fissures should disgorge 5D6 Allotment worth of <Beasts> or <Haemonculus Coven> models from the Drukhari Codex. This version of incursion is a one-time event. In future Missions after the arrival use the rules to follow.

At the start of the Mission, before Deployment, but after terrain has been placed, the players and the GM should alternate placing D3+1 Fissures anywhere on the battlefield. After forces have Deployed, the GM should roll a D6 next to each Fissure. On a 1, remove the Fissure from the table. On a 6, that Fissure generates D6 Allotment worth of models from the Drukhari Codex that must be held in Adversarial Reserves until the GM wishes to deploy them. These Reserves may be deployed at the start of any Adversary Movement Phase and take their first Move from any Fissure on the table (not just the one that generated their Allotment). Once Deployed, all Fissures cease generating additional Allotment.

These Fissures may also be interacted with by models on the table. Any model ending its Movement wholly within a Fissure is immediately removed from play and kept to one side. At the start of their next Movement Phase roll a D6 for this model. On a 1, this model is lost forever, never to be seen again. If it is an Adversary, it counts as destroyed/removed as casualty, regardless of the number of Wounds it had remaining. If it is a player model, it counts as slain and is removed from the Squad Roster permanently. On a 2-5, the model is still wandering around inside the Webway's maze. On a 6, the model may be placed in base contact with any Fissure on the table. If this model is player-controlled, it also gains +1XP and +1 Renown. If a Mission ends before a model escapes the Fissure, and it is an Adversary model, it counts as destroyed for all rules and Objective purposes. If a Mission ends before a model escapes the Fissure, and it is a Player model, then on the next Mission with Fissures, continue to roll a D6 at the start of each Movement Phase until the model is lost (rolls a 1) or returns (rolls a 6). Player-controlled models that spend more than 1 Mission in the Fissures gain +D3+1XP and +D3+1 Renown for each Mission they have been missing if they finally return.

For every Mission where at least 1 model interacts with any Fissure, the likelihood of a Fissure to generate Allotment increases as follows.
Number of Missions | D6 Roll
0 | 1= Fissure vanishes, 2-5= nothing, 6= Fissure generates D6 Allotment per Battleround until Drukhari enter play
1 | 1= Fissure vanishes, 2-4= nothing, 5-6= Fissure generates D6 Allotment per Battleround until Drukhari enter play
2 | 1= Fissure vanishes, 2-3= nothing, 4-6= Fissure generates D6 Allotment per Battleround until Drukhari enter play
3 | 1= Fissure vanishes, 2= nothing, 3-6= Fissure generates D6 Allotment per Battleround until Drukhari enter play
4 | 1= Fissure vanishes, 2= nothing, 3-6= Fissure generates 2D6 Allotment per Battleround until Drukhari enter play
5+ | 1= Fissure vanishes, 2-6= Fissure generates 2D6 Allotment per Battleround until Drukhari enter play

GMs, if there is a non-Drukhari Faction on the table and either a Mini Boss or Boss Monster and at least 1 Minion, have the Minion move into a nearby Fissure. Force the chart into motion.

Forbidden Lore
If a player asks for more information about this Anomaly and they have the Forbidden Lore Skill*, they may use it to glean any of the following tidbits of information:

Origins: the fabled Webway. The Aeldari psychic and physical conduit through the Warp. Through this that ancient race traverses the galaxy from one end to the other in relative safety. And yet it is imperfect, worn and damaged from eons of use, incursion, and corruption. Home and hideaway for the cowardly and cruel Aeldari. It traverses both time and space; it is a deep and labyrinthine cavern of whispers and secrets, cruelty and bloodshed, fear and pain. If one knows how and where to listen, they may hear the darkness that its presence summons, and perhaps have a breath's moment to steel themselves for the coming terrors. Armed with this information, a player who controls any Deathwatch model with the ability to manifest Psychic Powers will be given a warning by the GM 1 Battleround in advance from which Fissure any Adversaries will be coming.

Denizens: the Webway is home to many creatures of dangerous import: fell Razorwings, Ur-Ghul, Sslyth, Khymerae, all manner of Fiends, and even worse things, the dreaded Drukhari and their blasphemous creations. Armed with this knowledge, when a GM musters their forces generated by any Fissures present on the Battlefield they must tell the players the Type <keywords> (Infantry, Biker, Monster, Beast, Character, or Monster) and numbers of each for all of their Drukhari models before they Deploy.

Secrets: the Webway is home to the fabled Black Library, a repository of lore great and terrible. Many have sought access to it and failed. But this is not the only terrible secret the Dark Pathways hide. Those who enter it with minds and body untrained and unconditioned, risk losing their way physically and spiritually in its labyrinth. Edged ever onward towards prizes unattainable, the Dark Path will swallow the greatest of soldiers and those of strongest faith, never to be seen or heard from again. Armed with this insight, Missions that take place within the Fissures that last a variable number of hours subtract 1 from any total rolled.

*GMs, prompt your players with this skill so that they know they have the option to use it.

Interior Architecture/Terrain Guidelines
For Missions that enter the Dark Path the terrain guidelines are Tall, Sharp, and Treacherous. Crystal forests, climbing walkways, and spires. Multi-tiered structures, archways, leaning hills of bladed metal, carpets of bones, piles of discarded uniforms and gear, blood stained everything, banners made of fluttering flesh, knives and spikes on everything. Terrain layout should resemble a hedge maze at a death metal festival. Go for broke, be insane.

Available Missions
DP1: Misguided Steps: Special Routine
DP2: The Forgotten: Optional Exploration

Unlockable Missions
DPa: The Curious Case of Kluthex Tobia: Special
-KT1: Into the Bladed Labyrinth: Linked Exploration
-KT2: Purely for Pain: Linked Routine
-KT3: Climbing the Spires: Linked Routine
Either:
-KT4a1: The Search: Tandem Linked Exploration
and
-KT4a2: The Pits: Tandem Linked Routine
Or:
-KT4b: The Gauntlet and the Prize: Special Linked Routine
-KT5: The Descent: Linked Routine
-KT6: The Final Test: Linked Special

Treasures of The Dark Path*
Roll a D6 for each Deathwatch model that returns from the The Forgotten Mission with 1 or more Wounds remaining and consult the following table to see what they bring back with them.

D6 Roll: Treasure
1: Lingering Agony. This model gains a permanent +1 Wound Token. They will always begin every Mission with 1 Wound Token from now on. This may be shed in the normal way during the course of each Mission.

2: Warp Trauma. This model gains +1 Corruption.

3: Shaken Psyche. This model begins every Routine Mission Pinned for the remainder of the Campaign. If they are immune to this condition, they begin play Shaken instead. If the model is also immune to being Shaken, they may only join a Mission if they first pass a Toughness test.

4: Horror of the Darkness. This model must pass a Toughness test at the start of each of its Battlerounds if the lights are out. If it fails this test, its controlling Player must forego either this model's Movement Phase or Shooting Phase. If it passes this test, the model may act as normal. In any Mission where it must test, pass or fail, this model gains an extra +1XP or +1 Renown (player's choice) at the end of the Mission.

5: Hardened by Horrors. This model counts as causing +1 Wound versus enemy units in Engagement Range for the purposes of Morale tests only.

6: Tested and Unbroken. This model gains +D3XP and +D3+1 Renown.

*Only use this table for The Forgotten Exploration Mission. The Unlockable Missions all have their own Loot tables.

This message was edited 6 times. Last update was at 2023/02/28 20:20:29


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Player Briefing
An ill-concieved recon into the Fissures themselves has gone awry. Now the Deathwatch must fight their way back. Use this Mission if a player suggests a team might want to go into the Webway and see what they can find.

DP1: Misguided Steps: Special Routine

Briefing Phase: The cracks into the Immaterium appear to be doorways into the Webway. If we can sneak in undetected, we may be able to find something of use or even a clue as to the location of the Black Library itself. Go with haste, but go with stealth.

In service to Whom: this Mission serves the interests of any Inquisitorial Faction present in the Narrative. If there are none, this Mission instead serves the Deathwatch.

Known Adversaries
If we are careful, there may be nothing to contend with. However, we should be prepared to face any of the nightmares the wicked Aeldari or daemonic forces can throw at us.

Obviously you will be using whatever is in your collection. The author recommends using Drukhari forces all from the same subset (<Haemonculos Coven>, <Wych Cult>, or <Kabal> ) and/or Daemons with the <Slaanesh> or <Undivided> keywords.

Primary and Tertiary Objectives
Primary:
Find Anything of Value:
searching the Webway for things of value may be a fool's errand. Following the rules presented for this Mission's Insertion and Extraction times, for every 6 rolled for those times, 1 surviving Deathwatch model may roll on the "Treasure" tables presented at the end of this Mission. Any model that rolls a 5+ on that chart counts as Personally achieving this Objective.

Be Sneaky: for every Deathwatch model with at least 1 Rating in the Stealth Skill that is sent on this Mission, the Mission Leader gains +1XP and +1 Renown. At least 1 model with this Skill must be sent on this Mission.

Tertiary:
Survive:
this Mission is considered by Intolerant Command to be a suicidal endeavor. Therefore, for every Deathwatch model that returns from this Mission with at least 1 Wound remaining, the Mission Leader gains +1 Renown. Additionally, each such model gains +D3XP.

Battlefield
The board should be set up as a landscape of crystaline forests and towering spires. It is not inside the [++Redacted++] in the traditional sense, but rather inside a hole in the fabric of reality inside that Hulk. As such, the GM has a lot of leeway to set up as bizarre a landscape as they want and can.

Bear in mind that on this Mission there are no Fissures to be placed.

The players set up their forces first according to the Mission parameters. The GM sets up their first Wave on the board edge opposite the players' Deployment Zone, at least 24" from any Deathwatch or Deathwatch-allied models.

The GM's forces take the first Turn. The GM's Reserves may enter play from any board edge at least 9" from any enemy models. Reserves are placed at the end of the Movement Phase just like in regualr 40k.

Extraction Time and Ending the Game
For each Rating of the Stealth Skill possessed by models sent on this Mission, the player that controls the Mission Leader model may roll a D6. This total number plus 1 is the Insertion time in hours for this Mission. For each D6 rolled to Insert an additional D6 should be rolled to determine the total number of hours for the Extraction time. The Game ends when any of the following conditions occur:
-All Deathwatch models have been reduced to 0 Wounds
-All remaining Deathwatch and Allied models have Escaped
-All remaining Deathwatch and Allied models have been Lost
-Any combination of the above that leaves no Deathwatch or allied model on the table with 1 or more Wounds

Special Rules
Leave None Behind
: any Deathwatch or allied model reduced to zero Wounds becomes an Objective to be dragged off the battlefield to a Marker. Any model left behind if all able bodied personnel have been removed from the table count as permanently lost. Remove them from the Squad Roster.

