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Made in us
Ragin' Ork Dreadnought







Raven Guard and their Successors

Chapter
: Raven Guard
Trait(s): Masters of Stealth
Restrictions: Aggressors and Devastators cost +1 TV.
Options: Assault Marines may upgrade to Vanguard for +2 TV. Vanguard gain +1 Attack and +1" on the Charge.
Chapter Stratagem: (2CP) Death from the Shadows. Use this Stratagem after this model has successfully used any effect of the Stealth Skill. This model gains +1 Strength and improves the AP of all of its Weapons by 2 until the end of the Battleround.
Gear: any Raven Guard model may equip one or more Lightning Claws without having to meet the Threshold, although they must still pay the Cost.
Chapter Heirloom: Crow Skull Talisman

Chapter (Successor): Black Guard (Raven Guard)
Trait(s): Heavy Hitter. Additionally, all Black Guard models begin the Campaign with the Talent: Bomb Layer for free.
Restrictions: none.
Options: Aggressors and Devastators may upgrade to Destroyer for +1 TV. Destroyers upgrade their primary Weapon to Exceptional Quality for free. Any Specialty may upgrade to Guardian for +2 TV. Guardians gain +4 Renown and Demolitions (+1).
Chapter Stratagem: (2CP) Overkill. Use this Stratagem at the start of the Shooting Phase. Nominate 1 allied Astartes in Cohesion Range. Until the end of this Shooting Phase, that model's Shooting Attacks do +1 Damage.
Gear: none.
Chapter Heirloom: Choose one: Zerstoren Honorific or Guardian's Seal

Chapter (Successors): Death Specters (Raven Guard)
Trait(s): Dark Providence and Spectral Fighters
Restrictions: none.
Options: any Specialty may be upgraded to Ghoul Hunter for +1 TV. Ghoul Hunters gain the Talent: Burning Hatred [Necrons] for free.
Chapter Stratagem: (1CP) Terrible Insight. Use this Stratagem at the start of the players' Turn. Nominate one allied Astartes in Cohesion Range. That model improves their Armor Save by +1 versus any Wounds caused by a model with the <Necron> keyword.
Gear: A Death Specter may replace their Astartes Knife with a Null Blade for free.
Chapter Heirloom: Transphasic Battle Trophy.

Chapter (Successor): Iron Ravens (Raven Guard)
Trait(s): Tactica Suprema
Restrictions: Primaris Specialties only.
Options: none.
Chapter Stratagem: (3CP) Shocking Assault Use this Stratagem at the start of the Mission, after Deployment, but before the first Turn. This model takes a special Turn of its own - Command Phase, Movement Phase, Psychic Phase (if applicable), 1 Shooting Phase, Charge Phase, and Fight Phase. Then the Mission begins. When this Stratagem is employed, all other models in the Squad gain +1XP and this model gains +1 Renown.
Gear: none.
Chapter Heirloom: Ultima Honorifica

Chapter (Successor): Knights of the Raven (Raven Guard)
Trait(s): Insular and Masters of Stealth. In addition, all Knights of the Raven models gain the Talent: Rival [Aurora Chapter] for free.
Restrictions: none
Options: any Knights of the Raven Specialty may start the Campaign with +4 Renown for +1 TV.
Chapter Stratagem: (2CP) Guerilla Fighter Use this Stratagem after this model has removed all enemy models within 1" as casualties. This model may immediately Move up to 6" towards any terrain feature. If this Move puts them in Cover from any visible enemy models, they are -1 to be hit until the end of the enemy's next Turn and gain +1 Renown.
Gear: any Knights of the Raven model may add a Camo Cloak to their Standard Load Out for +1 TV.
Chapter Heirloom: Totemic Raven

Chapter (Successor): Necropolis Hawks (Raven Guard)
Trait(s): Close Quarters
Restrictions: Primaris Specialties only. Inceptors, Intercessors equipped with a Heavy Bolt Rifle, and Suppressors cost +1 TV.
Options: any Specialty may upgrade to Nykir for +2 TV. Nykir gain +1 Attack and +1 Leadership.
Chapter Stratagem: (2CP) Pragmatic Brutality. Use this Stratagem when this model is outnumbered at the start of the Fight Phase. This model gains +1 Strength and improves the AP of all of their Weapons by 1 until the end of the Battleround.
Gear: none.
Chapter Heirloom: Mark of the Vigilant

Chapter (Successor): Raptors (Raven Guard)
Trait(s): Tactica Suprema. Additionally, all Raptors models begin the Campaign with the Talent: Determined for free.
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Logistical Acumen Use this Stratagem during the Arming Phase. Nominate one allied Astartes in the Squad. That model gains one of the following options for the duration of the upcoming Mission: Tactics (+1), Forbidden Knowledge (+1), Stealth (+1), or +1 use of their Chapter Hierloom.
Gear: any Raptors Specialty may equip a Holopictor Device for 5 Cost. This item weighs 01 Capacity.
Chapter Heirloom: Raptor's Talon

Chapter (Successor): Revilers (Raven Guard)
Trait(s): Masters of Stealth. Additionally, all Revilers models begin the Campaign with the Talent: Hatred [Alpha Legion Infantry] for free.
Restrictions: none.
Options: any Revilers Specialty may upgrade to Inheritor (of the 14th) for +2 TV. Inheritors (of the 14th) gain Contempt [Alpha Legion] and +1 Attack versus any model with the <Chaos> keyword.
Chapter Stratagem: (2CP) Shadows within Shadows. Use this Stratagem at the start of the enemy Shooting Phase. Nominate one allied Astartes in Cohesion Range. That model cannot be declared as a target of enemy Shooting, even if the enemy model is using a weapon with the Blast Trait or a Weapon that would otherwise automatically hit models within range of another target.
Gear: none.
Chapter Heirloom: Memento of the Secret War

Chapter (Successor): Rift Stalkers (Raven Guard)
Trait(s): All Rift Stalkers begin the Campaign with the Talent: Contempt [Chaos Infantry] for free.
Restrictions: Primaris Specialties only
Options: any Specialty may upgrade to Astralibrarian for +3 TV. Astralibrarians gain Psychic Sense (+1) and the ability to Deny the Witch. Astralibrarians count as Librarians for the purposes of restricted Talents.
Chapter Stratagem: (2CP) Astrapathic Witness. Use this Stratagem either at the start of the Player(s)' or the start of the Adversaries' Psychic Phase. If used in the Player(s)' Psychic Phase, add +1 to all Psychic tests. If used in the Adversaries' Psychic Phase, add +1 to all allied Deny attempts.
Gear: none
Chapter Heirloom: Icon of the Astranomincon


Raven Guard Succession Wargear Descriptions
Melee Weapons

Weapon / Capacity / Strength / AP / Damage / Traits
-Lightning Claw / 02 / As user / -2 / 1 / Extra Attack, Bleed
-Null Blade / * / As User / - / Transphasic Nullifier
-Paired Lightning Claws / 04 / As user / -2 / 1 / Extra Attacks, Mauling, Bleed

Wargear
Item / Capacity / Function
-Camo Cloak / - / this model gains an extra +1 to its Armor Save when in Cover.
-Holopictor Device / 01 / at the end of any Mission where a model equipped with this Wargear survives and returns to the Intolerance, all models deployed on the Mission with this model gain an extra +1XP during the Debriefing Phase.

Item Traits
Bleed
: a model armed with this weapon can re-roll its failed Wound rolls.
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Extra Attacks: these weapons adds 2 extra Attacks to the model armed with them in the Fight Phase.
Mauling: these weapons increase their Damage by +1 when the model armed with them is outnumbered in the Fight Phase.
Transphasic Nullifier: <Necrons> slain by this weapon suffer a -1 to their Reanimation Protocol rolls.

This message was edited 6 times. Last update was at 2021/09/09 01:09:00


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







Salamanders and their Successors

Chapter: Salamanders
Trait(s): Forged in Flames and Peerless Artisan
Restrictions: none.
Options: any Specialty equipped with Terminator or Relic Terminator Armor may be upgraded to Fire Drake for +2 TV. Fire Drakes gain +10 Renown.
Chapter Stratagem: (2CP) Hammer to Anvil. Use this Stratagem at the start of the Fight Phase. This model and one other allied Astartes in Cohesion Range gains either +2 Strength or +2 Toughness until the end of the Phase. Player(s) decide for each affected model separately.
Gear: all Salamanders Specialties gain a -1 Threshold and -1 Cost discount to any Weapon with the word "flame" or the word "melta" in its name. Additionally, all Salamanders Specialties may upgrade one item from their Standard Load Outs to Mastercrafted Quality for free at the start of the Campaign. Once an item is chosen, it cannot be changed.
Chapter Heirloom: Anvil Pendant

Chapter (Successor): Black Vipers (Salamanders)
Trait(s): Ally of the Mechanicus, Dark Providence, and Unconfirmed Successors
Restrictions: Primaris Specialties only. Only one model of this Chapter at a time may be included in this Campaign.
Options: any Specialty may upgrade to Mechanican Guardian for +1 TV. Mechanican Guardians gain any 1 Tier 1 Technological Talent for which they qualify for free. Any Specialty may also or alternatively upgrade to Genetic Prototypical for +1 TV. Genetic Prototypicals gain +1 Toughness.
Chapter Stratagem: (2CP) Secret Mission. Use this Stratagem when this model is within Cohesion Range of a Tech Emplacement. Regardless of that Emplacement's Power Level, it now becomes Dead and this model gains +D3XP.
Gear: any Black Vipers Specialty may replace its Standard Load Out Astartes Knife with an Envenomed Blade for free.
Chapter Heirloom: Artisan Cog

Chapter (Successor): Covenant of Fire (Salamanders)
Trait(s): Flame Craft and Unnerving Intellect
Restrictions: Primaris Specialties only.
Options: Primaris Librarians cost -1 TV. Any model may be given Forbidden Knowledge (+1) for +2 TV. Any Specialty may be upgraded to Imperial Cultist for +1 TV. Imperial Cultists gain +1XP whenever they use their Skills to uncover hidden truths (tidbits of info from ship cogitators, Secret Missions, secret compartments, Relics, etc.) or when they survive an Exploration-type Mission. Any Specialty can also or alternatively be upgraded to a Promethean Cultist for +1 TV. Promethean Cultists gain a -1 Cost discount to all Weapons with the word "flame" in their name, applied after all other discounts.
Chapter Stratagem: (2CP) Bathe them in Flames. Use this Stratagem at the start of a Shooting Phase where 2 or more allied Astartes are using Weapons that automatically hit their targets without having to roll. All such enabled Weapons fire their maximum number of shots this Phase.
Gear: any model armed with a Bolt Rifle or a Heavy Bolt Rifle may equip an underslung, single shot Purge Pod for 1 Cost and no Threshold.
Chapter Heirloom: Book of Lore

Chapter (Successor): Dark Krakens (Salamanders)
Trait(s): Acute Senses and Prize Hunters
Restrictions: Primaris Specialties only.
Options: any Specialty may upgrade to Trophy Hunter for +1 TV. Trophy Hunters gain +9 Renown.
Chapter Stratagem: (2CP) Team Sport. Use this Stratagem when this model can draw line of sight to an enemy model that started the Mission with 8 or more Wounds. All allied Astartes in Cohesion Range gain +1 Renown if they Shoot at or Charge this enemy this Turn. When this enemy model is removed as a casualty, this model gains +D3 Renown.
Gear: none.
Chapter Heirloom: Bioluminescent Trophy

Chapter (Successor): Dragonspears (Salamanders)
Trait(s): Expert Ork Hunters and Endocannibal
Restrictions: Primaris Specialties only.
Options: any Specialty may upgrade to Selfless for +2 TV. The Selfless always count as "closest model" in the enemy Shooting Phase. Anytime this model is shot at and Wounded when an allied model was the physically closer target, this model gains +1XP and +1 Renown.
Chapter Stratagem: (2CP) Bulwark. Use this Stratagem at the start of the enemy Shooting Phase when this model is the physically closest target. This model must be chosen as the Primary Target for all enemy Shooting Attacks this Phase. For that duration, this model gains +1 Armor Save, +1 Toughness, and any Wounds it suffers during this Phase do not count as modifiers to the Mission Leader's Morale test this Turn.
Gear: none.
Chapter Heirloom: Assorted Memories