Sneak In, Sneak Out: each Rating of the Stealth Skill used to Insert must also be used to Extract. However, using these Ratings in this way does not expend them.

For example, a Squad with 1 model that has Stealth2 and another with Stealth1 may roll up to 3D6 for Insertion, plus 1. However, if they do, the Squad must also roll 3D6 for Extraction; totaling 1+6D6 hours for overall Mission length. 7-37 hours

Each 6 rolled amongst these dice allows 1 model to roll on the Treasure table at the end of this Mission.


Technology on the Table
There is nothing even remotely recognizable as Imperial Tech on this battlefield. Even if players have models with Talents that normally allow them to place Technology on the table, in this Mission they cannot.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: "Just Down the Hall". The Deathwatch has essentially snuck into another part of the universe from inside the [++Redacted++]. Therefore, once their sneaking about is done, they use this Deployment method.

- Extraction Options: Special. The GM and Mission Leader each nominate a spot on any edge of the board. Place a Marker at each location. Any Deathwatch or allied model that ends their Movement Phase within 3" of either Marker must roll a D6. On a 1, they are removed from the table as a casualty and placed to the side. On a 2-4, nothing happens. On a 5+, that model Extracts from the Mission. Casualty models placed to the side must roll as if they have entered a Fissure in order to escape the Mission. If they roll a 2-5, they are considered lost for this Mission, but may continue to roll in future Missions featuring Fissures as detailed in the Dark Path's introduction.

Arming Phase: players spend their models' Renown and/or Esteem to gear up and outfit themselves for the upcoming Mission.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and all new gear & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
For each D6 rolled during the Insertion of this Mission, the GM gains 30 Allotment. The total Allotment accumulated must then be divided into 3 roughly equal "Waves". The first Wave begins play in the GM's Deployment Zone. Each other Wave may only enter play starting on the Second Battleround and even then only on the D6 roll of a 5+.

Allotment: Revised Method
For each D6 rolled during the Insertion of this Mission, the GM gains Allotment equal to the total CTV of the Squad or Squads sent on this Mission. The total Allotment accumulated must then be divided into 3 roughly equal "Waves". The first Wave begins play in the GM's Deployment Zone. Each other Wave may only enter play starting on the Second Battleround and even then only on the D6 roll of a 5+.

Terminal Data for this Mission:
None.

Treasures of The Misguided Steps
D6 Roll | Description

1: this model gains the following Tier 1 Elite Talent for free:
Scars of the Void: this model permanently increases their maximum Corruption by 1, but also gains +1 Corruption.

2: this model gains the following Tier 1 Elite Talent for free:
Agonizing Echoes: whenever an allied Astartes in Cohesion Range of this model takes 1 or more Wounds in a Phase, this model must take a Strength or Toughness test. If they fail, this model gains +1 Wound Token. If this model survives any Mission where they had to take one or more of these tests, they gain +1 Renown.

3: this model gains the following Tier 1 Elite Talent for free:
Labyrinth of Infinities: the landscape of realspace no longer holds any secrets for this Astartes, for it is plain and uncomplicated by comparison to the twisting paths this man has tread. Whenever this model is deployed on an Exploration Mission anywhere except in the Webway, they may roll a D3 and subtract the score from the total number of hours that Mission lasts. Missions still last a minimum of 1 hour.

4: this model gains the following Tier 1 Elite Talent for free:
Warp Whisperer: once per Mission, when this model is in Cohesion Range of an allied Psyker, that Psyker gains +1 to manifest their Power.

5: this model gains an Aeldari Waystone. This jewel may be traded to any Rogue Trader or Inquisition Faction for 3D6+2 Esteem or to an Aeldari Faction for 16 Esteem.

6: this model gains a Dangerous Artifact. This item may be traded to any Faction for 50 Esteem but a -2D6 Renown loss for the Mission Leader or it may be handed over to the Watch Captain for safekeeping, earning this model 5D6 Renown.

This message was edited 1 time. Last update was at 2023/01/07 23:54:58


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DP2: The Forgotten: Optional Exploration
Briefing

This Mission is an attempt to rescue Lost Astartes and other victims of the Drukhari. If player(s) decide to undertake this Mission, they may send either 1 Squad or any individual models from any Squad up to 3.

In service to Whom
This Mission serves the interests of the Deathwatch, but may also be considered a Side Quest for any Inquisition Faction the player(s) choose.

"We seek any survivors of these dark and twisted pathways. And if all we find are bodies, then let us at least return them to the Emperor's embrace."

Primary and Tertiary Objectives
Primary Objective(s):
Find Any Survivors: any model that rolls anything but a 3 on the Living and the Dead table below can count as completing this Objective.

Tertiary Objective(s):
Return With the Dead: any model that rolls a 3 on the Living and the Dead table below can count as completing this Objective.

Mission Length
D6 hours plus 1 hour Infiltration and 1 hour extraction, plus special. Initially 3-8 hours. This covers the initial exploration and allows all models to roll on the Treasures of the Dark Path table.

The Mission Leader may opt to make additional D6 rolls to continue their search for the living and the dead. They may make as many of these extra rolls as they want, each adding hours to the overall Mission duration. Each dice rolled adds +1 to all future Allotment generation rolls for Fissures. For each 6 rolled, one model may roll on the Living and the Dead chart detailed below.

Debriefing
-Record XP, Esteem, and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

Living and the Dead
D6 Roll: Result

1: an escapee of the Haemonculi torture pits. They are raving, mad with pain, and utterly beyond reason. Increase all Allotment generated by Fissures by +1. They may be handed over to any Inquisition Faction for 2D3 Esteem.

2: a humanoid creature trapped in an engine of torture. It might have once been human, but who knows. All models deployed on this Mission gain +1 Corruption and +D2XP each. If the Mission Leader so chooses, they can put this creature out of its misery. If so, the Mission Leader gains +D3 Renown, but increase all Allotment generated by Fissures by +D3 also.

3: an unrecognizable corpse. All models on this Mission gain +1XP.

4: a Xenos Victim of unknown providence. They are alive, for now. If the Mission Leader decides to kill the Xenos, the Mission Leader gains +D3 Renown and all models deployed on this Mission gain +1XP. Alternatively, if this being is brought back alive they may be handed over to any Inquisition Faction for +3D3 Esteem.

5: an Imperial survivor. They are badly damaged, but provide information that grants a +1 to future dice rolls on any Dark Path or Kluthex Tobia Mission Treasure Tables.

6: a lost Astartes. If any model from a player roster is missing, randomly determine which one has been found. Otherwise, add a single Space Marine of a random Specialty, from any Chapter, with 1 less than normal Wounds to any player's roster for free.

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Quick note, I edited the Morale perimeters/rules under the And They Shall Know No Fear...But They'll At Least Act Sensibly Under Fire section on page 1 and did minor clarifications (I hope) to the Recovery section. New stuff incoming.

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Player Briefing
When the wounded form of an unknown Astartes staggers out of a Fissure, it's up to the Deathwatch to rescue him and bring him back to the Intolerance to hear his story.

DPa: The Curious Case of Kluthex Tobias: Special

Briefing Phase: "An Astartes clad in blood-stained armor staggers from one of the Webway cracks before collapsing. In his wake his pursuers swarm, intent now on using this noble warrior as bait."

In Service to Whom: This Special Mission serves the Deathwatch. However, completing the Objective will draw the attention of all Factions currently present in the Narrative. Players earn +1 Esteem with all Factions if they complete this Mission successfully.

Known Adversaries
"Those pesky Drukhari."

This Mission is different from most in that it is really just Objectives added to an already ongoing Mission. So the Adversaries present will be dictated by the Fissures that brought them.

Primary and Tertiary Objectives
When Kluthex arrives, add the following 2 Objectives to the current Mission's list.

Primary*:
Rescue the Fallen Astartes
: Kluthex Tobia is severely injured and unable to move on his own. The Deathwatch player must Move at least one Astartes model into base to base with Kluthex to make contact. Afterwards, both models must Move together and remain in base to base until all allied models have Extracted or the Mission's endgame criteria have otherwise been met.

Tertiary*:
Retrieve the Body if the Astartes Dies
: Kluthex Tobia is severely injured. If he is reduced to zero Wounds and rolls a 7 or more on the Injury table, he is dead. Note that even if the Teleportarium is working, Kluthex is not connected to the network that would normally retreive him. Another model must retrieve his corpse from the field to complete this Objective. Treat Kluthex as a Dead Marine Marker if this happens.

*It's worth noting that if Kluthex survives, players automatically count as completing both of these Objectives.

Special Rules
This is not a Mission in the traditional sense. Rather, if any Fissure generates 30 or more Allotment during another Mission, the GM may spend 30 Allotment to bring Kluthex Tobia through it. It's kind of like "Surprise! Something unexpected just happened, now adapt so you can unlock a huge string of Linked Missions!"

GM's section:
Spoiler:

Kluthex Tobia
This model can be from any Chapter and can be any Specialty. When they arrive, they are badly injured, but are still an Astartes. They follow the normal rules for Injury and Recovery found on page 1 of this blog, but can't Move without assistance. Kluthex can be healed by an Apothecary like any other ally. They have the Cohesion0 Talent and 1 Rating in any Skill the GM wants. Kluthex Tobia's Stratagems match his Chapter and Specialty, but neither he nor the Deathwatch can use them on the Mission when he arrives. When he staggers out of the Fissure place his model within 3" of it. He begins play with 1 Wound remaining and D3 Wound Tokens, rolled by the GM. He can't Move on his own.

Kluthex is armed only with an Astartes Knife.

If he is rescued alive, he tells a harrowing story during the Debriefing Phase. If he is reduced to zero Wounds but his body is returned and he fails the Recovery roll, then only a model with at least 1 Rating in the Medic Skill can unlock the long string of Linked Missions associated with him, by passing their Skill test. Also, if this is the way those Missions are unlocked, players must take on Mission KT4b rather than the alternative option.

If Kluthex Tobia survives, he must accompany any models sent on the Missions he unlocks. There is no obligation on players' parts to make sure he survives, but if he does, he may be added to any Squad for free. During the course of these Linked Missions, Kluthex counts as a contributing member of any 1 Squad. Regardless of Kluthex's Specialty, after he recovers from his injuries, he will have +1 Wounds, +15 Renown, +4 Corruption, and the Hatred [Drukhari Infantry] Talent for free. Additionally, add the following Trait to Kluthex's Chapter Traits:

Veteran of the Gultraxan Purges: Wounds inflicted on this model by Adversaries with the <Cultists> Keyword do not count towards penalties to the Deathwatch Morale roll.