Chapter (Successor): Drakken (Salamanders)
Trait(s): Honor Bound and Relic Keeper
Restrictions: First Founding Specialties only. All Specialties cost +1 TV, unless they are equipped with Terminator Armor.
Options: any Specialty may be upgraded to Void Drak for +2 TV. Void Draks gain the Talent: Sure Strike and Intimidate (+1).
Stratagem: (2CP) Vulcan's Inheritors. Use this Stratagem during the Arming Phase if this model is equipped with Terminator Armor. This model gains +20 Renown to equip themselves this Mission. These extra 20 Renown are lost at the end of the Mission.
Gear: any Specialty may equip Terminator Armor for +5 TV.
Chapter Heirloom: Crux Infernum

Chapter (Successor): Sons of the Dragon (Salamanders)
Trait(s): Insular, Keeper, and Peerless Artisan. Additionally, all Sons of the Dragon begin the Campaign with +4 Renown.
Restrictions: none.
Options: any Specialty equipped with a Jump Pack or Heavy Jump Pack in their Standard Load Out may be upgraded to Wingman for +2 TV. Wingmen gain the ability to Charge even on a Turn when they have made a Fall Back Move. Additionally, they gain Intimidate (+1).
Chapter Stratagem: (2CP) The Dragon's Hoard. Use this Stratagem at the start of the Arming Phase. If this model has leftover Renown after equipping itself, the remainder is granted as a bonus to all other models in this model's Squad. If this model has 3 remaining Renown all of its Squad mates gain a temporary +3 Renown bonus until the end of the Mission.
Gear: all Sons of the Dragon Specialties receive a -2 Threshold discount on all Weapons with the word "flame" in its name.
Chapter Heirloom: Tactical Manifest

Chapter (Successor): Storm Giants (Salamanders - Unconfirmed)
Trait(s): Tactical Coordination and Unconfirmed Successor. Additionally, all Storm Giants begin the Campaign with the Talent: Grunt for free.
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Heavy Firepower. Use this Stratagem at the start of the Shooting Phase when this model is within Cohesion Range of any allied Astartes armed with a Heavy Weapon. Those Astartes so armed double the number of shots they may make in any Firing Mode this Turn. Additionally, those models may also re-roll one hit roll and one Wound roll this Turn.
Gear: all Storm Giants model upgrade their Bolt Pistols to Exceptional Quality for free.
Chapter Heirloom: Mark of the Giant

Chapter (Successor): Vulcanizers (Salamanders)
Trait(s): Destroyer Kin
Restrictions: none.
Options: Assault Marines and Champions may upgrade to Infernist for +3 TV. Infernists swap their Standard Load Out Bolt Pistol and 9 Standard Magazines for Inferno Pistol and 4 Melta Canisters. Infernists also gain Inspire (+1).
Chapter Stratagem: (2CP) Eye for Conflagration. Use this Stratagem during Deployment. This model's controlling player may place 2D3 barrels of Volatile Fuel anywhere on the revealed terrain.
Gear: any Vulcanizers Intercessor may select the following Weapons Load Out instead of the options presented for that Specialty for +1 TV: Bolt Pistol with 5 Standard Magazines, Melta Rifle with 9 Melta Canisters, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades. Any Vulcanizers Specialty may exchange their Krak Grenades for Thermal Grenades for +1 TV.
Chapter Heirloom: Obsidian Shard


Salamanders Succession Wargear Descriptions
Ranged Weapons

Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Traits
-Melta Rifle / 03 / 24" / 1|-|- / 4 / Assault / 8 / -4 / D6 / Melta
-Purge Pod / +01* / 8" / D6|-|- / 1 / Assault / 4 / - / 1 / Ablaze, Auto-hit
-Thermal Grenade / 01** / 6" / D3|-|- / 1 / Grenade / 8 / -3 / D2+1 / Phosphorus

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits
-Envenomed Blade / * / 01 / as user / - / 1 / Bleed, Extra Attack

**Grenades weigh little individually. This Capacity only applies if the model carries 3 or more Grenades of any kind.
*This item adds its weight to the weapon it is attached to, but only until it is fired. Once its ammo is expended, it no longer adds any meaningful Capacity.

Weapon Traits
Ablaze
: this weapon only needs to hit to inflict this effect. Once hit, the Target is set Ablaze. Each Turn after the first a model is Ablaze it suffers a single Strength3, AP -, Damage 1 hit. A model that is Ablaze may spend its Movement, Shooting, or Charge Phase putting out the flames. The Ablaze effect lasts for D3 Turns or until a model spends a Phase extinguishing itself.
Auto-hit: if the target or targets are in range, this weapon automatically hits without the need to roll.
Bleed: a model armed with this weapon can re-roll its failed Wound rolls.
Exceptional Quality: this item can re-roll one failure associated with its function once per Mission.
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Mastercrafted Quality: this item can re-roll one failure associated with its function once per Turn.
Melta: when a target is within half range for this Weapon, change its Damage characteristic to D6+2.
Phosphorus: this weapon continues to burn long after its initial strike. Roll to Wound with this Weapon on every Turn after it hits, until either the target is removed as a casualty or this item fails to Wound.

This message was edited 13 times. Last update was at 2021/11/10 19:27:22


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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







Space Wolves and their Successor

Space Wolf First Founding Specialties

Blood Claw
:
Move
6" WS3+ BS4+ S4 T4 W3 A1 Ld7 Sv3+ Sk5+ Cap08
Skill: Intimidate1
Talent: Cohesion0
Tactical Value:
1
Specialty Stratagem: (2CP) Savage Attack. Use this Stratagem at the end of any Charge Phase where a model has Charged an enemy Unit with 5 or more models. That Unit suffers 1 Mortal Wound.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 9 Standard Magazines, Chainsword, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 06)
Command Point Contribution to Squad: +1CP if any Blood Claws are in the Squad
Starting Renown: 1
Skill Upgrade Costs: Intimidate (+1) =3XP; Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Demolitions (+1) =12XP, Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -2XP on Tier 1 Melee Talents; -4XP on Tier 2 Melee Talents; -6XP on Tier 3 Melee Talents

Grey Hunter:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld8 Sv3+ Sk5+ Cap08
Skill: Command1
Talent: Cohesion0
Tactical Value:
1
Specialty Stratagem: (1CP) Range Finder. Use this Stratagem before a model Shoots in the Shooting Phase. This adds +6" to the range of any one weapon in any Firing Model for that model.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Deathwatch Pattern Bolter with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +1CP per Grey Hunter in the Squad
Starting Renown: 1
Skill Upgrade Costs: Command (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Medic (+1) =12XP, Tech (+1) =12Xp
Talent Tree Discounts: -1XP on Tier 1 Morale and Shooting Talents; -2XP on Tier 2 Morale and Shooting Talents; -3XP on Tier 3 Morale and Shooting Talents

Iron Priest:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld7 Sv2+ Sk5+ Cap08
Skill: Tech1
Talent: Cohesion0
Tactical Value:
4
Specialty Stratagem: (1CP/2CP) Augury Scan. Use this Stratagem at the start of a Mission with a partially obscured terrain layout, before Deployment. Roll 3D6. The total is the number of inches into the obscured layout that a Techmarine reveals. If 2CP are spent on this Stratagem, any Adversaries that would otherwise be revealed as blips in this area are instead revealed as the models they represent. If the radius of this reveal clips a room or corridor, place the entire room and/or corridor. However, Adversaries will only be revealed up to the limit of the Scan. GMs, tell your players, before they commit to how many CPs they are going to spend on this Stratagem, whether or not Adversaries will be represented as Blips or not. You do not have to reveal whether or not there will be any models in the area to be revealed. However, to play completely fair, you should have at least a sketch of the table's ultimate set-up, along with placement of all your Adversaries before the players even have an opportunity to use this Stratagem.
Standard Load Out: Armor: Artificer Armor 2+ Weapons: Helfrost Pistol with 9 Frost Catalysts, Tempest Hammer, Servo Arm, 2 Frag Grenades, and 2 Krak Grenades Wargear: Mechanicus Frame, Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +1CP per Iron Priest in the Squad
Starting Renown: 5
Skill Upgrade Costs: Tech (+1) =3XP; Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Inspire (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Technology and Skill Talents; -2XP on Tier 2 Technology and Skill Talents; -3XP on Tier 3 Technology and Skill Talents

Long Fang:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld8 Sv3+ Sk5+ Cap08
Skill: Demolitions1
Talent: Cohesion0
Tactical Value:
3
Specialty Stratagem: (1CP) Killing Field. Use this Stratagem when a model is chosing their targets in the Shooting Phase. These targets can be +2" further apart than normal.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Heavy Bolter with Backpack Ammo Supply, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 09)
Command Point Contribution to Squad: +2CP per Long Fang in the Squad
Starting Renown: 1
Skill Upgrade Costs: Demolitions (+1) =3XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Inspire (+1) =12XP, Medic (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Shooting Talents; -2XP on Tier 2 Survival and Shooting Talents; -3XP on Tier 3 Survival and Shooting Talents

Rune Priest:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld8 Sv3+ Sk5+ Cap08
Skill: Psychic Sense1
Talent: Cohesion0
Tactical Value:
5
Specialty Stratagem: (1CP/3CP) Imparted Knowledge. Use this Stratagem before a model rolls to use a Skill. This adds +2 to the Skill roll. If a player spends 3CP on this Stratagem, it instead adds +1 to all Skill rolls this Turn.
Standard Load Out: Armor: Runic Armor 3+|5+ Weapons: Bolt Pistol with 5 Standard Magazines, Runic Axe, 2 Frag Grenades, and 2 Krak Grenades Wargear: Psychic Hood, Armor Patch (Total Weight: 06)
Special Ability: Psychic Abilities: Smite and 1 other Psychic Power from the appropriate Discipline list (Typically found in their own Codex or Codex Supplement); ability to Deny the Witch within 24" (x1)
Command Point Contribution to Squad: +1CP per Rune Priest in the Squad
Starting Renown: 5
Skill Upgrade Costs: Psychic Sense (+1) =3XP, Command (+1) =6XP, Demolitions (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP, Tech (+1) =6XP; Inspire (+1) =12XP, Medic (+1) =12XP,
Talent Tree Discounts: -1XP on Tier 1 Miscellaneous and Skill Talents; -2XP on Tier 2 Miscellaneous and Skill Talents; -3XP on Tier 3 Miscellaneous and Skill Talents

Skyclaw:
Move
6"(12") WS3+ BS4+ S4 T4 W3 A1 Ld7 Sv3+ Sk5+ Cap08
Skill: Intimidate1
Talent: Cohesion0
Tactical Value:
2
Specialty Stratagem: (2CP) Wrathful Descent. Use this Stratagem at the end of any Charge Phase where a model has Charged an enemy Unit with 5 or more models. That Unit suffers 1 Mortal Wound.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 9 Standard Magazines, Chainsword, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades Wargear: Jump Pack, Armor Patch (Total Weight: 07)
Command Point Contribution to Squad: +1CP if any Skyclaws are in the Squad
Starting Renown: 1
Skill Upgrade Costs: Intimidate (+1) =3XP; Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP; Command (+1) =12XP, Demolitions (+1) =12XP, Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -2XP on Tier 1 Melee Talents; -4XP on Tier 2 Melee Talents; -6XP on Tier 3 Melee Talents

Wolfguard:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld7 Sv3+ Sk5+ Cap08
Skill: Command1 and Intimidate1
Talent: Cohesion0
Tactical Value:
5
Specialty Stratagem: (1CP) Barrel Forward. Use this Stratagem when a model attempts to Charge. One die automatically counts as having rolled a 4, the controlling player only has to roll one die. If the controlling player subsequently decides to spend a CP to re-roll the Charge, both dice must be rolled and the 4 is ignored.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Deathwatch Pattern Bolter with 5 Standard Magazines, Astartes Sword, 2 Frag Grenades, and 2 Krak Grenades Wargear: Armor Patch (Total Weight: 08)
Command Point Contribution to Squad: +1CP per Wolfguard in the Squad
Starting Renown: 10
Skill Upgrade Costs: Command (+1) =3XP; Intimidate (+1) =6XP, Forbidden Knowledge (+1) =6XP, Inspire (+1) =6XP, Stealth (+1) =6XP, Tactics (+1) =6XP, Demolitions (+1) =12XP, Medic (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Melee Talents; -2XP on Tier 2 Survival and Melee Talents; -3XP on Tier 3 Survival and Melee Talents