Kluthex Tobia's Story
"As part of Task Force Tetramech, an adhoc of Astartes, Militarum, and Admech, we were dispatched to the Uubanaug Sector to participate in the centennial purge of Gultraxa. The irradiated Hiveworld has a higher than average degeneration rate amongst its inhabitants. Mutation, unrest, and heresy runs rampant in its sprawl.

"We were deployed by Stormraven to the outskirts of Minoras Hive, where we sought to incinerate nests of dissension before moving into the City proper. Unbeknownst to us, Gultraxa as a whole, and Minoras specifically, had been experiencing sporadic Corsair attacks for months before our arrival. As we hemmed in our prey a sort of shimmering gateway opened to our rear, disgorging screaming, ferocious xenos. They fell upon us like dancing blades and sandwiched us between the burning heretics and themselves.

"I turned to face this new threat and lead my Brothers into their teeth. The Aeldari were like liquid. Barely armored, they twisted and maneuvered around our bolter fire. Impossibly agile. I felt the sting of their blades cut through the joints in my ceramite. I felt the hot poison seep into my blood, worming its way through towards my hearts. I renewed my resolve and pressed into them, catching and crushing any of them I could. I thought we were winning, but it was an elaborate trap. I watched as my Brothers fell one by one even as we crushed windpipes, slashed and stabbed with our knives, and caught unlucky acrobats with our bullets.

"In the end I was surrounded and outnumbered. I sought to withdraw and regroup, but my options were limited. I thought to retreat by the only path they would never suspect I would try. I entered their gate and was plunged into a nightmare realm where I wandered for what seemed an eternity. In that eternity I came upon a bauble of infinite power. But I had to leave it. For at first, I thought I had escaped, but the wicked Aeldari had pursued me still. Wounding me, tormenting me, teasing me until I stumbled through a crack in time and found myself here.

"Now, we must go back inside while this opportunity persists. We must retreive this valuable bauble and return with it. Steal it back from these foul Xenos! For all my Brothers slain by them and for the glory of the Emperor himself!"


Kluthex Tobia's Story ought to be read aloud to the players or they should be given a copy to read. If you have a better idea for his story, use your idea instead. As long as you are bringing cool narrative to your players, that's all that matters. This Story unlocks all of the following Missions. They must be played in order. Any models sent on these Linked Missions will be unavailable for any other Missions while they are away. Models selected to go on these Missions should be aware that they are Arming for an enormous undertaking and there will be no opportunity to restock equipment, wargear, or ammunition between each. If a model runs out of ammo, they must fall back on their melee weapons, even their own fists if they must.

Unlocked Missions
KT1: Into the Bladed Labyrinth: Linked Exploration
KT2: Purely for Pain: Linked Routine
KT3: Climbing the Spires: Linked Routine

-If players unlocked these Missions by listening to Kluthex Tobia's Story they must now choose between these two options:
KT4a1: The Pit: Tandem Linked Routine
and
KT4a2: The Search: Tandem Linked Exploration
or
KT4b: The Gauntlet and the Prize: Linked Routine
-If players unlocked these Missions by passing their Medic Skill test they must do Mission KT4b and have no options at this point
KT5: The Descent: Linked Routine
KT6: The Final Test: Linked Special



This message was edited 3 times. Last update was at 2023/02/05 03:45:07


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Prelude to the Kluthex Tobia Missions
The Watch Captains have spoken amongst themselves in council and the majority agrees. These Missions are important and worth the risk. However, they unanimously agree that this entire endeavor is likely a suicide mission, so only the bravest and boldest should go.

First, the Time Consideration
Any models selected for these Missions will be gone for the duration of all 6 Missions. And that means they will not be participating for a huge number of hours. Keeping this is mind, this may be treated as a mini-campaign within the larger Campaign.

Second, there's no chance to rearm or re-equip between Missions.
Players will have to pack everything they think they might need for the duration of 6 Missions at the start of the very first one.

Kluthex will tell the Deathwatch that there are unholy monsters and even vehicles inside the Webway. Players should be prepared to encounter Pain Engines, possibly Raiders, Scourges, Beasts, Reavers, Hellions, Wyches, Kabalites, and everything else the Drukhari can muster.

GMs, don't let players under equip themselves. Remind them they may come up against enemies with high Toughness and/or lots of Wounds.

Lastly, Reward the Volunteers
The models sent on these Linked Missions might never come back. Any who go gain a one time Renown bonus before their Arming Phase. They'll need it.

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KT1: Into the Bladed Labyrinth: Linked Exploration
Briefing

This is the first of a long list of Linked Missions. It is the dedicated first meaningful step into the Dark Realm of the Drukhari and a costly one at that. This is the expedition's taste of what is to come. Players may send 1 Squad on these Missions. The Author recommends sending the most experienced one.

In service to Whom
This Mission serves the interests of the Deathwatch.

"This is the first leg of our journey, Brothers. We must be wary. This pathway is alive with danger. The very walls aim to kill us before we even get started."

Primary and Tertiary Objectives
Primary Objective(s):
Survive: any model that ends this Mission with at least 1 Wound remaining can claim to have personally completed this Objective. If more than half the models assigned to this Mission achieve this Objective, the Mission Leader also gains +D3XP and +3 Renown.

Tertiary Objective(s):
Find Anything We Can Use: any model that rolls a 3+ on the Gifts in Blood table below can claim to have personally completed this Objective.

Mission Length*
2D6 hours plus 1 hour Infiltration. 3-13 hours.

*This Mission counts as being one that technically takes place inside the Fissures for the purposes of any time mitigation abilities the players might have.

Special Rules
For each model deployed on this Mission roll a D6 and consult the following chart. Any Wound Tokens gained from this chart carry over to the next Mission. Do not roll on the Recovery Table at the end of this Mission. Instead, any model that is reduced to zero Wounds as the result of this chart begins KT2 Pinned and with 1 Wound remaining.
1= this model suffers D3 Mortal Wounds and gains +1 Corruption
2= this model suffers D3 Mortal Wounds and gains +D3 Wound Tokens
3= this model suffers D2 Mortal Wounds and gains +D3 Wound Tokens
4= this model suffers 1 Mortal Wound and gains +D2 Wound Tokens
5= this model suffers 1 Mortal Wound and gains +1 Corruption
6= this model gains +D2 Wound Tokens

Before the Arming Phase
First of all, there is an Arming Phase preceeding this Exploration Mission, because it's the first in a series of Linked Missions. Second, all models sent on this Mission gain a +15 Renown bonus before Arming.

Debriefing
-Record XP, Esteem, and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

Gifts in Blood
Each model assigned to this Mission must roll on the following chart to determine what they "find" or are afflicted with as they enter the depths of the Webway.
D6 Roll: Result
1: Blood Prophecy: select one Deatwatch model at random from those deployed on this Mission. For every Mission that model survives with at least 1 Wound remaining, the model that rolled this result gains +2D3XP and +1 Corruption

2: Void Scars: for every Wound this model suffers for the duration of these Linked Missions, it gains +1 Renown and +D3 Esteem with any Aeldari Faction.

3: Echo of Eternal Night: this model gains +1 Corruption and the following Tier 2 Elite Talent for free:
Echo of Eternal Night: in any Mission where a Warp Breach or Gate may occur, this model may delay that Breach or Gate by 1 Battleround. In addition, the GM must tell this model exactly where the Breach or Gate will open 1 full Battleround before it can be placed. If a Breach or Gate is already open and this model can draw line of sight to it, their controlling player may roll 1D6 and subtract that score from any bonus GM Allotment that Breach or Gate may generate this Battleround.

4: Mountain of Disgarded Insignia: this pile of honorifics and uniforms is the evidence of millions of slaughtered, tortured, and defiled victims of the Drukhari. This model may take 1 Icon and carry it with them for the remainder of their days. Any future Talents that have anything to do with inflicting Damage to the [Drukhari] that this model may take from now on Cost -1XP for them.

5: Beyond Endurance: this model gains the following Tier 2 Elite Talent for free:
Beyond Endurance: this model gains a permanent +1 bonus to any rolls made to resist Corruption.

6: For All Their Cruelty: this model gains the following Tier 2 Elite Talent for free:
For All Their Cruelty: whenever this model Charges any model with the <Aeldari> keyword, they may re-roll their Charge distance. In addition, in the first Fight Phase after they have Charged, versus <Aeldari> opponents, this model gains +1 Strength and +1 Attack.

This message was edited 4 times. Last update was at 2023/01/27 20:08:43


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Player Briefing
Monstrosities of the Haemonculi's making stand between the Deathwatch and the next leg of their journey. If they engage these engines of pain, they risk alerting the Drukhari to their presence. But if they avoid them now, they may come back to strike them on their flanks at an ill-fated moment. Decisions must be made.

KT2: Purely for Pain: Linked Routine

Briefing Phase: The landscape is wholly alien. A twisting hellscape hides monsters and nightmares. The Deathwatch must navigate forward and either kill or avoid the behemoths that stand in their path.

In service to Whom: this Mission serves the interests of the Deathwatch.

Known Adversaries
If we choose stealth, there may be nothing to fight. If we choose violence, there are monsters to kill.

Obviously you will be using whatever is in your collection. The author recommends using Drukhari Talos and/or Cronos, and any Beasts or Ur-Ghul found in the Drukhari Codex.

Primary and Tertiary Objectives
Primary:
Escape:
the principle Objective of this Mission is to exit via the opposite board edge from where the Deathwatch deploys. When the last allied model Moves off the board, this Objective is considered complete.

Survive: each Deathwatch model that ends the Mission with more than half the Wounds it started this Mission with gains +D3 Renown.

Tertiary:
Kill the Monsters:
there will be a number of large Adversaries on this Mission. Killing 1 earns the Mission Leader +D3XP and all the surviving Deathwatch models gain +1XP. Killing 2 or more of these Boss Monsters earns all surviving Deathwatch models +D3XP per kill.

Battlefield
The board should be set up like a labyrinth of twisting canyons and pockets of nightmare landscape. Make sure there are multiple routes from one short board edge to the other. On one side, at least 6" from any board edge, should be two large areas of relatively open ground, each roughly 9" in diameter. On the opposite side there should be one such open area, this one no more than 3" from that edge. The board edge closest to the one large area is the Deathwatch deployment edge. The two large pockets on the opposite side are the Adversary's deployment areas.

The GM sets their forces up first, anywhere inside the two large pockets of open area. Any models that do not fit must be placed in Adversarial Reseves. The Deathwatch go first. Any Adversarial Reserves may enter play via Deep Strike using the normal 40k rules for doing so.

Extraction Time and Ending the Game
The game ends when the last Deathwatch allied model exits anywhere along the board edge opposite their Deployment Zone. There is no Insertion or Extraction time. If the game lasts for 5 Battlerounds or less, this Mission takes 1 hour. If the game lasts 6-10 Battlerounds, the Mission takes 2 hours. If the game lasts for 11-15 Battlerounds, the Mission takes D3+1 hours. If the game lasts for 16 Battlerounds or more the Mission takes D3+2 hours. 1-5 hours

Special Rules
Leave None Behind
: any Deathwatch or allied model reduced to zero Wounds becomes an Objective to be dragged off the battlefield. Any model left behind if all able bodied personnel have exited the table count as permanently lost. Remove them from the Squad Roster.

That Which we do not Kill: there will be a number of Boss Monster level Adversaries on this Mission. It is not a requirement to kill all of these. However, there are consequences no matter what the Mission Leader chooses.

If any of the Boss Monsters suffer even a single Wound, Fissures generate +1 Allotment for the remainder of the Campaign. For each Boss Monster killed on this Mission, all future Missions in this Linked chain generate an extra 2D6 Allotment. Any Boss Monster that starts on the table, but is not removed as a casualty during this Mission, becomes a free addition to the GM's Adversaries in either the KT4a2: The Pits or the KT4b: The Gauntlet and the Prize Mission (whichever the players do).

Technology on the Table
There is nothing even remotely recognizable as Imperial Tech on this battlefield. Even if players have models with Talents that normally allow them to place Technology on the table, in this Mission they cannot.

Player Prep
Choose Mission Leader
: player(s) elect/select models to represent each squad's leader for this Mission. From these, they select one to be the Mission Leader. If only one squad is sent, that unit's Squad Leader is automatically the Mission Leader.

- Deployment Options: "Just Down the Hall". The Deathwatch has infiltrated the nightmare realm of the Webway.

- Extraction Options: Special. Player controlled models must exit the board edge opposite the one they deployed on. When the last model leaves, the Mission is over.

Arming Phase: as this is the second in a series of Linked Missions, players skip this Phase and go right on to deployment and fighting. There will be no chance to re-arm or re-equip between Missions.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM gets D6 Allotment per Deathwatch model deployed on this Mission. In addition, the GM must place a single Boss Monster in each of the two large pockets of open ground on the far side of the board. The Author recommends a Talos and a Cronos.

Allotment: Revised Method
The GM gets Allotment equal to the Deathwatch models' combined CTV, plus they must also place a single Boss Monster in each of the two large pockets of open ground on the far side of the board. The Author recommends a Talos and a Cronos.

Terminal Data for this Mission:
None.

This message was edited 2 times. Last update was at 2023/02/02 07:21:34


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Player Briefing
Having made it past the Pain Engines, the Deathwatch find themselves at the feet of impossibly tall and twisting spires. These towers stretch upwards, outwards, and downwards. They are both rigid and flimsy, and the alternation between these consistencies is unpredictable and treacherous. The Deathwatch have no choice but to scale them, risking plummeting into the abyss, for their prize and ultimate goal lays somewhere atop.

KT3: Climbing the Spires: Special Linked

Briefing Phase: What fresh hell awaits, harassed as we climb, not knowing which step is stable and which will crumble? We must persevere nonetheless, for what choice do have save failure or triumph?

In service to Whom: this Mission serves the interests of the Deathwatch.

Known Adversaries
They strike at us from the void, swooping in on us like vultures, as much to wound us as knock us into the abyss.

If you have decided to use this Anomaly in your Campaign then clearly you or someone you know has access to Drukhari models. Only models with the <Fly> keyword should be used in this game. Razorwing Flocks, Scourges, Hellions, Reaver Jetbikes, Venoms, maybe Raiders filled with Wyches. But really, this is the domain of the Scourges, so the author recommends using those.

Primary and Tertiary Objectives
Primary:
Reach the Top of the Spires:
this Mission ends when the last surviving Deathwatch allied model exits from the board edge designated "Spire Top". The first and last models to do so each gain +D3XP and +3 Renown. If all the Deathwatch allied models that started this Mission survive this Mission, the Mission Leader also gains +2D6 Renown and +3XP.

Tertiary:
Kill Count:
every Deathwatch model that removes a number of Wounds equal to their Tactical Value (TV) from enemy models gains +D3 Renown and counts as Personally completing this Objective.

Retrieve a Treasure: there will be "treasure chests" in difficult to reach places on this board. If any model manages to reach one, retrieve what's inside, and survive until the end of the Mission, they gain +2D3 Renown, and count as Personally completing this Objective.

Battlefield
The board should be set up as a series of interlinked towers, stretching from one board edge to the opposite. The author suggests terrain set up on an angle to simulate height rather than just straight up towers. Any area not specifically designated "tower" is impassible terrain unless a model is equipped with a Jump Pack, Heavy Jump Pack, or Grav Pack and enough Jump distance to clear the gap, or have the <Fly> Keyword. Deathwatch models still risk Falling when they Jump across/down/up as per the Increased Risk of Falling Special Rules detailed below.

After terrain is set up, the GM and players alternate placing 2D3+1 "Treasure Chests" anywhere on the Battlefield at least 6" from any board edge, at least 9" from the Deathwatch Deployment Zone, and not in any Impassible terrain. One board edge should be designated "Spire Top"; the Deathwatch Deployment Zone is the board edge opposite this.

The players set up their forces first according to the Mission parameters. All of the GM's forces are held in Adversarial Reserve. These Reserves become available starting Battleround 1.

The Deathwatch forces take the first Turn. The GM's Reserves may enter play from any board edge at least 9" from any enemy models. Reserves are placed at the end of the Movement Phase just like in regualr 40k.

Extraction Time and Ending the Game
There is no Insertion and no Extraction time for this Mission as it is Linked with the previous and subsequent Missions. If the game lasts for 5 Battlerounds or less, this Mission takes 1 hour. If the game lasts 6-10 Battlerounds, the Mission takes 2 hours. If the game lasts for 11-15 Battlerounds, the Mission takes D3+1 hours. If the game lasts for 16 Battlerounds or more the Mission takes D3+2 hours. 1-5 hours

Special Rules
Leave None Behind
: any Deathwatch or allied model reduced to zero Wounds becomes an Objective to be dragged off the battlefield by a comrade. Any model left behind if all able bodied personnel have been removed from the table and any model that Falls, counts as permanently lost. Remove them from the Squad Roster.

Increased Risk of Falling: any time a Deathwatch model suffers a Wound this Mission, their controlling player must roll a Toughness test. If they fail, roll a D6. On a 1-3, that model plummets into the abyss, never to be seen again. Remove them from the Squad Roster. On a 4+, that model is moved 2D6" down the Spires towards the Deatchwatch Deployment Zone. If this Movement takes them off the table, their controlling player must roll a Strength test. If this Strength test is passed, the model is placed at the edge of the Deathwatch Deployment Zone and is Shaken, but gains +1 Renown. If this test is failed, the model is placed at the edge of the Deathwatch Deployment Zone and is Pinned, but gains +1XP. Any time any model must make the Toughness test to avoid this Fate, all Deathwatch models that can draw line of sight to the testing model gain +1XP. Models with Jump Packs or Heavy Jump Packs do not suffer the Shaken or Pinned effects of the subsequent Strength tests. Models equipped with Grav Packs reduce this distance Moved by -D3" (to a minimum of 0"). Lastly, models equipped with Jump Packs, Heavy Jump Packs, and Grav Packs may re-roll their Toughness tests to avoid Falling.

Technology on the Table
There is nothing even remotely recognizable as Imperial Tech on this battlefield. Even if players have models with Talents that normally allow them to place Technology on the table, in this Mission they cannot.

Player Prep
Choose Mission Leader
: player(s) elect/select the model to represent the Mission Leader.

- Deployment Options: Just Down the Hall. The Deathwatch must set up at the base of the Spires.

- Extraction Options: Special. When the last surviving Deathwatch allied model exits from the board edge designated "Spire Top" the Mission ends.

Arming Phase: this Phase is skipped because this is a Linked Mission.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, and record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM begins the game with Allotment equal to 2D6 per Deathwatch model assigned to this Mission. This may only be spent on models with the <Fly> keyword or <Wyches> if they are also deployed in a <Transport> that has the <Fly> keyword.

Allotment: Revised Method
The GM begins the game with Allotment equal to the Deathwatch CTV. This may only be spent on models with the <Fly> keyword or <Wyches> if they are also deployed in a <Transport> that has the <Fly> keyword.

Terminal Data for this Mission:
None.

Treasure Chests of The Spires
D6 Roll | Description

1: a pair of Splinter Pistols and 10 reloads for them. Both of these Pistols together weigh 01 Capacity; all of their Ammo weighs 01 Capacity. Equipping these Pistols and Ammo reduces this model's Renown by -D3. They may be fired one at a time or together with the following profile:
Item / Rate of Fire / Primary Magazine / Strength / Range / AP / Damage / Special Rules
Pair of Splinter Pistols / 2|4|- / 20 (per Pistol) / 3 / 12" / - / 1 / Pistol, Agonizing
Splinter Pistol / 1|2|- / 20 / 2 / 12" / - / 1 / Pistol, Agonizing

Either or both of these Pistols may be handed over to the Watch Captains at the end of these Linked Missions for +D2 Renown each.

2: a Shardcarbine and 5 reloads for it. This weapon weighs 01 Capacity and all of its Ammo weighs 01 Capacity. Equipping this Weapon and Ammo reduces this model's Renown by -D3. It may be fired with the following profile:
Item / Rate of Fire / Primary Magazine / Strength / Range / AP / Damage / Special Rules
Shardcarbine / 3|6|- / 30 / 3 / 18" / - / 1 / Assault, Agonizing

This item may be handed over to the Watch Captains at the end of these Linked Missions for +D3 Renown.

3: a brace of 3D3 Shard Grenades. These grenades weigh 01 Capacity for every 3 that are found. Equipping these grenades reduces this model's Renown by -D3. They may be thrown in the Shooting Phase in lieu of using another weapon with the following profile:
Item / Rate of Fire / Strength / Range / AP / Damage / Special Rules
Shard Grenade / D6|-|- / 4 / 8" / -1 / 1 / Assault, Blast; any hit roll of a 6 causes a single Mortal Wound in addition to any other Damage this grenade may cause

Any left over grenades may be handed over to the Watch Captains at the end of these Linked Missions for +1 Renown each.