Wolf Priest:
Move
6" WS3+ BS3+ S4 T4 W3 A2 Ld8 Sv3+ Sk5+ Cap08
Skill: Inspire1
Talent: Cohesion0
Tactical Value:
6
Specialty Stratagem: (1CP/3CP) Make it Count. Use this Stratagem at the end of the Mission, before rolling to Remove Corruption. This allows the Chaplain to add +2 to any one Remove Corruption roll. If 3CP are spent for this Stratagem, then the Chaplain instead adds +1 to all Remove Corruption rolls for this Mission.
Standard Load Out: Armor: Powered Armor 3+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Knife, Crozius Arcanum, 2 Frag Grenades, and 2 Krak Grenades Wargear: Rosarius, Armor Patch (Total Weight: 05)
Special Ability: Remove Corruption. This ability allows the Chaplain to roll a D6 at the end of every Mission for every Marine deployed with them that has 1 or more Corruption. On a roll of a 6+, that model reduces its current Corruption by 1.
Command Point Contribution to Squad: +1CP if any Wolf Priests are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Inspire (+1) =3XP; Command (+1) =6XP, Forbidden Knowledge (+1) =6XP, Intimidate (+1) =6XP, Tactics (+1) =6XP; Medic (+1) =9XP; Demolitions (+1) =12XP, Stealth (+1) =12XP, Tech (+1) =12XP
Talent Tree Discounts: -1XP on Tier 1 Morale and Melee Talents; -2XP on Tier 2 Morale and Melee Talents; -3XP on Tier 3 Morale and Melee Talents

Wolf Scout:
Move
6" WS3+ BS3+ S4 T4 W3 A1 Ld8 Sv4+ Sk5+ Cap08
Skill: Stealth1 and Command1
Talent: Cohesion0
Tactical Value:
3
Specialty Stratagem: (1CP) Scout Ahead. Use this Stratagem at the start of a Mission, before the first Turn. One allied <Imperium> model in Cohesion Range may Move up to 6", staying more than 9" away from enemy models.
Standard Load Out: Armor: Scout Armor 4+ Weapons: Bolt Pistol with 5 Standard Magazines, Astartes Knife, 2 Frag Grenades, and 2 Krak Grenades plus either Bolter and 5 Standard Magazines or Astartes Chainsword Wargear: - (Total Weight: 03)
Command Point Contribution to Squad: +2CP if any Wolf Scouts are in the Squad
Starting Renown: 5
Skill Upgrade Costs: Stealth (+1) =3XP, Demolitions (+1) =6XP, Intimidation (+1) =6XP, Tactics (+1) =6XP; Command (+1) =9XP, Forbidden Knowledge (+1) =9XP
Talent Tree Discounts: -1XP on Tier 1 Survival and Skill Talents; -2XP on Tier 2 Survival and Skill Talents; -3XP on Tier 3 Survival and Skill Talents

Wulfen:
Move
7" WS3+ BS5+ S5 T4 W4 A2 Ld7 Sv4+ Sk4+ Cap08
Skill: Intimidate1
Talent: Cohesion0
Tactical Value:
3
Specialty Stratagem: (2CP) Unleash the Beast. Use this Stratagem at the start of the Fight Phase. This model gains +1 to hit, +1 to Wound, and +1 Attack until there are no more enemy models within 1" of this model.
Standard Load Out: Armor: Wulfen Armor 4+ Weapons: Frost Claws Wargear: - (Total Weight: 01)
Command Point Contribution to Squad: none.
Starting Renown: 0
Skill Upgrade Costs: Intimidate (+1) =6XP; Inspire (+1) =12XP
Talent Tree Discounts: -2XP on all Melee Talents


Wolfguard models may upgrade their Standard Load Out Powered Armor to Terminator Armor for +6 TV. Terminator Armor provides a number of modifications to the Wolfguard's Profile.
- Armor Save becomes 2+
- grants a 5+ Invulnerable Save
- increases its starting Wounds by +1
- adds +1 Attack
- adds +3 Capacity
- reduces Move by -1"
- replaces a model's Standard Load Out Weapons with: Deathwatch Pattern Storm Bolter and 4 Standard Magazines, Powerfist
- Increases the Wolfguard's starting Renown by +14
- changes the Wargear lists that they have access to


Chapter: Space Wolves (non-Codex Compliant)
Trait(s): Acute Senses and Legendary Ferocity. Long Fangs and Wolf Scouts also get Wisdom. Blood Claws and Skyclaws also get Reckless. All Space Wolves begin the Campaign with the Talents: Rival [Dark Angels] and Hatred [Thousand Sons Infantry] for free.
Restrictions: Can only take Primaris Or Space Wolf Specialties.
Options: none.
Chapter Stratagem: (2CP) Battle Howl.. Use this Stratagem at the start of the Charge Phase. All allied Astartes in Cohesion Range gain +2 Attacks when they Charge this Turn.
Gear: Space Wolf models equipped with Terminator Armor do not have to meet the Threshold, although they must still pay the Cost, to equip an Assault Cannon. Any Space Wolf Specialty armed with a Chainsword as part of their Standard Load Out may exchange it for a Frostblade for 1 Cost and no Threshold. Space Wolf Primaris Techmarines and Techmarines (Iron Priests) may swap their Bolt Pistol and 9 Standard Magazines or Grav Pistol and 5 Grav Catalysts for a Helfrost Pistol and 9 Frost Catalysts for +1 TV. Additionally, these models exchange their Astartes Knife with a Tempest Hammer for free. Any Specialty may add any of the following weapons to their Standard Load Out for +2 TV: Frost Axe, Frost Sword, or one Wolf Claw; equipping two Wolf Claws costs +3 TV.
Chapter Heirloom: Wolf Tail Talisman

Chapter (Successor): Wolfspears (Space Wolves)
Trait(s): Hard Won Honor and Eager for the Frontline
Restrictions: Primaris Specialties only; only one model in this Campaign may be from this Chapter.
Options: any Specialty my upgrade to Indomitus Veteran for +2 TV. These models gain Tactics (+1) and the Talent: Ally [Ultramarine]
Chapter Stratagem: (2CP) Scions of Russ. Use this Stratagem at the start of the Fight Phase. All allied Astartes in Cohesion Range may re-roll hit rolls this Turn. Additionally, any other Primaris, Ultramarines, or Space Wolves within Cohesion Range of this model gain +1 Attack this Turn.
Gear: Wolfspears Indomitus Veterans may equip Guilliman Pattern Bolt Rifles without having to meet the Threshold, although they must still pay the Cost.
Chapter Heirloom: Wolf Totem


Space Wolves Succession Wargear Descriptions
Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits

-Assault Cannon / 06 / 24" / 6|7|15 / 30 / Heavy / 6 / -1 / 1 / Devastating Fusillade
-Helfrost Pistol / 01 / 12" / 1|-|2 / 4 / Pistol / 8 / -4 / D3 / Deathly

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits

-Frostblade / 03 / as user / -2 / 1 / Defensive Weapon, Extra Attack
-Frost Axe / 04 / +2 / -2 / 1 / Axe Blow, Mauling
-Frost Claws / 01 / +1 / -2 / 1 / Bleed, Extra Attack
-Frost Sword / 02 / +1 / -3 / 1 / Defensive Weapon
-Runic Axe / 03 / +1 / -2 / D3 / Psychic Attunement
-Tempest Hammer / 04 / +4 / -2 / D3 / Decapitating Strike, Unwieldy
-Wolf Claw / 02 / +1 / -2 / 1 / Bleed
--Pair of Wolf Claws / 04 / +1 / -2 / 1 / Bleed, Extra Attack, Mauling

Wargear
Item / Capacity / Function

-Frost Catalyst / 01* / Primary Magazine for Helfrost Pistol; 4 Ammo.

Armor
Armor / Save|Invulnerable Save / Additional Capacity

-Runic Armor / 3+|5+ / +02

*These items weigh little individually. This Capacity is for every 4 of these items.

Item Traits
Axe Blow: the first Attack this model makes with this weapon after Charging is resolved at Strength +3, AP -3, Damage 2.
Bleed: a model armed with this weapon can re-roll its failed Wound rolls.
Deathly: if a target suffers any unsaved Wounds from this weapon, it also automatically suffers a single Mortal Wound.
Decapitating Strike: any roll of 6 to hit automatically Wounds.
Defensive Weapon: 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 Turn.
Devastating Fusillade: if this weapon is fired in Full Auto Firing Mode, it imposes an additional -1 penalty to enemy Morale tests to any Unit it hit, regardless of whether or not it caused any Wounds.
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Mauling: these weapons increase their Damage by +1 when the model armed with them is outnumbered in the Fight Phase.
Psychic Attunement: if the model wielding this Weapon successfully manifests a Psychic Power this Turn, it gains +1 Strength and +1 Damage.
Unwieldy: this Weapon imposes a -1 modifier to the user's WS roll(s) whenever they Attack. with it.

This message was edited 8 times. Last update was at 2023/05/20 01:00:44


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Ultramarines and their Successors

Chapter
:Ultramarines
Trait(s): Authority of Guilliman
Restrictions: none
Options: Any First Founding Specialty may upgrade to Tyrannic War Veteran for +1 TV. Tyrannic War Veterans gain the Trait: Veterans of Macragge, and may equip Hellfire Ammunition without having to meet the Threshold, although they must still pay the Cost.
Chapter Stratagem: (2CP) Doctrinal Speech. Use this Stratagem during the Arming Phase of the Mission. For the first 2 Turns of the upcoming Mission, all allied Astartes may re-roll 1s when Shooting with Rapid Fire Weapons. During the 3rd and 4th Turns, all allied Astartes may re-roll 1s when Shooting with Pistol or Assault Weapons. And during the 5th and 6th Turns of the Mission, all allied Astartes may re-roll 1s when Shooting with Heavy Weapons.
Gear: any Specialty may equip a Guilliman Pattern Bolt Rifle without having to meet the Threshold, although they must still pay the appropriate Cost.
Chapter Heirloom: Copy of the Codex.

Chapter (Successor): Aurora Chapter (Ultramarines)
Trait(s): Tactica Suprema and Armor Gunner. Additionally, all Aurora Chapter models begin the Campaign with the Talent: Armor Doctrine for free.
Restrictions: none.
Options: Intercessors and Tactical Marines may upgrade to Heavy Infantry for +2 TV. Heavy Infantry add Siege Shields and Auxiliary Ammo Feeds to their Standard Load Out.
Chapter Stratagem: (3CP) Roar of the Firestorm. Use this Stratagem at the end of the Shooting Phase. This model and 1 other allied Astartes in Cohesion Range may take an additional Shooting Phase. In addition, all hits from this extra Phase do +1 Damage.
Gear: all Aurora Chapter models gain a -3 Threshold and -1 Cost discount on all Reloads (to a minimum Cost of 1).
Chapter Heirloom: Mantle of Armor

Chapter (Successor): Black Consuls (Ultramarines)
Trait(s): By the Book and Uncompromising Adherents. Additionally, all Black Consuls begin the Campaign with the Talent: Rival: All non-Codex Compliant Chapters] for free.
Restrictions: only one model may be from this Chapter per Campaign. If the Squad does ot already contain a Tactical Marine, this model must take the Tactical Marine Specialty.
Options: none.
Chapter Stratagem: (2CP) Look to the Codex. Use this Stratagem during the Arming Phase. All allied Astartes in the Squad gain Tactics (+1) for the duration of the upcoming Mission.
Gear: Tactical Marines do not have to meet the Threshold to equip Flamers, although they must still pay the Cost.
Chapter Heirloom: Copy of the Codex

Chapter (Successor): Brazen Consuls (Ultramarines)
Trait(s): Gene-selected and Expert Strategists
Restrictions: Primaris Specialties only
Options: any Specialty may upgrade to Scion of the Houses for +1 TV. Scions of the Houses gain a -1XP discount on all Elite Talents.
Chapter Stratagem: (1CP) Mark of the Houses. Use this Stratagem at the start of a Battleround. Choose one of the following effects: this model gains +1 to hit in the Fight Phase and improves the AP of their Melee Weapons by 1 or this model gains +1 to hit in the Shooting Phase and improves the AP of their Ranged Weapons by 1.
Gear: none.
Chapter Heirloom: Heraldry of Origin

Chapter (Successor): Doom Legion (Ultramarines)
Trait(s): Insular. In addition, all Doom Legion Specialties begin the Campaign with the Talent: Righteous Indignation [Traitor Marine Infantry] for free.
Restrictions: First Founding Specialties only.
Options: any Specialty may upgrade to Stoic for +2 TV. When Stoics use their Chapter's Stratagem or Overwatch, they hit on 5+, instead of only on 6s. Assault Marines cost -1 TV.
Chapter Stratagem: (2CP) Supreme Vigilance. Use this Stratagem at the start of the Shooting Phase. Instead of Shooting, this model may enter a "Vigilant State". Models in "Vigilant State" may Shoot during their enemy's Movement Phase. The first enemy model that passes into their line of sight triggers this model's "Vigilant State" and thereafter they may fire a single shot at every visible enemy model, hitting only on 6s, regardless of this model's BS. This model continues to fire once at every enemy model until they run out of targets or their Weapon expends its last ammo. Weapons that cannot fire a single shot in Standard Firing Mode cannot be used for this Stratagem.
Gear: none.
Chapter Heirloom: Fragment of the Faithful's Deliverance