4: a Antimatter Gun. This Assault weapon weighs 03 Capacity. Equipping it reduces this model's Renown by -D6. It may be fired in the Shooting Phase with the following profile:
Item / Rate of Fire / Primary Magazine/ Strength / Range / AP / Damage / Special Rules
Antimatter Gun / 1|-|- / * / 8 / 18" / -4 / D3 / Assault, Annihilator

This item may be handed over to the Watch Captains at the end of these Linked Missions for +D6 Renown.

5: a Neural Disruptor. This Pistol weighs 01 Capacity. Equipping it reduces this model's Renown by -D6. It may be fired in the Shooting Phase with the following profile:
Item / Rate of Fire / Primary Magazine/ Strength / Range / AP / Damage / Special Rules
Neural Disruptor / 1|-|- / * / 12 / 18" / - / D3 / Pistol, Idiot Ray

This item may be handed over to the Watch Captains at the end of these Linked Missions for +D6 Renown.

6: this model gains a Dangerous Artifact. It weighs 04 Capacity. If taken, this model counts as "Closest Enemy Model" for the purposes of all targeting for the remainder of these Linked Missions. Additionally, this model may opt to gain +D3 Corruption on any Battleround to unlock the following abilities for 1 full Battleround:
-increase the Range of all abilities, Talents, Traits, and Skills that rely on Cohesion by +12"
-ignore a Wound on the D6 roll of a 3+
-ignore a Mortal Wound on the D6 roll of a 5+
-remove D3 Wound Tokens on this model or any ally in Cohesion Range. Using this effect on an ally also gives that ally +1 Corruption
-become immune to being Pinned
-gain a +1 bonus to any Invulnerable Saves the model has or a 6+ Invulnerable Save if the model doesn't already have one

This item may be traded to any Faction for 50 Esteem but a -2D6 Renown loss for the Mission Leader or it may be handed over to the Watch Captains at the end of these Linked Missions for safekeeping, earning this model 5D6 Renown.

*These weapons effectively have infinite Ammo. However, they cannot be used for more than 1 Shooting Phase per Battleround.

Special Rules
Agonizing
:
models Wounded, but not removed as casualties, by this weapon suffer an automatic hit at the beginning of their next Movement Phase at the same Strength, AP, and Damage of this weapon.
Annihilator: targets Wounded by this weapon reduce their Armor Saves by 1 for the remainder of these Linked Missions.
Idiot Ray: if a model is Wounded by this weapon and survives, they become Shaken and, for the remainder of the Mission, they reduce their Leadership by the difference between this weapon's Strength and their own Leadership.

This message was edited 2 times. Last update was at 2023/02/02 00:29:04


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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
Ragin' Ork Dreadnought







KT4a1: The Search: Tandem Linked Exploration
Briefing

This is a Tandem Linked Exploration Mission. The length of this Mission dictates the length of Mission KT4a2: The Pits. Only the Mission Leader and Kluthex Tobia (if he is still alive) may be sent on this Mission.

In service to Whom
This Mission serves the interests of the Deathwatch.

"Kluthex has volunteered to search while we hold off the tides. Our Mission Leader will accompany him, so as to ensure that we do not wait forever. Our ammunition is dwindling. We may have to fight these hordes off with our knives and fists before too long. Let us hope it does not come to that."

Primary and Tertiary Objectives
Primary Objective:
Find the Artifact: if the Artifact is found, this Objective can be considered complete.

Tertiary Objective:
Find Anything of Use: if any doubles or triples are rolled during the search, this Objective can be considered complete.

Mission Length
D3 hours plus. Initially 1-3 hours.

Special Rules
The Search Goes On

The initial search lasts only D3 hours. For this, the player that controls the Mission Leader model rolls 3D6. Any doubles or triples rolled will yield something of value, but only a triple 6 will secure the Artifact this whole string of Linked Missions have come for. The player that controls the Mission Leader model may opt to roll an additional D3 and add that many hours to the length of this Mission to roll an additional 3D6 in search of the Artifact. There is no limit to the number of times the Mission Leader can opt to add an additional D3 hours to the Mission in order to gain an additional 3D6 roll to try to find the Artifact.

But Time is Passing
The length of this Mission determines the length of Mission KT4a2: The Pits. The longer this Mission is, the longer the remainder of the Squad will have to hold out against wave after wave of Drukhari Adversaries.

If this Mission lasts for 1 hour, Mission KT4a2 lasts for 3 Battlerounds.
If this Mission lasts for 2 hours, Mission KT4a2 lasts for 5 Battlerounds.
If this Mission lasts for 3 hours, Mission KT4a2 lasts for 7 Battlerounds.
For each hour beyond 3, Mission KT4a2 lasts for 2 additional Battlerounds.

Kluthex will Never Give up the Search
The Mission Leader can opt to end this Mission at any time. However, if the Artifact has not been found by the time the Mission Leader calls off this Mission, Kluthex Tobia does not return. Remove him from the roster as he remains in the darkness of Commorragh, forever obsessed with finding the object that haunts his nightmares.

Debriefing
-Record XP, Esteem, and Renown

Players are unlikely to rack up much Renown or XP on an Exploration Mission, but you should still keep track of what they get.
-Player(s) Spend or Bank XP

Fruits of the Search
Any doubles or triples rolled when searching will yield some sort of find. Consult the following table to determine what is found. Equipping any Weapon or Wargear from these finds costs the model in question -D6 Renown.
3D6 Roll: Result
1,1: Weapon Cache: this stash contains D3 Splinter Rifles, D3 Splinter Pistols, and D3 Shardcarbines, plus 4 extra reloads for each.

1,1,1: Weapon Cache: this stash contains D3 Shredders, D3 Blast Pistols, and D3 Blasters, plus 4 extra reloads for each.

2,2: Weapon Cache: this stash contains D2 Trophy Swords, D2 Venom Blades, and D3 doses of Agonizer Poison.

2,2,2: Gear Cache: this stash contains D3 doses of Flayer Acid, 2D3 Splinter Mags of Bone Seeker Ammo, and 2D3 Splinter Mags of Shiftshard Ammo.

3,3: Gear Cache: this stash contains D3 doses of Suture Seed Venom, D3 Splinter Mags of Shiftshard Ammo, and D3 Splinter Mags of Heart Seeker Ammo.

3,3,3: Gear Cache: this stash contains 2D3 doses of Crystal Infusion Poison, 3D3 Shard Grenades, and 2D3 Phantasm Grenades.

4,4: Weapon Cache: this stash contains D2 Drukhari Whips, D2 Splinter Cannons with 2 reloads each, and D3 doses of Crystal Infusion Poison.

4,4,4: Weapon Cache: this stash contains D2 Heat Lances, D2 Haywire Blasters, and D2 Dark Lances, plus 2 reloads for each.

5,5: Wargear Cache: this stash contains D3 doses of Corrosive Venom, D3 doses of Electrocorrosive Venom, and D3 doses of Void Poison.

5,5,5: Wargear Cache: this stash contains D2 Shimmer Shields, 2D3 doses of Electrocorrosive Venom, and D3 Suffershards.

6,6: Lost Astartes: if any Astartes was previously lost, either in the Fissures or left behind on one of these Linked Missions, he has been found and comes back with the Mission Leader. However, the model loses all of his Weapons and Wargear except his Astartes Knife and Armor. If there is no such lost model, then this Astartes is new! They may be from any Chapter and be any Specialty. They are equipped with whatever Armor is appropriate for their Specialty and an Astartes Knife. They may be added to the Squad Roster for free.

6,6,6: The Artifact: The Artifact weighs 04 Capacity. Any model carrying it gains a 2+ Invulnerable Save that works until it fails. Additionally, the Artifact provides unlimited Ammo for any energy-based weapon the model carries - Plasma, Flamer, Volkite, Las, Antimatter, Dark, Neural, Grav, Melta, Scrambler, etc. It must be carried by one of the surviving Deathwatch allied models for the remainder of these Linked Mission (although this doesn't have to be the same model each Mission), and it must be handed over to the Watch Captains at the end of these Linked Missions. It provides each of the surviving members of the Unit +5D6 Renown and +3D3 XP when handed over.

Any single Weapon from this Treasure table may be handed over to the Watch Captains at the end of these Linked Missions for +D3 Renown each. If 10 copies of any Weapon or Item end up in the Watch Captains' hands, add a single copy of that Wargear to the Arsenal of the Ordo as a Sanctified Xeno "item of the same name" with a Threshold equal to the lowest Renown of any model deployed on these Linked Missions and a Cost equal to half its Threshold.

Ranged Weapon Profiles
Weapon / Capacity / Range / Strength / RoF / Primary Mag / AP / Damage / Special Rules

Blaster / 02 / 18" / 8 / 1|2|- / 10 / -4 / D6 / Assault, Dark
Blast Pistol / 01 / 6" / 8 / 1|-|- / 10 / -4 / D6 / Dark, Pistol
Dark Lance / 04 / 36" / 8 / 1|-|2 / 10 / -4 / D6 / Dark, Heavy
Haywire Blaster / 03 / 24" / 4 / D3|-|2 / 20 / -1 / 1 / Assault, Scrambler
Heat Lance / 02 / 18" / 6 / 1|-|2 / 20 / -5 / D6 / Assault, Disintegrating
Phantasm Grenade / * / 8" / 1 / D3|-|- / 1 / - / 1 / Assault, Blast, Phantasm
Shardcarbine / 01 / 18" / 3 / 3|6|- / 30 / - / 1 / Agonizing, Assault
Shard Grenade / * / 8" / 4 / D6|-|- / 1 / - / 1 / Assault, Blast, Lacerating
Shredder / 02 / 12" / 6 / D6|2D6|3D6 / 30 / -1 / 1 / Assault, Shredding, Slashing
Splinter Cannon / 03 / 36" / 3 / 3|4-6|12 / 48 / - / 1 / Agonizing, Rapid Fire
Splinter Pistol / 01 / 12" / 2 / 1|2|- / 20 / - / 1 / Agonizing, Kabalite, Pistol
Splinter Rifle / 01 / 24" / 2 / 1|2-4|8 / 20 / - / 1 / Agonizing, Kabalite, Rapid Fire

Weapon Reloads
Item / Capacity / Magazine / Special Rules

Darkmatter Chamber / 01 for up to 4 / 10 / usable for Blast Pistol, Blaster, or Dark Lance
Inferno Chamber / 01 for up to 4 / 20 / usable for Heat Lance
Scrambler Mag / 01 for up to 4 / 20 / usable for Haywire Blaster
Shredder Canister / 01 for up to 2 / 30 / usable for Shredder
Splinter Mag / 01 for up to 10 / 20 / usable for Splinter Pistol or Splinter Rifle
Splinter Drum / 01 for up to 4 / 48 / usable for Splinter Cannon or Splinter Rifle
Shard Mag / 01 for up to 8 / 30 / usable for Shardcarbine

Melee Weapon Profiles
Weapon / Capacity / Strength / AP / Damage / Special Rules

Trophy Sword / 01 / as user / -1 / 1 / Balanced, Defensive, Monofilament, Trophy [Drukhari] or Trophy [Sslyth] (player's choice)
Drukhari Whip / 01 / as user / -1 / 1 / Reach, Slashing
Venom Blade / 01 / as user / -1 / 1 / Balanced, Defensive, Envenomed

Wargear Descriptions
Item: Special Rules
Agonizer Poison
: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: any model Wounded by this weapon, but not removed as a casualty, must test their Toughness at the start of their next Movement Phase. Failing this test imposes a -3" penalty to that model's Movement and -1 to all of their hit rolls until the start of the next Battleround.