Chapter (Successor): Eagle Warriors (Ultramarines)
Trait(s): Directly Altered
Restrictions: none.
Options: Any Specialty can upgrade to Brave for +3 TV. Braves gain one of the following upgrades, player's choice: Master Crafted Astartes Sword added to Standard Load Out, Intimidate (+1), or Leadership +1; and one of the following upgrades, player's choice: +1 Attack or +9 Renown.
Chapter Stratagem: (2CP) By Necessity. Use this Stratagem at the start of the Player(s)' Turn. Until the end of this Turn, all allied Astartes increase the effective Range of their Cohesion by +6".
Gear: any Specialty may exchange their Standard Load Out Bolt Pistol and Standard Magazines for a Hesh Pattern Bolt Carbine and Equivalent number of Standard Magazines for 5 Cost.
Chapter Heirloom: Remembrance of the Lost

-Chapter (Successor): Marines Errant (Eagle Warriors)
Trait(s): Breadth of Experience, Unnerving Intellect, and Veteran Boarding Crew
Restrictions: cannot equip Terminator or Relic Terminator Armor. Until this model has purchased the Talent: Cohesion3 or better, it must pay double Cost for any Weapon that does not have the word "bolt" in its name. Marines Errant Librarians and Primaris Librarians may select their Powers from the Psykana Discipline found in Codex: Astra Militarum, replacing all instances of <Astra Militarum> with <Astartes>, or from the Space Marine Codex.
Options: any Specialty may upgrade to Crusader for +5 TV. Crusaders select a second Specialty from the following lists and apply the Skills and Talent discounts for both Specialties. Additionally, this model uses the best Rating upgrade list of both Specialties combined and adds Weapons and Wargear from their second Specialty that are not included in their first Specialty. First Founding Second Specialty options: Assault, Apothecary, Devastator, or Tactical. Ultima Founding Second Specialty options: Aggressor, Inceptor, Intercessor, Reiver, or Suppressor.
Chapter Stratagem: (2CP) Sabotage. Use this Stratagem at the start of the Battleround. All allied Astartes within Cohesion Range cause +1 Damage when they Shoot or Attack terrain features. The GM then gains +2D3 Allotment that must deploy as close to the damaged terrain feature as possible. A model affected by this Stratagem that removes the last Wound from a terrain feature gains +1XP and +1 Renown. If all GM Allotment (including that added by this Stratagem) worth of enemy models are removed as casualties before the end of the Mission, this model gains +1XP and +D3 Renown.
Gear: Marines Errant pay only half Cost for Sanctioned Xeno Weapons.
Chapter Heirloom: Choose one: Mark of the House of Ecale or Badge of a Thousand Battles

Chapter (Successor): Fulminators (Ultramarines)
Trait(s): First of the New
Restrictions: Primaris Specialties only.
Options: Tactical Marines and Intercessors may replace their Bolters or Bolt Rifles, respectively, with a Guilliman Pattern Bolt Rifle for +1 TV.
Chapter Stratagem: (2CP) As One. Use this Stratagem at the start of the player(s)' Shooting Phase. All Ultramarines and their Successor Chapter models in Cohesion Range add +1 shot for their primary weapon in any Firing Mode without expending any additional ammunition. Additionally, these same models gain +1 to their Armor Saves until the start of their next Turn.
Gear: none.
Chapter Heirloom: Token of Terra

Chapter (Successor): Genesis Chapter (Ultramarines)
Trait(s): Primogenitors and Noble Blood.
Restrictions: none
Options: Any Specialty can upgrade to Regent for +3 TV. Regents gain one of the following upgrades, player's choice: Master Crafted Astartes Sword added to Standard Load Out, Intimidate (+1), or Leadership +1; and one of the following upgrades, player's choice: +1 Attack or +9 Renown.
Chapter Stratagem: (2CP) By Example. Use this Stratagem at the start of the player(s)' Turn. Every time this model earns 1 or more XP or Renown in a Phase, roll a D6 for each allied Astartes in Cohesion Range. On the roll of a 5+ that other Astartes model also gains +1XP or +1 Renown, controlling player's choice.
Gear: none.
Chapter Heirloom: Genetic Seal

Chapter (Successor): Hawk Lords (Ultramarines)
Trait(s): Masters of the Hawk and Rapid Strike
Restrictions: none.
Options: Assault Marines, Inceptors, and Suppressors cost -1 TV. Tactical Marines may upgrade to Pilot for +2 TV. Pilots reduce the overall Mission time of Routine Missions by -1 Hour (to a minimum of 1 Hour). Pilots also have the ability to pilot any Aerospace vehicles found within the wreckage of the [++Redacted++], provided the vehicle retains any power.
Chapter Stratagem: (3CP) Preliminary Strafing Run. Use this Stratagem at the start of the Mission, after terrain is set up, but before the 1st Turn. The GM must reduce their total Allotment by -2D3 as Stormtalons rake the area with gunfire, drawing enemy off or shredding them where they stand.
Gear: any Specialty equipped with a Jump Pack or Heavy Jump Pack may also equip an Auxilliary Ammo Feed for 5 Renown.
Chapter Heirloom: Acura Honorific

Chapter (Successor): Heralds (Ultramarines) Cursed Founding
Trait(s): Deceitful, Friends of Mars, and Presumed Authority. Techmarines of this Chapter also gain Reach of Omari.
Restrictions: First Founding Specialties only.
Options: Assault Marines may upgrade to Dragon Slayer for +2 TV. Dragon Slayers gain the Talents: Hatred [Tyranid Infantry] and Hatred [Genestealer Cult infantry].
Chapter Stratagem: (1CP) Because I Deserve It. Use this Stratagem during the Arming Phase. This model counts its Renown as 10 higher than it actually is for the purposes of qualifying for Threshold.
Gear: any Specialty may equip a Golden Laurel for 5 Costs. This item weighs 01 Capacity and may be used to invoke Wrath of the Aristocracy once per Mission.
Chapter Heirloom: Heraldry of Rulership

Chapter (Successor): Howling Griffons (Ultramarines)
Trait(s): Counter Assault and Personal Oath. In addition, all Howling Griffons begin the Campaign with the Talent: Fury for free.
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Limb from Limb. Use this Stratagem at the start of the Fight Phase. This model improves the AP of its Melee Weapons by 1 for the duration of the Phase. In addition, if this effect allows this model to inflict a Wound when it otherwise would not, this model gains +1XP or +1 Renown, player(s)' choice.
Gear: any First Founding Specialty may equip a Jump Pack without having to meet the Threshold, although they must still pay the appropriate Cost.
Chapter Heirloom: Heraldry of Valor

Chapter (Successor): Inceptors (Ultramarines)
Trait(s): Enemy of Minotaurs and Dogged
Restrictions: First founding Specialties only. Cannot equip Terminator or Relic Terminator Armor.
Options: any Specialty may upgrade to Grudge Holder for +1 TV. Grudge Holders gain the Talents: Vendetta [Minotaurs Infantry], Hatred [Minotaurs Infantry], and Righteous Indignation [Minotaurs Infantry].
Chapter Stratagem: (2CP) Re-deploy. Use this Stratagem at the start of the Mission, after Deployment, but before the first Turn. This model may be moved up to D6+6" in any direction, as long as they stay at least 3" from any enemy models. They begin the game from this new location.
Gear: none.
Chapter Heirloom: Ashes of Euxcine

Chapter (Successor): Iron Hounds (Ultramarines)
Trait(s): Pursuit Hunters and Relentless
Restrictions: none.
Options: any Specialty may be upgraded to Huntsman for +1 TV. Huntsmen gain +6" range when Shooting any Weapon, except Pistols, in Standard Firing Mode.
Chapter Stratagem: (3CP) Never Give up the Hunt. Use this Stratagem at the start of any Phase. For the duration of this Phase, all allied Astartes in Cohesion Range of this model that remove a model as a casualty gain +1XP and +1 Renown.
Gear: all Iron Hounds add a Scope to their Standard Load Out Wargear.
Chapter Heirloom: Ultima Honorifica

Chapter (Successor): Iron Snakes (Ultramarines)
Trait(s): An Army of One and Vow of Silence
Restrictions: only one model in this Campaign may be from this Chapter.
Options: any Specialty may start the Campaign with +5 Renown for +1 TV. This Option may be applied up to 4 times.
Chapter Stratagem: (2CP) My Duty Alone. Use this Stratagem at the start of the Mission, before the first Turn. For every 10 Wounds this model inflicts on enemy models this Mission, it gains +1 Renown.
Gear: any Specialty may be take one or more Supply Pods for 5 Renown each. Supply Pods may be Teleported onto the table at any time. The Player(s) select a point on the tabletop in line of sight to this model or the Mission Leader and roll a D6. If a 6 is rolled, the Pod arrives on target. If any other number is rolled, this is the horizontal distance in inches that the GM may move the Pod. Additionally, if the revealed terrain includes multiple levels and the Pod arrives off target, the GM may place it 1 level higher or lower from its intended location. In all cases, the Pod becomes a Tertiary Objective (Capture).
Chapter Heirloom: Personalized Kit

Chapter (Successor): Libators (Ultramarines)
Trait(s): Brutal
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Let Their Blood be Spillt. Use this Stratagem at the start of the Fight Phase. For every enemy model that this model removes as a casualty this Phase, it gains +1 Renown. Additionally, all allied Astartes that can draw line of sight to this model in the Fight Phase also gain +1 Renown.
Gear: any Specialty may exchange their Standard Load Out Astartes Knife for a Libator's Sickle for free.
Chapter Heirloom: Sacrificial Talisman

Chapter (Successor): Mortifactors (Ultramarines)
Trait(s): Insular. Additionally, all Mortifactors, except Scouts and Neophytes begin the Campaign with the Talents: Fearsome and Neophyte for free.
Restrictions: none.
Options: Mortifactors Chaplains and Primaris Chaplains may be upgraded to Shaman Lord for +1 TV. Shaman Lords gain Tactics (+1). If there is already a Mortifactors Chaplain, Primaris Chaplain, or Shaman Lord in the Squad, an additional Mortifactors Neophyte may also be included in the Squad for free.
Chapter Stratagem: (2CP) Venerate the Dead. Use this Stratagem when another allied Astartes in line of sight is removed as a casualty or becomes a Dead Marine Objective. This model gains +1 Toughness, +1 Attack, and +1 Leadership until the end of their next Turn.
Gear: for Threshold 10 and Cost 15, any Mortifactors Specialty except Neophytes and Scouts may equip a Power Scythe.
Chapter Heirloom: Bones of the Dead

Chapter (Successor): Nova Marines (Ultramarines)
Trait(s): Prosecutors of War and Tireless. Additionally, all Nova Marines begin the Campaign with the Talent: Righteous Indignation [Xenos] for free.
Restrictions: none.
Options: any Nova Marines Specialty may upgrade to Huntsman for +1 TV. Huntsmen gain Hatred [select any 1 xenos Infantry].
Chapter Stratagem: (2CP) Purge them from my Sight! Use this Stratagem at the start of the player(s)' Turn when there are any Xenos models in line of sight of this model. All allied Astartes, including this one, in Cohesion Range gain +1 to hit versus Xenos targets. Additionally, all allied Astartes that are able to turn at least 1 miss into a hit because of this bonus gain +1XP. If any of this model's Squad mates gain XP because of this Stratagem, this model gains +1 Renown.
Gear: none.
Chapter Heirloom: Xenos Trophy

Chapter (Successor): Praetors of Orpheus (Ultramarines)
Trait(s): Engine of War and Uncompromising Adherents
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Inflexible Tactics. Use this Stratagem at the start of the Turn. All allied Astartes in Cohesion Range add +1" to their Move this Turn, must Shoot in Burst Firing Mode, double the range of all of their Ranged Weapons, and gain +1 to hit. However, Devastators and Tacticals that Advance this Turn do not gain any of these benefits.
Gear: any Specialty may equip an Annotation to the Codex for 5 Renown; the Annotation weighs 01 Capacity. This may be used to invoke A Useful Addendum once per Mission.
Chapter Heirloom: Unabridged Codex

Chapter (Successor): Patriarchs of Ulixis (Ultramarines)
Trait(s): Excellent Marksman and Exceptional Bladework
Restrictions: none.
Options: any Specialty may upgrade to Victrix Veteran for +2 TV. Victrix Veterans gain +1 Attack and ignore the Threshold for Combat Shields, Siege Shields, and Storm Shields.
Chapter Stratagem: (2CP) Selfless Defense. Use this Stratagem when an allied Astartes in Cohesion Range is the target of an enemy model's Shooting. This model may immediately Move up to its normal Move to place itself between its ally and the Shooter. Additionally, this model imposes a -1 penalty to all of that enemy model's Shots this Phase and grants their targeted ally a +1 Cover bonus until the end of the Phase.
Gear: none.
Chapter Heirloom: Icon of the First Born

Chapter (Successor): Scythes of the Emperor (Ultramarines)
Trait(s): Expert Tyranid Hunters and Veterans of the 2nd Tyrannic War. In addition, all First Founding Scythes of the Emperor begin the Campaign with the Talents: Burning Hatred [Tyranids] and Vendetta [Tyranid Infantry] for free.
Restrictions: Scythes of the Emperor cannot equip Terminator or Relic Terminator Armor.
Options: any Specialty may upgrade to Salvationist for +3 TV. Salvationists gain +20 Renown.
Chapter Stratagem: (2CP) Maximum Effect. Use this Stratagem at the start of any Battleround where any adversaries have been identified as Tyranids. For the remainder of the Mission, whenever this model or any allied Astartes within Cohesion Range Shoots or Attacks an enemy model with the <Tyranid> keyword, their Weapons gain +1 Strength, +1 Damage, and improve their AP by 1.
Gear: any Scythes of the Emperor model may equip 4 Hellfire reloads for any weapon that can be loaded with them for 1 Cost.
Chapter Heirloom: Reclaimed Wargear

Chapter (Successor): Silver Skulls (Ultramarines)
Trait(s): Absolute Fanatic and By Portents Alone
Restrictions: none.
Options: Librarians and Primaris Librarians may be upgraded to Portent Seeker for +1 TV. Portent Seekers add +1 to all Silver Skulls' By Portents Alone Trait rolls.
Chapter Stratagem: (2CP) As the Emperor Commands. Use this Stratagem at the start of the Adversary's Turn. All allied Astartes with Cohesion1 or better in Cohesion Range gain a 5+ Invulnerable Save (or +1 to any preexisting Invulnerable Save they may have) until the start of their next Turn.
Gear: any Silver Skulls Specialty may equip a Golden Tarot for 5 Renown; the Golden Tarot weighs 01 Capacity.
Chapter Heirloom: Mark of the Arcana

Chapter (Successor): Silver Templars (Ultramarines)
Trait(s): Blade Bonded and Honor Duel
Restrictions: none.
Options: none.
Chapter Stratagem: (1CP) Honor of the Astartes. Use this Stratagem at the start of the Fight Phase. All allied Astartes in Cohesion Range gain +1 Attack.
Gear: any Specialty may exchange their Astartes Knife for an Astartes Sword for 1 Renown and no Threshold.
Chapter Heirloom: Dueling Scars

Chapter (Successor): Sons of Orar (Ultramarines)
Trait(s): Legacy of Ancient Heroes
Restrictions: none.
Options: any Sons of Orar Specialty may upgrade to a Champion of Ultramar for +1 TV. Champions of Ultramar count as Ultramarines for the purposes of qualifying for restricted Weapons, Wargear, and Talents that can normally only be taken by Ultramarines. Alternatively, any Specialty may upgrade to a Bane of Alaitoc for +2 TV. Banes of Alaitoc gain +1 Attack when Fighting <Craftworld Aeldari> and +1 Rate of Fire in all Firing Modes when Shooting at <Craftworld Aeldari>.
Chapter Stratagem: (2CP) Swift retaliation. Use this Stratagem at the beginning of the Turn. This model and all allied Astartes in Cohesion Range gain +1" Move, +1" Charge, +1 Rate of Fire in all Firing Modes, and +1 Attack until the end of the Turn.
Gear: any First Founding Sons of Orar may exchange their Standard Load Out Powered Armor 3+ for Corvus Armor 3+ for free.
Chapter Heirloom: Captured Waystone

Chapter (Successor): Tigers Rampant (Ultramarines)
Trait(s): Unconfirmed Successor, Unflinching Loyalty, and Veteran Boarding Crew. In addition, all Tigers Rampant models begin the Campaign with the Talent: Tunnel Fighter for free.
Restrictions: none.
Options: Assault Marines, Champions, or Intercessors armed with Chainswords may upgrade to Carnivora for +3 TV. Carnivora swap their Standard Load Out Powered Armor 3+ with Artificer Armor 2+ and change the profile of "the marine's own fists" to Strength as user, AP-, Damage 1, Bleed.
Chapter Stratagem: (2CP) Cunning Assault. Use this Stratagem during the Arming Phase. This model gains Stealth (+1) and +1 Attack when it Charges from behind Cover in the upcoming Mission.
Gear: any Tigers Rampant Specialty may add an Astartes Chainsword to its Standard Load Out for +1 TV.
Chapter Heirloom: Tigers' Claws

Chapter (Successor): Warp Eagles (Ultramarines)
Trait(s): all Warp Eagles begin the Campaign with the Talents: Hatred [Nurgle Beast], Hatred [Nurgle Character], Hatred [Nurgle Infantry] and Hatred [Nurgle Swarm] for free.
Restrictions: Primaris Specialties only
Options: none.
Chapter Stratagem: (2CP) As One. Use this Stratagem when one allied Astartes in Cohesion Range is the target of an enemy model's Shooting. Both models gain +1 Toughness and +1 Armor Save until the end of the Phase.
Gear: none.
Chapter Heirloom: Inoculator


Ultramarines Succession Wargear Descriptions
Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits

-Flamer / 02 / 12" / D6|-|- / 6 / Assault / 4 / - / 1 / Ablaze, Auto-hit
-Guilliman Pattern Bolt Rifle / 04 / 30" / 1|2-5|- / 10 / Rapid Fire / 4 / -1 / 1 / Integrated Magazines
- Hesh Pattern Bolt Carbine / 02 / 18" / 2|4|- / 4 / Pistol / 4 / - / 1 / -

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits

-Libator's Sickle / 01 / As User / - / 1 / Slashing, Allows the model carrying it to Invoke Gaze of the Primarch once per Mission.
-Astartes Sword / 01 / as user / - / 1 / Defensive
-Power Scythe / 03 / +1 / -2 / 1 / Deadly Charge, Extra Attack on the Charge, Slashing

Wargear
Item / Capacity / Function

-Annotation to the Codex / 01 / Allows the model carrying it to Invoke A Useful Addendum once per Mission.
-Auxilliary Ammo Feed / 01* / Supplementary Magazine for any weapon, holds 6 times the Ammunition of a Standard Magazine for whatever Weapon it is connected to.
-Golden Laurel / 01 / Allows the model carrying it to Invoke Wrath of the Aristocracy once per Mission.
-Golden Tarot / 01 / Whenever this model achieves an Objective, roll a D6. On the roll of a 4+, this model gains +1XP.
-Hellfire Ammo / 01* / Hellfire Ammo is AP-4 when used against <Tyranid> models. Versus all other targets, Hellfire Ammo is AP-1.
-Scope / +01* / This item adds +6" range to any Ranged Weapon it is attached to, when the Shooter is firing a single shot.
-Supply Pod / 04* / This item has a holding Capacity of 10 and may be filled with grenades, reloads, and weapons in any combination up to whatever the Squad can afford in Renown.

*The weight of this particular item depends on which Weapon it is a reload for, but typically it is 01 for every 4.
*This item adds its weight to the Weapon it is attached to.
*This is the weight of this item when it is empty. When it is full, it weighs the same as everything in it combined.
*Most of this item's weight is carried by the model's Powered Armor. Separated from that frame, this item weighs 02 Capacity.

Armor
Armor / Save|Invulnerable Save / Additional Capacity / Special Rules

-Artificer Armor / 2+|- / +02 / -
-Corvus Armor / 3+|- / - / This armor adds +2" to the range of all Ranged weapons used by this model.

Item Traits
Ablaze: this weapon only needs to hit to inflict this effect. Once hit, the Target is set Ablaze. Each Turn after the first a model is Ablaze it suffers a single Strength3, AP -, Damage 1 hit. A model that is Ablaze may spend its Movement, Shooting, or Charge Phase putting out the flames. The Ablaze effect lasts for D3 Turns or until a model spends a Phase extinguishing itself.
Auto-hit: if the target or targets are in range, this weapon automatically hits without the need to roll.
Deadly Charge: +1 Strength on any Turn where the model armed with this weapon Charges
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 Turn.
Extra Attack on the Charge: on the Turn this model makes a Charge move, this weapon provides +1 Attack
Integrated Magazines: this weapon comes with two 3-bullet Magazines that may be loaded with different ammunition than what is in a model's other Magazines. These Integrated magazines cannot be reloaded during the course of the Mission, but a model may switch between their different ammo options as a free action. A model cannot fire more shots from these Magazines than they are physically loaded with, unless the model has a Talent that says otherwise.
Slashing: this Weapon improves its AP by 1 versus targets with an Armor Save of 4+ or worse.

Chapter Rituals
A Useful Addendum
: during the Command Phase, a model may invoke this Ritual, which refunds the Mission Leader 1CP used previously. This cannot be used to bring the Mission Leader's CP total to higher than what they started the Mission with.
Gaze of the Primarch: during the Command Phase, a model may invoke this Ritual, granting all Ultramarines and their Successors in Cohesion Range the ability to re-roll all Armor Save rolls of 1 until the end of the Battleround.
Wrath of the Aristocracy: during the Command Phase, a model may invoke this Ritual, granting all allied Heralds, Brazen Consuls, and Blood Ravens in Cohesion Range +1 Attack until the end of the Battleround.

This message was edited 5 times. Last update was at 2020/12/09 20:12:13


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Orks-in-Progress, Finished Orks.
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The Darion Sector War Campaign.
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White Scars and their Successors

In addition to the Options presented for each of these Chapters, any White Scars Successor Assault Specialty may equip an Assault Bike for +3 TV or 20 Cost and no Threshold and any Intercessor Specialty may equip an Outrider Bike for +3 TV or 25 Cost and no Threshold.

Chapter : White Scars
Trait(s): Huntsman and Sons of the Khan
Restrictions: Aggressors and Devastators cost +2 TV
Options: none.
Chapter Stratagem: (2CP) Born in the Saddle. Use this Stratagem at the start of Turn. This model and all allied Astartses in Cohesion Range equipped with an Assault Bike or an Outrider Bike gain +1" Move, +1" Charge, and may re-roll Shooting hit rolls of 1 when firing their Bike's Weapons.
Gear: any White Scars Specialty may replace their Astartes Knife with an Astartes Spear for free. Assault Marines, Champions, Chaplains, Primaris Chaplains, Primaris Lieutenants, Primaris Techmarines, Techmarines, or any models equipped with an Assault or Outrider Bike may equip a Power Spear for 5 Cost and no Threshold. Any First Founding Specialty not equipped with Terminator or Relic Terminator Armor may equip an Assault Bike for +2 TV or 15 Cost. Any Ultima Founding Specialty not in Phobos or Mk X Gravis Armor may equip an Outrider Bike for +2 TV or 18 Cost.
Chapter Heirloom: Big Game Trophy

Chapter (Successor): Dark Hunters (White Scars)
Trait(s): Distaste for the Machine, Masters of Hit & Run, Resolute, and Strained Relations. Additionally, all Dark Hunters begin the Campaign with the Talent: Hatred [Daemonic Engine] for free.
Restrictions: Primaris Techmarines and Techmarines cost +2 TV. Dark Hunters cannot opt for the Assault or Outrider Bike upgrade options normally allowed for other White Scars Successors.
Options: any Specialty may upgrade to Machine Hunter for +3 TV. Machine Hunters gain Hatred [Admech Infantry] and Contempt [Daemonic Engine]. Additionally, Machine Hunters gain +1 Attack versus enemies with the <Adeptus Mechanicus>, <Necron>, <Vehicle>, or <Daemonic Engine> keyword.
Chapter Stratagem: (1CP) Armor Ambush. Use this Stratagem at the start of the Mission, before Deployment. The GM must reveal to the player(s) if any of their Adversarial models have the <vehicle> keyword (a simple "yes" or "no" is all the GM needs to say). If the answer is "yes", the GM must Deploy this model first, although it does not have to be Deployed in line of sight to this model. Afterwards, if this <vehicle> is in line of sight of any of its allied models, this model may Deploy anywhere on the table, in line of sight to the <vehicle>, and at least 9" from any other enemy models.
Gear: any Specialty may replace their Astartes Knife with an Astartes Hand Ax for free, or a Chain Ax for +1 TV, or a Power Ax for +2 TV.
Chapter Heirloom: Machine Trophy