Bone Seeker Poison: this may be used to add the following special ability to one weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: improve this weapon's AP by 1.

Corrosive Venom: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: improve this weapon's AP by 1.

Crystal Infusion Poison: this may be used to add the following special ability to one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: this weapon will always Wound <Infantry>, <Character>, and <Monster> models on a 4+, unless the weapon's Strength would normally make the roll less.

Electrocorrosive Venom: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: improve this weapon's AP and Damage by 1.

Heart Seeker Poison: this may be used to add the following special ability to one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: any model Wounded by this weapon, but not removed as a casualty, suffers a single Strength 3, AP -1, Damage: D2 hit at the start of its next Movement Phase.

Shiftshard Ammo: this may be used to add the following special ability to one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: unsaved Wounds inflicted by this weapon impose an additional +1 Wound Token on the affected model. Versus Adversaries that are not subject to Wound Tokens, this instead inflicts a single Mortal Wound on the target if they take any Damage, but are not removed as casualties.

Shimmer Shield: this item makes the bearer -1 to be hit during the Fight Phase. It weighs 00 Capacity and has the Kabalite Trait.

Suffershard: this may be socketed into any <Aeldari> melee weapon and adds the following speacial rule: this weapon will always Wound <Infantry>, <Character>, and <Monster> models on a 4+, unless the weapon's Strength would normally make the roll less.

Sutureseed Venom: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: unsaved Wounds inflicted by this weapon impose an additional +1 Wound Token on the affected model at the start of their next Movement Phase, unless they pass a Toughness test. Versus Adversaries that are not subject to Wound Tokens, this instead inflicts a single Mortal Wound on the target at the start of their next Movement Phase if they take any Damage, but are not removed as casualties. If the affected Adversary can pass a Toughness test, they ignore this Mortal Wound.

Void Poison: this may be used to add the following special ability to one melee or one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: if a model is hit by this weapon, but is not removed as a casualty, reduce its Armor Save by 1 for D3 Battlerounds. At the end of the Battleround where this duration expires they suffer a single Strength 6, AP -2, Damage: D2 hit.

Weapon and Item Traits
Agonizing
:
models Wounded by this weapon, but not removed as casualties, suffer an automatic hit at the same Strength, AP, and Damage of this weapon at the start of their next Movement Phase
Balanced: this weapon gains +1 to all Parry attempts.
Dark: this weapon does not reveal the location of a shooter if they are firing from a concealed position. Blips armed with this weapon remain blips. Stealthed models do not count as Shooting for the purposes of any of their Skill Effects unless it would be beneficial.
Defensive: a model armed with a weapon with this Trait may sacrifice 1 of their Attacks to impose a -1 Penalty to 1 opponent model's WS for the duration of the Battleround.
Disintegrating: when the target of this weapon is within half or less range, roll 2D6 for Damage, taking the score of the higher of the 2 dice.
Envenomed: this weapon always Wounds <Infantry> and <Monster> models on a 4+.
Kabalite: models equipped with Wargear with this Trait gain an additional +D3 Esteem whenever they would gain any with an Aeldari or Radical Faction.
Lacerating: any hit roll of a 6 with this weapon also causes a single Mortal Wound in addition to its other Damage.
Monofilament: any hit roll of a 6 with this weapon improves its AP by 2.
Phantasm: if a model or Unit is hit by this grenade, regardless of whether or not any Wounds are inflicted, that model or Unit also suffers -1 to its Leadership until the end of the Mission. Multiple hits impose stacking penalties.
Reach: this weapon may be used in the Fight Phase even if this model is up to 2" away from enemy models.
Scrambler: versus targets with the <Vehicle> <Necron> <Ironkin> or <Automata> keyword, a hit roll of a 4+ inflicts a single Mortal Wound and a hit roll of a 6+ inflicts D3 Mortal Wounds in addition to its normal Damage.
Shredding: this weapon may re-roll its Wound rolls versus targets with the <Infantry> keyword.
Slashing: this Weapon improves its AP by 1 versus targets with an Armor Save of 4+ or worse.
Trophy [Drukhari]: when Attacking targets with the <Drukhari> keyword in the Fight Phase, this weapon grants its bearer +1 Renown per <Drukhari> model removed as a casualty.
Trophy [Sslyth]: when Attacking targets with the <Sslyth> keyword in the Fight Phase, this weapon grants its bearer +3 Renown per <Sslyth> model removed as a casualty.

This message was edited 5 times. Last update was at 2023/02/28 20:27:49


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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
Ragin' Ork Dreadnought







Player Briefing
Everyone except Kluthex Tobia and the Mission Leader have been sent to hold off the hordes of Drukhari while those two search for the Artifact. Can the rest of the squad hold out long enough for the job to be complete? Or will they be overrun and be destroyed?

KT4a2: The Pits: Tandem Linked Routine

Briefing Phase: We have been ordered to hold this position until the Mission Leader and Kluthex return. Our munitions are dwindling. Let us pray we hold out long enough for our Mission to see its completion.

In service to Whom: this Mission serves the interests of the Deathwatch.

Known Adversaries
There is nothing left to be done, but face our foes. Let them come. Wave after wave of everything these twisted Drukhari can bring to bear upon us.
Use everything in the Drukhari Codex. Also, if any of the Pain Engines/other Boss Monsters from Mission KT2 survived, add those, too.

Primary and Tertiary Objectives
Primary:
Hold Out:
for every Battleround beyond the 3rd, where all surviving Deathwatch models still have 1 or more Wounds remaining, all models assigned to this Mission gain +1XP and +1 Renown. If all remaining Deathwatch models that started this Mission survive with at least 1 Wound remaining, the Squad Leader also gains an additional +1XP and +1 Renown.

Cull the Horde: for every 10 Adversary models removed as casualties this Mission, reduce the GM's initial Allotment next Mission by 1.

Tertiary:
Big Kills:
for each Miniboss removed as a casualty this Mission, all surviving models gain +1 Renown at the end of this Mission. For each Boss Monster removed as a casualty this Mission, all surviving models gain +3 Renown at the end of this Mission. If any of these Adversary types are removed as casualties this Mission, the Squad Leader gains an additional +D3XP.

Survive: if at least 1 Deathwatch model ends the Mission with at least 1 Wound remaining, this Objective can be considered complete.

Battlefield
Towards the center of the table 2-3 tall towers should be set up. These towers must have stairs or ladders that grant access to their upper levels. The remainder of the table should be covered in Webway- or Commorragh-themed open corridors and scatter terrain.

The Deathwatch sets up first, within 6" of the base of any of these towers, but not in them. The GM's forces are held in Adversarial Reserves and become available at the start of the first Battleround. The GM's Reserves take their first Movement Phase from any table edge when they become available.

The Deathwatch player(s) take the first Turn.

Extraction Time and Ending the Game
The length of this game is dependent on the Tandem Linked Mission that happens before this- KT4a1: The Search. Use that Mission's length to determine the total hours both Missions combined last.

Special Rules
Select a Squad leader

The Mission Leader is off on a Side Quest with Kluthex Tobia. Player(s) must nominate another model from those remaining to act as Squad Leader for this Mission. The Squad Leader has access to all the remaining models' Stratgems until the end of this Mission and generates a +1CP at the start of every Command Phase until they are reduced to 0 Wounds or the Mission ends, whichever comes first. If the Squad Leader survives until the end of these Linked Missions, that model gains a Tier 1 Elite Talent called Leadership Potential for free. This Talent grants a permanent -1XP discount to all future Morale Tree Talents this model may purchase.

Free Monsters and Transports
In addition to the Allotment afforded the GM as outlined in the GM's section below, any Boss Monsters that survived Mission KT2: Purely for Pain are added for free to the GM's forces this game. GMs may also draw up to 3 choices from the following list to add to their Adversarial Reserves. Special Rules for using these choices will follow in the GM's section below.

-1 Raider (may be chosen up to 3 times)
-2 Venoms (may be chosen up to 3 times)
-1 Ravager
-1 Talos
-1 Chronos
-1 Succubus
-1 Haemonculi
-2D3 Sslyth (may be chosen up to 2 times)
-2D3 Ur-Ghuul (may be chosen up to 2 times)

Technology on the Table
There is nothing even remotely recognizable as Imperial Tech on this battlefield. Even if players have models with Talents that normally allow them to place Technology on the table, in this Mission they cannot.

Player Prep
As outlined above, player(s) must nominate 1 model to take on the role of Squad Leader

- Deployment Options: Special. As detailed above.

- Extraction Options: Special. When the last Battleround ends, the Mission is over.

Arming Phase: as this is a part of a series of Linked Missions, players skip this Phase and go right on to deployment and fighting. There will be no chance to re-arm or re-equip between Missions.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM gets 3D3 Allotment per Deathwatch model deployed on this Mission, at the start of every Battelround. In addition, the GM gains access to their 3 choices from above and any surviving Boss Monsters from Mission KT2 at the beginning of the first Battleround.

Allotment: Revised Method
The GM gets Allotment equal to the Deathwatch's CTV at the start of every Battelround. In addition, the GM gains access to their 3 choices from above and any surviving Boss Monsters from Mission KT2 at the beginning of the first Battleround.

Any Transports the GM fields may Move to exit the table from any edge if they have no Units embarked on them at the time. Transports that exit the table may be used to ferry more Units back to the table as long as they wait at least 2 Battlerounds before doing so.

For example, a Venom disembarks a small Unit of Incubi on Turn 1. On Turn 2, it jets off the closest table edge. On Turn 4, it returns with a small Unit of Wyches. On Turn 5, it exits the board again and on Turn 7 returns with more Incubi. And so on.

Terminal Data for this Mission:
None.

Relics for this Mission
Threshold / Cost / Capacity / Relic / Special Rules

25 / 15 / * / Icon of Endurance / This pendant may be used once per Mission to allow the bearer to automatically pass one Strength or Toughness test they are called on to make, without having to roll.

10 / 10 / * / Mark of Courage / This honorific may be used once per Mission to automatically pass a Morale test if it is carried by the Mission Leader. If equipped by a model that is not the Mission Leader, this honorific instead makes the bearer immune to the effects of the Fearsome, Scary, and Terrifying Traits.

15 / 12 / * / Mark of Excellence / This honorific grants the bearer +1CP at the start of the Mission. Additionally, if any CP must be spent during the course of a Mission to elect a new Mission Leader, the CP spent can be refunded if the player that controls the model equipped with this Relic rolls a 5+ on a D6 for each CP.

*The weight of these Relics is negligible.

This message was edited 2 times. Last update was at 2023/02/04 07:07:04


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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
Ragin' Ork Dreadnought







Players can only play the 2 previous Missions or this 1. They can't play both. However, if this Mission results in a failed Mission, it may be replayed an unlimited number of times until players give up on trying or they find the Artifact, whichever comes first.

Player Briefing
Kluthex Tobia believes he has located the place where he saw the Artifact. Now we must fight to claim it.

KT4b: The Gauntlet and the Prize: Linked Routine

Briefing Phase: We must fight our way through the Drukhari who hold this place, so that we can claim the prize we have sought all this time. That thing better be what we are looking for; our supplies are running too low for us to make much more of this.

In service to Whom: this Mission serves the interests of the Deathwatch.

Known Adversaries
There is nothing left to be done, but to storm our foes. Expect to face everything these twisted Drukhari can bring to bear upon us.
Use everything in the Drukhari Codex. Also, if any of the Pain Engines/other Boss Monsters from Mission KT2 survived, add those, too.

Primary and Tertiary Objectives
Primary:
Break Through
: a significant force of Drukhari stand between the Deathwatch and their Prize. The first Deathwatch model to Move within 3" of the center Objective Marker gains +3 Renown and can claim to have personally completed this Objective.

Claim the Prize: the first Deathwatch allied model that picks up the Prize from the Objective Marker at the center of the table can claim to have personally completed this Objective.

Escape with the Prize: the Deathwatch allied model that exits the board with the Prize can claim to have personally completed this Objective.

Tertiary:
Big Kills:
for each Miniboss removed as a casualty this Mission, all surviving models gain +1 Renown at the end of this Mission. For each Boss Monster removed as a casualty this Mission, all surviving models gain +3 Renown at the end of this Mission. If any of these Adversary types are removed as casualties this Mission, the Mission Leader gains an additional +D3XP.

Cull the Horde: for every 10 Adversary models removed as a casualty this game, reduce the GM's initial Allotment for the next Mission by 1.

Escape with Your Lives: any Deathwatch allied model that exits the table from any board edge can claim to have personally completed this Objective. The last Deathwatch allied model to do so earns +1XP and +D3 Renown.

Battlefield
At the center of the table place a raised dais or altar-like structure. The remainder of the table should be covered in Webway- or Commorragh-themed scatter terrain. Place an Objective Marker on the center dais or altar and D3+1 additional Objective Markers anywhere on the table at least 6" from any board edge or other Objective Marker. Players and GM should alternate placing these. The center Objective Marker is the Prize and primary Deathwatch Objective. All other Objective Markers are potential "Treasures".

The GM sets their forces up first, within 6" of any Objective Marker. Any models that do not fit are placed into Adversarial Reserves. The GM's Reserves become available starting on the second Battleround and take their first Movement Phase from any board edge, as long as they start and end up no closer than 9" from any Deathwatch model.

Then the Deathwatch forces set up, along any board edge, at least 12" away from any Drukhari models. If there is no place to put these Deatwatch models because of this restriction, they may be placed anywhere along any board edge instead, but must be placed outside Cohesion Range of the Mission Leader. If there is still no room, the Deathwatch models that can't be placed must begin the game in Reserves, and become available for Deployment at the start of the second Battleround.

Regardless of placement, the GM and player who controls the Mission Leader should roll off to determine who goes first. If the GM goes first and there are no Deathwatch models on the table yet, the GM gains +D3 CP that they can use on any Stratagems found in the Drukhari Codex this Mission.

Extraction Time and Ending the Game
This Mission lasts until either all Deathwatch models are reduced to zero Wounds or the last surviving Deathwatch model exits from a board edge. If the Prize is not in the Deathwatch forces' hands when this occurs, this Mission counts as a failure.

If this game takes 5 Battlerounds or less, the Mission lasts for 1 hour. If this game takes 6-11 Battlerounds, the Mission lasts for 2 hours. If this game takes 12-15 Battlerounds, the Mission lasts for D3+1 hours. If this game takes 16 Battlerounds or more, the Mission lasts for D3+2 hours. 1-5 hours per attempt

This Mission is repeatable, but each time after the first the GM gains a bonus to their Allotment. See the GM's section below.

Special Rules
Kluthex will Never Give up the Search

The Mission Leader can opt to stop repeating this Mission at any time. However, if the Artifact has not been found by the time the Mission Leader calls it off, Kluthex Tobia does not return. Remove him from the roster as he remains in the darkness of Commorragh, forever obsessed with finding the object that haunts his nightmares.

Is This Prize Really the Artifact?
At the end of any Mission where the Deathwatch have claimed the Prize, have one player roll 3D6. On the result of a 16+ the Deathwatch have found the Artifact. Each surviving model with 1 or more Ratings in the Forbidden Knowledge Skill may add +1 to this roll. If a 3-15 is rolled, instead consult the Treasure table found in the GM's section below. If the Prize does not yield the Artifact on any attempt, players may opt to play this Mission again in order to try to get it again.

The Artifact weighs 04 Capacity. Any model carrying it gains a 2+ Invulnerable Save that works until it fails. Additionally, the Artifact provides unlimited Ammo for any energy-based weapon the model carries - Plasma, Flamer, Volkite, Las, Antimatter, Dark, Neural, Grav, Melta, Scrambler, etc. It must be carried by one of the surviving Deathwatch allied models for the remainder of these Linked Mission (although this doesn't have to be the same model each Mission), and it must be handed over to the Watch Captains at the end of these Linked Missions. It provides each of the surviving members of the Unit +5D6 Renown and +3D3 XP when handed over.

Treasure Objective Markers
It may be easiest to represent each of the other Objective Markers on the table as Treasure Chests. A model ending their Movement Phase within 2" of one of these Chests may roll 3D6 and consult the Treasure Table found in the GM's section below to find out what they've won. Each Treasure Chest Objective Marker can be searched once per Battleround.

Free Monsters and Transports
In addition to the Allotment afforded the GM as outlined in the GM's section below, any Boss Monsters that survived Mission KT2: Purely for Pain are added for free to the GM's forces this game. GMs may also select 1 option from the following list to add to their Adversarial Reserves. Special Rules for using these choices will follow in the GM's section below.

-1 Raider
-2 Venoms
-2D3 Sslyth
-2D6 Ur-Ghuul

Technology on the Table
There is nothing even remotely recognizable as Imperial Tech on this battlefield. Even if players have models with Talents that normally allow them to place Technology on the table, in this Mission they cannot.

Player Prep
There is little to do except deploy and fight.

- Deployment Options: Special. As detailed above.

- Extraction Options: Special. When the last surviving Deathwatch model exits the board, the Mission is over.

Arming Phase: as this is a part of a series of Linked Missions, players skip this Phase and go right on to deployment and fighting. There will be no chance to re-arm or re-equip between Missions.

Play the Game: and have fun.

Debriefing Phase: record Xp, Renown, Esteem, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: Original Method
The GM gets 30 Allotment per Deathwatch model deployed on this Mission. In addition, the GM gains access to their choice from above and any surviving Boss Monsters from Mission KT2 at the beginning of the second Battleround.

Allotment: Revised Method
The GM gets Allotment equal to 2 times the Deathwatch's CTV. In addition, the GM gains access to their choice from above and any surviving Boss Monsters from Mission KT2 at the beginning of the second Battleround.

Any Transports the GM fields may Move to exit the table from any edge if they have no Units embarked on them at the time. Transports that exit the table may be used to ferry more Units back to the table as long as they wait at least 2 Battlerounds before doing so.

For example, a Venom disembarks a small Unit of Incubi on Turn 1. On Turn 2, it jets off the closest table edge. On Turn 4, it returns with a small Unit of Wyches. On Turn 5, it exits the board again and on Turn 7 returns with more Incubi.

Each time this Mission is repeated after the first, the GM gains 3D6 cummulative bonus Allotment at the start of the Mission.

Therefore, the GM gets +3D6 Allotment the second time this Mission is played, +6D6 Allotment the third time it is played, +9D6 the fourth time, and so on.

Terminal Data for this Mission:
None.

Treasure Table
Models that search a Treasure Chest Objective Marker or that fail to turn the Prize into the Artifact consult these tables to see what they've won instead.
3D6 Roll: Result
3: a Drukhari beacon. This summons 2D6 Allotment worth of <Drukhari> Adversary models that Deepstrike immediately, as close to the model that opened this Treasure Chest as possible. If this result was rolled for the Prize, it instead adds 2D6 Allotment to the GM's forces at the start of the next Mission.

4: Boobytrap! Immediately resolve a Shard Grenade attack on the model that opened this Treasure Chest. If this result was rolled for the Prize, it instead adds +D3 Wound Tokens to one random surviving model.

5: Boobytrap! Immediately resolve a Phantasm Grenade attack on the model that opened this Treasure Chest. If this result was rolled for the Prize, it instead causes one random surviving model to begin next Mission Shaken.

6-7: Weapon Cache. 1 each of the following: Splinter Pistol, Splinter Rifle, Trophy Sword; plus 4 Splinter Mags and 4 doses of Crystal Infusion Poison. Equipping any of these Weapons incurs a -D6 Renown penalty per Weapon.

8-9: Weapon Cache. 1 each of the following: Blast Pistol, Shredder, Drukhari Whip; plus 4 Darkmatter Chambers and 4 doses of Void Poison. Equipping any of these Weapons incurs a -D6 Renown penalty per Weapon.

10-11: Weapon Cache. 1 each of the following: Splinter Pistol, Razorflail, Aeldari Power Sword; plus 2 Splinter Mags, 2 doses of Electrocorrosive Venom, and 2 doses of Sutureseed Venom. Equipping any of these Weapons incurs a -D6 Renown penalty per Weapon.