Chapter (Successor): Destroyers (White Scars)
Trait(s): Single Minded
Restrictions: cannot be Apothecary or Primaris Apothecary.
Options: none.
Chapter Stratagem: (2CP) Destroy It. Use this Stratagem at the start of the Shooting Phase. This model selects a target it can draw line of sight to. All allied Astartes in Cohesion Range that fire on that target treat their Weapons as +1 Damage until the end of the Phase.
Gear: any model armed with a Bolter or Bolt Rifle may replace their Standard Magazines with Destroyer Magazines for +1 TV or 5 Cost.
Chapter Heirloom: Choose one: Devastator Honors or Terminus Crux

Chapter (Successor): Iron Talons (White Scars)
Trait(s): Flayer of Men
Restrictions: none.
Options: any Specialty may upgrade to Black Talon for +2 TV. Black Talins gain +1 Attack versus any model with the <Chaos> keyword and +1 to all Remove Corruption rolls for this model.
Chapter Stratagem: (2CP) Raise Hell. Use this Stratagem at the start of the Turn. All allied Astartes in Cohesion Range of this Iron Talons model, impose a -1 Leadership on all enemy models in Cohesion Range of them until the end of the Battleround.
Gear: any Iron Talons Specialty may equip a Sanctified Icon for 5 Cost. This item weighs 01 Capacity and may be used to Invoke Emperor's Light once per Mission.
Chapter Heirloom: Man Pelt

Chapter (Successor): Marauders (White Scars)
Trait(s): Insular, Masters of Hit & Run, and Renowned Marksmen
Restrictions: none.
Options: any Specialty may be given the Talent: Pairs Well With [(White Scars Squad Mate)] for +1 TV.
Chapter Stratagem: (2CP) Advancing Firepower. Use this Stratagem at the start of the Shooting Phase. All llied Astartes in Cohesion Range may fire their Ranged Weapons in Burst Firing Mode without needing to half their Weapon's range. Additionally, any affected model that fires in Burst Mode and subsequently Charges this Turn gain +1" Charge distance.
Gear: none.
Chapter Heirloom: Marksman's Honor

-Chapter (Successor): Mantis Warriors (Marauders)
Trait(s): Masters of Hit & Run
Restrictions: none.
Options: Intercessors, Scouts, and Tacticals may upgrade to Tranquility Sniper for +2 TV. Tranquility Snipers replace their Bolter or Bolt Rifles with Stalker Pattern Bolter or Stalker Bolt Rifles, respectively. Or, in the case of Scouts, add a Stalker Pattern Bolter to their Standard Load Outs. Additionally, all Tranquility Snipers always count as meeting the Threshold for Sniper Rifles and Techxorcist Rifles. Aggressors, Apothecaries, Assault, Devastators, Intercessors, Primaris Apothecaries, Primaris Lieutenants, and Tacticals may instead upgrade to Praying Mnatidae for +3 TV. Praying Mantidae gain +1 Leadership, +1 Attack, and the Talent: Hatred [Red Corsairs].
Chapter Stratagem: (2CP) Signs and Portents. Use this Stratagem during the Briefing Phase. Roll a D3. On the roll of a 1, randomly select another Astartes model also deploying on this Mission. If this model suffers no Wounds this Mission, all Mantis Warrior models gain +1XP and +D3 Renown. On the roll of a 2, the GM must spend Allotment on at least 1 Miniboss in the upcoming Mission. All Minibosses in this Mission must do their utmost to remove this Mantis Warrior model as a casualty this Mission, even ignoring other strategically optimal Moves and targets to do so. If the Mantis Warrior model ends the Mission with at least 1 Wound remaining, they gain +1XP and +D3 Renown. If the Miniboss(es) succeed, the GM gains +D6 Allotment in all future Missions. On the roll of a 3, one enemy model is equipped with a Relic (chosen from the many presented in the Missions. If the enemy model has the hands for it, it may wield the Relic against the Squad. If the Mantis Warriors model ends the Mission in possession of this Relic, they gain +1XP and +D3 Renown.
Gear: all Mantis Warriors reduce the Threshold for Sniper Rifles by half.
Chapter Heirloom: Embellished Wargear

Chapter (Successor): Rampagers (White Scars)
Trait(s): Rampager
Restrictions: none.
Options: any Specialty may be given +4 Renown for +1 TV.
Chapter Stratagem: (2CP) Overrun. Use this Stratagem at the end of any Fight Phase where this model has removed all enemy models within 2" of itself as casualties. This model may move up to 3+D3" in any direction. If this model chooses to use this Movement to re-engage enemy models, they gain +2 Attacks in their next Fight Phase.
Gear: none.
Chapter Heirloom: Ritual Scarification

Chapter (Successor): Solar Hawks (White Scars)
Trait(s): Borne Aloft and Legacy of the Noble Khan
Restrictions: if there are no other Assault Marines in the Squad, this model must be an Assault Marine.
Options: Tacticals may upgrade to Hawk for +1 TV. Hawks increase player(s)' Deployment Zones by +3" in any one dimension (wider or longer). If a Deployment Zone is a room or cooridor, it is extanded to 3" outside that room or corridor.
Chapter Stratagem: (2CP) Like the Wind. Use this Stratagem at the start of the Mission, after Deployment, but before the first Turn of the game. Nominate a number of allied Astartes equal to this model's Cohesion, within Cohesion Range. Those models may make a free Advance move in any direction before the game begins. This Advance does not stop these models from Moving or Advancing on their first Turn.
Gear: none.
Chapter Heirloom: Iron Wings

Chapter (Successor): Storm Lords (White Scars)
Trait(s): Rełentless Competition. In addition, all Storm Lords begin the Campaign with the Talents: Burning Hatred [Orks] and Rivalry [White Scars] for free.
Restrictions: none.
Options: any First Founding Specialty not equipped with Terminator or Relic Terminator Armor may upgrade to Skyhunter for +2 TV. Skyhunters add a Jump Pack to their Standard Load Out if it isn't already there and gain +9 Renown.
Chapter Stratagem: (2CP) The Khan's Inheritance. Use this Stratagem at the start of the Turn. Nominate one allied Astartes in Cohesion Range. That model may Advance and Shoot as if they hadn't Moved. Additionally, if that model rolls less than 4" for its Advance, treat its roll as 4".
Gear: any Specialty may exchange their Astartes Knife for an Astartes Spear for 1 Cost and no Threshold.
Chapter Heirloom: Big Game Trophies

Chapter (Successor): Storm Reapers (White Scars)
Trait(s): Battle Hunger and Sons of the Khan
Restrictions: Primaris Specialties only.
Options: none.
Chapter Stratagem: (2CP) On the Hunt. Use this Stratagem at the start of any Battleround. Nominate one enemy model in line of sight of this model with the most current number of Wounds. If this nominated model is removed as a casualty before the end of the Mission, this model gains +1 Renown. If this model is the one to remove it as a casualty, they instead gain +3 Renown.
Gear: any Specialty may replace their Astartes Knife with an Astartes Spear for 1 Cost or a Power Spear for 9 Cost.
Chapter Heirloom: Huntsman's Talisman


White Scars Succession Wargear Descriptions
Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits

-Stalker Pattern Bolter / 02 / 30" / 1|-|2 / 8 / Heavy / 4 / -1 / 1 / Deadly Aim
-Stalker Bolt Rifle / 02 / 36" / 1|-|2 / 10 / Heavy / 4 / -2 / 1 / Deadly Aim
-Sniper Rifle / 02 / 36" / 1|-|- / 6 / Heavy / 6 / -1 / 1 / Deadly Aim, Pinning
-Techxorcist Rifle / 02 / 24" / 1|-|- / 6 / Heavy / 4 / - / 1 / Deadly Aim, Haywire

Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits

-Astartes Hand Ax / 01 / +1 / -1 / 1 / -
-Astartes Spear / 01 / +1 / -1 / 1 / Deadly Charge
-Chain Ax / 03 / +2 / -1 / D3 / Unweildy, Optionally Two-handed
-Power Ax / 03 / +2 / -2 / 2 / Boss Mauling, Overhand Strike
-Power Spear / 01 / +1 / -3 / 1 / Deadly Charge

Wargear
Item / Capacity / Function

-Assault Bike / * / This Bike is scaled for First Founding Astartes and increases the rider's effective Toughness by +1 (for the purposes of Wounding, but not for resisting the effects of Wargear, Talents, or Skills) and is armed with a Twin Bolter with a pair of Expanded Magazines.
-Destroyer Magazines / 02* / These are replacement Primary Magazines for Bolters and Bolt Rifles. They hold twice the number of ammo as a Standard Magazine and improve the Weapon's Range by +6" and its AP by 1.
-Outrider Bike / * / This Bike is scaled for Ultima Founding Astartes and increases the rider's effective Toughness by +1 (for the purposes of Wounding, but not for resisting the effects of Wargear, Talents, or Skills) and is armed with a Twin Bolt Rifle with a pair of Expanded Magazines.
-Sanctified Icon / 01 / This item may be used once per Mission to Invoke Emperor's Light

*This vehicle is not a carried object. However, if it were to be carried or dragged, it weighs 16 Capacity without its rider.
*These items weigh little individually. This weight is for 4 items of the same kind.


Item Traits
Boss Mauling: this weapon is +1 Damage versus models with 5 or more Wounds.
Deadly Aim: on the hit roll of a 6, improve this weapon's AP by 2.
Deadly Charge: +1 Strength on any Turn where the model armed with this weapon Charges.
Haywire: versus targets with the <Necron> or <Vehicle> keyword, this weapon gains +2 Strength, improves AP by 2, +1 Damage, and inflicts the Pinned condition if the target survives.
Optionally Two Handed: this model may sacrifice 1 of its Attacks to negate the Unweildy Trait of this Weapon.
Overhand Strike: this model may sacrifice 1 of its Attacks to improve the AP of this Weapon by 1.
Pinning: this weapon inflicts the Pinned condition on the Unit of its target.
Unweildy: this model must subtract 1 from their die rolls when Attacking with this weapon.

Chapter Rituals
Emperor's Light
: during the Command Phase, a model may invoke this Ritual, causing all models with the <Chaos> keyword that can draw line of sight to this model to lose any Invulnerable Save they may have until the end of the Battleround.

This message was edited 4 times. Last update was at 2021/09/08 20:44:32


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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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Black Shields

Chapter: Black Shields
Trait(s): Dark Providence. In addition, Black Shields may select any 2 other Chapter Traits from the full list, or up to 3 other Traits for +1 TV. All Black Shields begin the Campaign with +10 Renown.
Restrictions: Assault, Devastator, Intercessor, or Tactical only. Limit one model may be a Black Shield per Campaign.
Options: Black Shields may purchase Ratings in any Skill not listed for their Specialty for 9XP per Rating.
Chapter Stratagem: none.
Gear: Black Shields may add up to 15 Renown worth of Weapons and/or Wargear to their Standard Load Outs at the start of their introduction to the Campaign.
Chapter Heirloom: none.