12-13: Weapon Cache. 1 each of the following: Shardcarbine and Splinter Cannon; 2D3 Shard Grenades and D3 Plasma Grenades; plus 2 Shard Mags and 2 Splinter Drums. Equipping any of these Weapons incurs a -D6 Renown penalty per Weapon or Grenade type.

14-15: Weapon Cache. 1 each of the following: Blaster and Shredder; plus 2 Darkmatter Chambers and 2 Shredder Canisters; plus 2 doses each of Agonizer Poison, Bone Seeker Poison, and Heart Seeker Poison. Equipping any of these Weapons incurs a -D6 Renown penalty per Weapon.

16-17 (Treasure Chests only): Grenade Cache. 2D6 each of the following: Phantasm Grenades,Plasma Grenades, Shard Grenades, and Mutagenic Grenades. Equipping any of these Grenades incurs a -D6 Renown penalty per Grenade type.

18 (Treasure Chests only): a Dangerous Artifact. It weighs 04 Capacity. If taken, this model counts as "Closest Enemy Model" for the purposes of all targeting for the remainder of these Linked Missions. Additionally, this model may opt to gain +D3 Corruption on any Battleround to unlock the following abilities for 1 full Battleround:
-increase the Range of all abilities, Talents, Traits, and Skills that rely on Cohesion by +12"
-ignore a Wound on the D6 roll of a 3+
-ignore a Mortal Wound on the D6 roll of a 5+
-remove D3 Wound Tokens on this model or any ally in Cohesion Range. Using this effect on an ally also gives that ally +1 Corruption
-become immune to being Pinned
-gain a +1 bonus to any Invulnerable Saves the model has or a 6+ Invulnerable Save if the model doesn't already have one

This item may be traded to any Faction for 50 Esteem but a -2D6 Renown loss for the Mission Leader or it may be handed over to the Watch Captain at the end of these Linked Missions for safekeeping, earning this model 5D6 Renown.

Any single Weapon from this Treasure table may be handed over to the Watch Captains at the end of these Linked Missions for +D3 Renown each. If 10 copies of any Weapon, Grenade, or Item end up in the Watch Captains' hands, add a single copy of that Wargear to the Arsenal of the Ordo as a Sanctified Xeno "item of the same name" with a Threshold equal to the lowest Renown of any model deployed on these Linked Missions and a Cost equal to half its Threshold.

Ranged Weapon Profiles
Weapon / Capacity / Range / Strength / RoF / Primary Mag / AP / Damage / Special Rules

Blaster / 02 / 18" / 8 / 1|2|- / 10 / -4 / D6 / Assault, Dark
Blast Pistol / 01 / 6" / 8 / 1|-|- / 10 / -4 / D6 / Dark, Pistol
Mutagenic Grenade / * / 8" / 3 / D6|-|- / 1 / -D3 / 1 / Assault, Blast, Corrosive
Phantasm Grenade / * / 8" / 1 / D3|-|- / 1 / - / 1 / Assault, Blast, Phantasm
Plasma Grenade / * / 8" / 4 / D6|-|- / 1 / -1 / 1 / Assault, Blast, Plasma
Shardcarbine / 01 / 18" / 3 / 3|6|- / 30 / - / 1 / Agonizing, Assault
Shard Grenade / * / 8" / 4 / D6|-|- / 1 / - / 1 / Assault, Blast, Lacerating
Shredder / 02 / 12" / 6 / D6|2D6|3D6 / 30 / -1 / 1 / Assault, Shredding, Slashing
Splinter Cannon / 03 / 36" / 3 / 3|4-6|12 / 48 / - / 1 / Agonizing, Rapid Fire
Splinter Pistol / 01 / 12" / 2 / 1|2|- / 20 / - / 1 / Agonizing, Kabalite, Pistol
Splinter Rifle / 01 / 24" / 2 / 1|2-4|8 / 20 / - / 1 / Agonizing, Kabalite, Rapid Fire

*Grenades weigh little individually. Equipping up to 3 grenades of any type weighs 01 Capacity. Equipping 4-5 weighs 02 and every 1 Grenade beyond that adds +01 weight.

Weapon Reloads
Item / Capacity / Magazine / Special Rules

Darkmatter Chamber / 01 for up to 4 / 10 / usable for Blast Pistol, Blaster, or Dark Lance
Shredder Canister / 01 for up to 2 / 30 / usable for Shredder
Splinter Mag / 01 for up to 10 / 20 / usable for Splinter Pistol or Splinter Rifle
Splinter Drum / 01 for up to 4 / 48 / usable for Splinter Cannon or Splinter Rifle
Shard Mag / 01 for up to 8 / 30 / usable for Shardcarbine

Melee Weapon Profiles
Weapon / Capacity / Strength / AP / Damage / Special Rules

Aeldari Power Sword / 01 / as user / -2 / 1 / Balanced, Defensive, Monofilament, Slashing
Trophy Sword / 01 / as user / -1 / 1 / Balanced, Defensive, Monofilament, Trophy [Drukhari] or Trophy [Sslyth] (player's choice)
Drukhari Whip / 01 / as user / -1 / 1 / Reach, Slashing
Razorflail / 01 / as user / -1 / 1 / Bleed, Flail, Reach, Slashing

Wargear Descriptions
Item: Special Rules
Agonizer Poison
: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: any model Wounded by this weapon, but not removed as a casualty, must test their Toughness at the start of their next Movement Phase. Failing this test imposes a -3" penalty to that model's Movement and -1 to all of their hit rolls until the start of the next Battleround.

Bone Seeker Poison: this may be used to add the following special ability to one weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: improve this weapon's AP by 1.

Crystal Infusion Poison: this may be used to add the following special ability to one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: this weapon will always Wound <Infantry>, <Character>, and <Monster> models on a 4+, unless the weapon's Strength would normally make the roll less.

Electrocorrosive Venom: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: improve this weapon's AP and Damage by 1.

Heart Seeker Poison: this may be used to add the following special ability to one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: any model Wounded by this weapon, but not removed as a casualty, suffers a single Strength 3, AP -1, Damage: D2 hit at the start of its next Movement Phase.

Shiftshard Ammo: this may be used to add the following special ability to one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: unsaved Wounds inflicted by this weapon impose an additional +1 Wound Token on the affected model. Versus Adversaries that are not subject to Wound Tokens, this instead inflicts a single Mortal Wound on the target if they take any Damage, but are not removed as casualties.

Sutureseed Venom: this may be used to add the following special ability to one melee weapon for the duration of 1 Mission: unsaved Wounds inflicted by this weapon impose an additional +1 Wound Token on the affected model at the start of their next Movement Phase, unless they pass a Toughness test. Versus Adversaries that are not subject to Wound Tokens, this instead inflicts a single Mortal Wound on the target at the start of their next Movement Phase if they take any Damage, but are not removed as casualties. If the affected Adversary can pass a Toughness test, they ignore this Mortal Wound.

Void Poison: this may be used to add the following special ability to one melee or one ranged weapon with the word "shard" or the word "splinter" in its name for the duration of 1 Mission: if a model is hit by this weapon, but is not removed as a casualty, reduce its Armor Save by 1 for D3 Battlerounds. At the end of the Battleround where this duration expires they suffer a single Strength 6, AP -2, Damage: D2 hit.

Weapon and Item Traits
Agonizing
:
models Wounded by this weapon, but not removed as casualties, suffer an automatic hit at the same Strength, AP, and Damage of this weapon at the start of their next Movement Phase
Balanced: this weapon gains +1 to all Parry attempts.
Bleed: this weapon can re-roll its failed Wound rolls.
Corrosive: models hit by this weapon reduce their Armor Save by 1 for the remainder of the Mission. If this damages a Space Marine, they may repair this with an application of their Armor Patch.
Dark: this weapon does not reveal the location of a shooter if they are firing from a concealed position. Blips armed with this weapon remain blips. Stealthed models do not count as Shooting for the purposes of any of their Skill Effects unless it would be beneficial.
Defensive: a model armed with a weapon with this Trait may sacrifice 1 of their Attacks to impose a -1 Penalty to 1 opponent model's WS for the duration of the Battleround.
Envenomed: this weapon always Wounds <Infantry> and <Monster> models on a 4+.
Flail: whenever this weapon is used it makes D3 extra Attacks and can re-roll its misses.
Kabalite: models equipped with Wargear with this Trait gain an additional +D3 Esteem whenever they would gain any with an Aeldari or Radical Faction.
Lacerating: any hit roll of a 6 with this weapon also causes a single Mortal Wound in addition to its other Damage.
Monofilament: any hit roll of a 6 with this weapon improves its AP by 2.
Phantasm: if a model or Unit is hit by this grenade, regardless of whether or not any Wounds are inflicted, that model or Unit also suffers -1 to its Leadership until the end of the Mission. Multiple hits impose stacking penalties.
Plasma: models within 2" of another model that was hit by this Weapon reduce their WS and BS by 1 until the start of their next Battleround.
Reach: this weapon may be used in the Fight Phase even if this model is up to 2" away from enemy models.
Shredding: this weapon may re-roll its Wound rolls versus targets with the <Infantry> keyword.
Slashing: this Weapon improves its AP by 1 versus targets with an Armor Save of 4+ or worse.
Trophy [Drukhari]: when Attacking targets with the <Drukhari> keyword in the Fight Phase, this weapon grants its bearer +1 Renown per <Drukhari> model removed as a casualty.
Trophy [Sslyth]: when Attacking targets with the <Sslyth> keyword in the Fight Phase, this weapon grants its bearer +3 Renown per <Sslyth> model removed as a casualty.

Relics for this Mission
Threshold / Cost / Capacity / Relic / Special Rules

25 / 15 / * / Icon of Endurance / This pendant may be used once per Mission to allow the bearer to automatically pass one Strength or Toughness test they are called on to make, without having to roll.

10 / 10 / * / Mark of Courage / This honorific may be used once per Mission to automatically pass a Morale test if it is carried by the Mission Leader. If equipped by a model that is not the Mission Leader, this honorific instead makes the bearer immune to the effects of the Fearsome, Scary, and Terrifying Traits.

15 / 12 / * / Mark of Excellence / This honorific grants the bearer +1CP at the start of the Mission. Additionally, if any CP must be spent during the course of a Mission to elect a new Mission Leader, the CP spent can be refunded if the player that controls the model equipped with this Relic rolls a 5+ on a D6 for each CP.

*The weight of these Relics is negligible.

This message was edited 3 times. Last update was at 2023/02/05 00:25:51


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