This message was edited 3 times. Last update was at 2020/11/19 08:48:21


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

Chapter: Angels Obsidian
Trait(s): Dark Providence and Sinister. Additionally, all Angels Obsidian begin the Campaign with the Talent: Contempt [Aeonic Legion Infantry] for free.
Restrictions: First Founding Specialties only. If no models take this Chapter for the Campaign, the GM may use this Chapter as Renegade Space Marine Adversaries.
Options: any Specialty may upgrade to Night Knife for +3 TV. Night Knives gain +1 Attack and replace their Astartes Knife with Warp Blade for free.
Chapter Stratagem: (1CP) Terror Attacks. Use this Stratagem during the Arming Phase. This model may be equipped with either 3 Remote Mines or 1 Promethium Blast Bomb for free.
Gear: any Specialty may swap their Astartes Knife with an Obsidian Sword for +1 TV or 5 Cost.
Chapter Heirloom: Skull Trophy

Chapter: Black Dragons (Cursed Founding)
Trait(s): Over-Ossified.
Restrictions: none.
Options: Assault Marines and Champions may upgrade to Dragon Claw for +1 TV. Dragon Claws add Adamantium Scythes to their Standard Load Outs.
Chapter Stratagem: (2CP) Dragon's Hate. Use this Stratagem at the start of the Fight Phase. All allied Astartes in Cohesion Range that are Engaged gain the benefits of this model's Hatred, Contempt, Indignation, and Detestation-type Talents until the end of the Turn.
Gear: none.
Chapter Heirloom: Ritual Tattoo

Chapter: Black Giants (Cursed Founding)
Trait(s): Giants Among Men, Rampant Divergence, and Unnerving Presence.
Restrictions: First Founding Specialties only.
Options: any Specialty may upgrade to Black Mask for +2 TV. Black Masks gain +1 Leadership and Intimidate (+1).
Chapter Stratagem: (3CP) Meteoric Assault. Use this Stratagem at the start of the Charge Phase. This model and all allied Astartes in Cohesion Range roll an additional D6 when making their Charges, taking the preferred 2 scores. Any of these models that successfully Charge this Turn, inflict D3 Mortal Wounds on the Unit they Charged.
Gear: Tacticals may exchange their Bolter and Standard Magazines for a Stormbolter and equivalent number of Standard Magazines for +1 TV or 5 Cost.
Chapter Heirloom: Black Teeth

Chapter: Black Wasps
Trait(s): Born of Black Ships. Librarians and Primaris Librarians also gain All-seeing. Additionally, all Black Wasps Chaplains begin the Campaign with the Talent: Hatred [Psyker Infantry] for free.
Restrictions: Librarians and Primaris Librarians cost +1 TV.
Options: any Specialty except Librarian and Primaris Librarian may upgrade to Sanctioned for +2 TV. Sanctioned gain the <Psyker> keyword and may attempt to Cast 1 Psychic Power in the Psychic Phase. It knows one Power from the Obscuration Discipline.
Chapter Stratagem: (1CP) Telepathic Oracle. Use this Stratagem at the start of the Psychic Phase. If there are any unrevealed enemy models (because they are represented by Blips, are out of line of sight of any allied models, or are held in Adversarial Reserves), the GM must reveal exactly what they are and where they are.
Gear: any Specialty may exchange their Astartes Knife for a Wasp's Sting for free.
Chapter Heirloom: Shard of the Silver Collar

Chapter: Blood Ravens (non-Codex Compliant)
Trait(s): One Foot in the Veil and Tenacious Resolve
Restrictions: none.
Options: Any Librarian or Primaris Librarian may upgrade to Ordo Psykana for +4 TV. Ordos Psykana gain an additional Psychic Power chosen from either the Librarius or Obscuration Disciplines from the Space Marine Codex, the Unnerving Intellect Trait, and the Servitor Talent.
Chapter Stratagem: (1CP) Covetous. Use this Stratagem at the end of any Mission where a Relic has been recovered. This model permanently reduces their Renown by -4D6. If the model has enough Renown to cover this tax, the recovered Relic is added to this model's Standard Load Out.
Gear: none.
Chapter Heirloom: Icon of Devotion

Chapter: Brazen Skulls
Trait(s): Heroic and Tenacious. Additionally, all Brazen Skulls models begin the Campaign with the Talent: Hatred [Chaos Infantry] for free.
Restrictions: Ultima Founding Specialties only.
Options: none.
Chapter Stratagem: (2CP) Defend at all Cost. Use this Stratagem at the start of any enemy Turn, when all allied Astartes are physically past the midline of the battlefield. This model gains +1 Armor Save, a 5+ Invulnerable Save (or a +1 improvement on a preexisting Invulnerable Save), and +1 Attack until the start of the enemy's next Turn.
Gear: none.
Chapter Heirloom: Seal of Saint Sabbat

Chapter: Carcharadons Astra (non-Codex Compliant)
Trait(s): Bloodshed upon Bloodshed, Dark Providence, Nomadic Predator, and Unconfirmed Successor (Raven Guard)
Restrictions: First Founding Specialties only; cannot be Apothecary, cannot be Techmarine.
Options: Assault Marines may upgrade to Devourer for +1 TV. Devourers gain +1 Attack. Tactical Marines may upgrade to Strike Leader for +2 TV. Strike Leaders gain +1 Attack and +1 Leadership. Any Specialty equipped with Terminator or Relic Terminator Armor may additionally be upgraded to Red Brethern for +1 TV. Red Brethern gain Command (+1).
Chapter Stratagem: (2CP) Born for Butchery. Use this Stratagem at the start of the player(s)' Fight Phase. For every unsaved Wound inflicted by this model this Turn, it gains a bonus Attack in the enemy's Fight Phase.
Gear: any Specialty may exchange its Astartes Knife for a Chain Ax for +2 TV or 8 Renown. Any Specialty may exchange its Standard Load Out Powered Armor 3+ for Pre-heresy Armor 3+ for free.
Chapter Heirloom: Fang of the Maw

Chapter: Centaurians
Trait(s): Consummate Competitor and Phalanx Fighter.
Restrictions: none.
Options: any Specialty may be given the Favorite Adversary [Orks] Talent for +1 TV.
Chapter Stratagem: (2CP) Honorable Combat. Use this Stratagem at the start of the Fight Phase when this model is within 1" of an enemy Miniboss or Boss Monster. This model gains +1 Strength and +1 Attack until the Miniboss or Boss Monster is removed as a casualty. If this model is responsible for removing that MiniBoss or Boss Monster's last Wound, they also gain +D3 Renown.
Gear: any Specialty may add a Storm Shield to their Standard Load Out for +1 TV or 5 Cost. Any Specialty that equips a Storm Shield may also add an Astartes Sword to their Standard Load Out for 1 Cost.
Chapter Heirloom: Chalice of Victory

Chapter: Cyclonic
Trait(s): Battle Hunger and Relentless
Restrictions: First Founding Specialties only.
Options: any Specialty may upgrade to Hellstormer for +4 TV. Hellstormers gain the Furious Trait and +2 Attacks.
Chapter Stratagem: (2CP) Reckless Advance. Use this Stratagem at the start of the Movement Phase. All Astartes within Cohesion Range roll 2D6 when they Advance this Turn.
Gear: Devastators or Tactical Marines may equip a Reciprocating Melta Lance for +3 TV or 25 Cost.
Chapter Heirloom: Ashes of the Dead

Chapter: Dragon Lords
Trait(s): Flame Craft and Forged in Flames
Restrictions: First Founding Specialties only. Only one model may be from this Chapter per Campaign.
Options: Assault Marines may upgrade to Fire Born for +2 TV. The Fire Born gain 2 Hellfire Grenades and a Flamer with 4 Promethium Tanks added to their Standard Load Out.
Chapter Stratagem: (1CP) Breath of Fire. Use this Stratagem at the start of any Turn. This model's Attacks, in both the Shooting Phase and the Fight Phase, gain the Ablaze Quality until the end of the Turn.
Gear: none.
Chapter Heirloom: Remnant of Erwynn's World

Chapter: Emperor's Spears
Traits: Savage Recruiting Rituals and Edge of Darkness.
Restrictions: none
Options: any Specialty may replace their Astartes Knife with an Astartes Spear as their Standard Load Out, for free.
Chapter Stratagem: (2CP) Savage Charge. Use this Stratagem at the start of the Player(s)' Turn. All allied Astartes in Cohesion Range may re-roll their Charge distances. Additionally, any model that makes a successful Charge because of this ability gains +1 Strength on their first Attack of that Fight Phase.
Gear: Any Emperor's Spears that arm an Astartes Spear may pay 5 Renown to upgrade that Spear to Exceptional Quality.
Chapter Heirloom: Icon of the Outer Dark

Chapter: Exorcists
Trait(s): Dark Providence, Expert Daemon Hunters, Unnerving Intellect, and Unpredictable Battle Doctrine. In addition, all Exorcists begin the Campaign with the Talents: Inured to the Ravages of Chaos and Conditioned Against Corruption for free.
Restrictions: First Founding Specialties only. All Exorcists Specialties cost +3 TV.
Options: any Specialty may upgrade to Orison for +2 TV. Orisons gain the Breadth of Experience Trait and +1 Skill Stat.
Chapter Stratagem: (3CP) I Speak its True Name. Use this Stratagem in the Command Phase, when any <Daemon> or <Daemon Engine> model is in line of sight of this model. All allied Astartes in Cohesion Range improve their Weapons' Strength by +1, their Weapons' AP by 1, and their Weapons' Damage by +1 when targeting <Daemon> or <Daemon Engine> models until the end of the Mission.
Gear: none.
Chapter Heirloom: Focusing Icon

Chapter: Fire Lords
Trait(s): Flame Craft
Restrictions: none.
Options: Fire Lords Assault and Suppressor Specialties may upgrade to Infernal Vanguard for +1 TV. Infernal Vanguard replace their Bolt Pistol and Standard Magazines with Hand Flamer and an equivalent number of Half Promethium Tanks as Standard Load Out.
Chapter Stratagem: (2CP) Fire Storm. Use this Stratagem at the start of the Shooting Phase. Nominate one allied Astartes in Cohesion Range armed with a weapon that fires a variable number of shots in any Firing Mode. That model's weapon automatically counts as rolling the maximum number of shots and resolves all of its hits at +1 Strength.
Gear: Fire Lords do not have to meet the Threshold for any Flamer type weapon. However they must still pay the Cost to equip it. Additionally, Fire Lords of any Specialty qualify to equip a Heavy Flamer.
Chapter Heirloom: Scars of the Inferno.

Chapter: Infuriators (Cursed Founding)
Trait(s): Furious. In addition, all Infuriators begin the Campaign with the Talent: Gunslinger for free.
Restrictions: First Founding Specialties only; cannot be Librarian.
Options: Champions, Tactical Marines, and Assault Marines may upgrade to Enraged for +3 TV. Enraged gain +1 Attack and Intimidate (+1). Additionally, Enraged gain +1 Strength on any Turn where they've Charged.
Chapter Stratagem: (2CP) Unmitigated Hatred Use this Stratagem during the Arming Phase. For the duration of the upcoming Mission this model counts its Cohesion as 0 but gains the ability to Charge even when it has Advanced, inflicts -1 Leadership on enemy models in Cohesion Range, and gains +1 Strength as long as at least 1 enemy model is within 1" of them.
Gear: all Infuriators replace both their Bolt Pistols and Bolters in their Standard Load Outs with Furion Pattern Bolt Carbines. They also replace any Bolter Standard Magazines in their Load Outs with an equal number of Bolt Pistol Standard Magazines.
Chapter Heirloom: Gauntlets of Fury

This message was edited 8 times. Last update was at 2023/01/20 03:27:33


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

Chapter: Jade Dragons
Trait(s): Dangerous Foe and Deliberate Cunning. 
Restrictions: none.
Options: any Specialty may upgrade to Ghost for +2 TV. Ghosts gain Stealth (+1) and add Camo Cloaks to their Standard Load Outs. Alternatively, any Specialty may upgrade to Knight Draki for +2 TV. Knight Drakis gain the Talent: Strong Martial Tradition and add an Astartes Spear or an Astartes Sword to their Standard Load Out (player's choice).
Chapter Stratagem: (2CP) Measured Strike. Use this Stratagem at the end of the Fight Phase. This model may make 1 additional Attack with any melee Weapon. The Weapon used for this Attack gains the Decapitating Strike and Monster Slayer Traits for this Attack only.
Gear: any Jade Dragons Specialty may add a Champion's Blade to their Standard Load Out for +1 TV or 5 Cost.
Chapter Heirloom: Clan Crest
 
Chapter: Knights Amethyst
Trait(s): More Machine than Man and Inheritor of Mars. 
Restrictions: Cannot be Apothecary or Primaris Apothecary; Librarians and Primaris Librarians begin play only knowing the Smite Psychic Power. Only one model from this Chapter may be included per Campaign.
Options: Knights Amethyst Primaris Techmarines and Techmarines may take any one Tier 1 Technological Talent for which they meet the prerequisites for free. Aggressor, Champion, and Devastator Specialties, and Intercessors armed with Heavy Bolt Rifle may be upgraded to Conqueror for +2 TV. Conquerors gain +1 Armor Save and a -1 Cost discount on all Weapons. Knights Amethyst Primaris Techmarines and Techmarines (Overseers) may purchase Ratings in the Medic Skill for 9XP per Rating.
Chapter Stratagem: (2CP) Shield the Living. Use this Stratagem before making Armor Saves for Wounds caused by enemy Shooting attacks. Nominate one allied Astartes within 6" of this model. That model gains a 4+ Invulnerable Save. For every Wound this Invulnerable Save prevents, this model receives +1 Wound Token.
Gear: All Knights Amethyst Specialties gain a Mechanicus Frame for free as part of their Standard Load Out, if it wasn't already included. Knights Amethyst Devastators upgrade their Heavy Weapons to Exceptional Quality for free.
Chapter Heirloom: Memento of Flesh
 
Chapter: Mentor Legion
Trait(s): Insular and Precision
Restrictions: all Specialties except Tactical cost +1 TV for this Chapter.
Options: any Specialty may upgrade to Legionnaire for +2 TV. Legionnaires gain +1 Strength and +9 Renown.
Chapter Stratagem: (1CP) I Work Best Alone. Use this Stratagem at the start of the Morale Phase. This model does not suffer the effects of any failed Morale tests this Turn.
Gear: none.
Chapter Heirloom: Battle Honor
 
Chapter: Minotaurs
Trait(s): Borderline Berserker, Callous Indifference, Dark Providence, and Neuro-Indoctrinated. Additionally, all Minotaurs begin the Campaign with the Talents: Hatred [Human Infantry] and Hatred [Xenos Infantry] for free.
Restrictions: all Minotaurs Specialties cost +1 TV. If 1 or more Minotaurs are taken for any player's character or in any player's squad, all models from any other Chapter receive a -3 XP discount on the Talent: Rival [Minotaurs], applied after all other discounts have been calculated. If this discount would result in making this Talent cost 0 XP for a model, they must take it.
Options: none.
Chapter Stratagem: (3CP) Ruthless Destruction. Use this Stratagem at the start of any Battleround. For the duration of the Battleround, this model increases the Damage of their Weapons by +2.
Gear: all Specialties add a Storm Shield to their Standard Load Out for free. Minotaurs Champions recieve a -4 TV discount on Relic Terminator Armor. Any Specialty may exchange their Powered Armor 3+ for Mark VIII Erant Armor 3+ for +1 TV.
Chapter Heirloom: Icon of the Bull
 
Chapter: Pact of Prometheus
Trait(s): Breadth of Experience, Dark Providence, and Flame Craft
Restrictions: First Founding Specialties only.
Options: any Specialty may upgrade to Destructor Kin for +2 TV. Destructor Kin gain Demolition (+1) and a -2 Threshold discount on all Heavy Weapons. Alternatively, any Specialty may upgrade to Vulcanist for +3 TV. Vulcanists gain a -2 Threshold discount on all Weapons with the words "flame", "melta", and/or "plasma" in its name and add the Phosphorus Trait to any of those Weapons they equip. Alternatively, any Specialty may be upgraded to Triad for +2 TV. Triads gain +1 Attack and add an Astartes Trident to their Standard Load Out.
Chapter Stratagem: (2CP) Integrated Arms. Use this Stratagem at the start of the Battleround. Nominate 3 allied Astartes in Cohesion Range. Each nominated Astartes must be of a different Specialty. Whenever 1 of these models gains any amount of XP or Renown, each of the other 2 Astartes gain +1XP. This effect lasts until the end of the Battleround.
Gear: all Pact of Prometheus Specialties gain a -1 Cost discount to Wargear and Weapons applied after all other discounts.
Chapter Heirloom: Writ of the Pact
 
Chapter: Red Hunters
Trait(s): Insular and Legendary Enemies. Additionally, all Red Hunters begin the Campaign with the Talents: Hatred [Traitor Legions Infantry] and Favorite Adversary [Traitor Legions] for free.
Restrictions: none.
Options: any Specialty may upgrade to Ordo Agent for +1 TV. Ordo Agents gain +1 whenever they would earn  Esteem with any Inquistorial Faction.
Chapter Stratagem: (2CP) Revelation of Weakness. Use this Stratagem at the start of any Battleround after any adversaries have been identified as Traitor Legion Heretic Astartes. All allied Astartes in Cohesion Range treat their Weapons as Strength +2 and Damage +1 when targeting <Heretic Astartes> <Infantry>.
Gear: none.
Chapter Heirloom: Seal of the Inquisition
 
Chapter: Red Scorpions
Trait(s): Integral Apothecariat and Uncompromising Adherents. In addition, all Red Scorpions models begin the Campaign with the Talents: Righteous Indignation [Mutant Infantry] and Sworn Indignation [Mutants] for free.
Restrictions: none. All Red Scorpions Specialties cost +1 TV. Red Scorpions Librarians and Primaris Librarians begin the Campaign knowing the Smite Psychic Power and one of their unique Chapter Psychic Powers detailed below. They cannot select Psychic Powers from the Librarius or Obscuration disciplines.
Options: Red Scorpions Librarians and Primaris Librarians may select one of the following unique Chapter Powers for free. They may additionally purchase any of the remaining Psychic Powers for +1 TV each.
-Bone Breaker: Witchfire: Bone Breaker has a Warp Charge of 8. If manifested, select 1 enemy Unit in line of sight and within Cohesion Range. That Unit rolls a D6 and adds their Toughness and this Psyker rolls a D6 and adds their Leadership. If the Psyker's total score is higher, it inflicts a number of Mortal Wounds to that Unit equal to the difference in scores.
-Tormented Flesh: Malediction: Tormented Flesh has a Warp Charge of 7. If manifested, select 1 enemy Unit in line of sight and within 18" of this psyker. That Unit suffers D3 Mortal Wounds and, until the start of the player(s)' next Psychic Phase, suffers an additional Mortal Wound whenever it Moves, Advances, or makes a Fall Back Move.
-Word of the Codex Astartes: Blessing: Word of the Codex Astartes has a Warp Charge of 5. If manifested, select 1 allied Astartes within Cohesion Range. That model immediately removes any negative effects currently affecting it (such as the Pinned condition, the effects of Terror, or Poisoning) and gains +1 Leadership until the end of the Battleround.
Chapter Stratagem: (1CP) Purity Above All. Use this Stratagem whenever an allied Astartes in Cohesion Range would use their Medic Skill. That model automatically passes their test without expending a Rating. In addition, any variable of that effect is maximized.
Gear: Apothecaries and Primaris Apothecaries Nartheciums have a Stim Payload of 6 instead of 3. Any Specialty may add a MediPack to their Standard Load Out for +1 TV or 5 Cost
Chapter Heirloom: Genome Relic

Chapter: Solar Lions
Trait(s): Bolter Drill, Insular, Masters of Stealth, and Unconfirmed Successors (Imperial Fists)
Restrictions: Ultima Founding Specialties only.
Options: Reivers may upgrade to Recon Scout for +2 TV. Recon Scouts gain Stealth (+1) and add Flash Suppressors to their Standard Load Out.
Chapter Stratagem: (2CP) By Royal Decree. Use this Stratagem at the start of the Battleround. Nominate 1 allied Astartes in Cohesion Range. That model extends the effective range of all of its Skill effects and Talents that affect other Astartes by +6" until the end of the Battleround.
Gear: any Specialty may swap its Astartes Knife with an Astartes Sword for free.
Chapter Heirloom: Felinic Royal Crest
 
Chapter: Star Dragons
Trait(s): Furious Passion and Unmitigated Wrath
Restrictions: none.
Options: none.
Chapter Stratagem: (3CP) Wrathful Retaliation. Use this Stratagem at the end of the Fight Phase. This model and up to 1 other allied Astartes in Cohesion Range may be selected to Fight again.
Gear: none.
Chapter Heirloom: Starbright Electoos
 
Chapter: Star Phantoms
Trait(s): Generalized Disregard, Most Grim, and Only the Dead
Restrictions: none.
Options: none.
Chapter Stratagem: (2CP) Wanton Destruction. Use this Stratagem at the start of the Shooting Phase. All allied Astartes in Cohesion Range increase their Weapon's Damage characteristic by +1. In addition, all terrain features within 3" of their targets also suffer D3 Mortal Wounds regardless if the shots hit or miss those targets.
Gear: none.
Chapter Heirloom: Funerary Token
 
Chapter: Storm Wardens
Trait(s): Dark Providence and Exceptional Bladework
Restrictions: First Founding Specialties only.
Options: Champions may upgrade to Tempest Blade for +3 TV. Tempest Blades replace their Powered Armor 3+ with Artificer Armor 2+, replace their Astartes Claymores with Power Claymores, and gain the Talent: Sure Strike.
Chapter Stratagem: (2CP) Killing Strike. Use this Stratagem at the start of the Fight Phase. This model's Attacks cause 1 Mortal Wound for every hit they score this Phase, in addition to any other Damage.
Gear: all Storm Wardens replace their Astartes Knife with an Astartes Claymore for free.
Chapter Heirloom: Ready Counter-Argument
 
Chapter: Tigers Ardent
Trait(s): Legendary Ferocity and Strong Martial Tradition
Restrictions: First Founding Specialties only
Options: none.
Chapter Stratagem: (2CP) Swift Conquest. Use this Stratagem at the start of the Battleround. All allied Astartes in Cohesion Range add +2" to their Move and +2" to their Charge distance until the end of the Battleround.
Gear: all Tigers Ardent replace their Astartes Knife with Tiger's Claw for free.
Chapter Heirloom: Silver Fang
 
Chapter: White Templars
Trait(s): Relentless, Stoic, and Unconfirmed Successors (Imperial Fists)
Restrictions: none.
Options: none.
Chapter Stratagem: (3CP) Renewed Vigor. Use this Stratagem after all Astartes deployed on this Mission have been reduced to 2 Wounds or less. All allies Astartes in line of sight of this model remove D3 Wound Tokens (roll once for all affected models; affected models may only be reduced to a minimum of 0) and all Apothecaries and Primaris Apothecaries in Cohesion Range at the time this Stratagem is used gain +1 to all Medic Skill rolls until the end of the Mission.
Gear: none.
Chapter Heirloom: The Revelation
 
Chapter: Zephyrs
Trait(s): Battle Born, Insular, Swift First Strike, and Tactica Suprema
Restrictions: none.
Options: any Specialty may upgrade to Typhonic for +2 TV. Typhonics gain the Talents: Fury and Mayhem.
Chapter Stratagem: (2CP) Unstoppable Advance. Use this Stratagem at the start of the Movement Phase. Instead of making a normal Move or Advance this Turn, this model rolls 4D6 and Moves up to that many inches. Although this model counts as Advancing, it may still Charge this Turn.
Gear: any model that qualifies for a Jump Pack or Heavy Jump Pack receives a -5 Threshold and -2 Cost to equip these items, applied after all other discounts.
Chapter Heirloom: Inverted Omega

Unknown Founding Wargear Descriptions
Ranged Weapons
Weapon / Capacity / Range / Rate of Fire / Primary Magazine / Type / Strength / AP / Damage / Weapon Traits

-Flamer / 02 / 12" / D6|2D3|3D3 / 6 / Assault / 4 / - / 1 / Ablaze, Ignore Cover
-Furion Pattern Bolt Carbine / 02 / 18" / 4|-|- / 4 / Pistol / 4 / - / 1 / -
-Reciprocating Melta Lance / 03 / 18" / 2|4|- / 4 / Assault / 8 / -3 / D6 / Melta
 
Melee Weapons
Weapon / Capacity / Strength / AP / Damage / Traits

-Adamantium Scythe / 00 / as user / - / 1 / Extra Attack, Unhanded
-Astartes Claymore / 03 / +1 / -1 / D2 / Decapitating Strike, Optionally Two-Handed, Unwieldy
-Astartes Spear / 01 / +1 / -1 / 1 / Deadly Charge
-Astartes Sword / 01 / as user / - / 1 / Defensive
-Astartes Trident / 02 / +1 / - / 2 / Deadly Charge, Extra Attack
-Chain Ax / 03 / +2 / -1 / D3 / Mauling, Optionally Two-handed, Unwieldy
-Champion's Blade 01 / as user / -2 / 1 / Balanced, Defensive, Extra Attack
-Obsidian Sword / 01 / as user / -1 / 1 / Balanced
-Power Claymore / 04 / +2 / -3 / 2 / Deadly Charge, Decapitating Strike, Defensive, Optionally Two-Handed, Unwieldy
-Tiger's Claw / 00 / as user / - / 1 / Bleed, Extra Attack
-Warp Blade / 01 / as user / -3 / 1 / Attuned, Psyker-Killer
-Wasp's Sting / 01 / as user / - / 1 / Injected Venom
 
Wargear
Item / Capacity / Function

-Combat Shield / 01 / Provides a 5+ Invulnerable Save
-Flash Suppressor / 00 / allows a model to Shoot and still qualify to use the "Silence is Virtue" effect of the Stealth Skill
-MediPack / 01 / this item may be used up to 3 times per Mission. Each use grants a +1 to this model's Medic Skill test and, if successful, removes 1 additional Wound Token from the model being treated.
-Siege Shield / 03 / Provides a 3+ Invulnerable Save and improves the model's Armor Save by +2 versus Attacks in the Fight Phase and improves the model's Armor Save by +1 versus Shooting hits against the model's front facing. Siege Shields count as a Pintle Mount for Rapid Fire Weapons.
-Storm Shield / 02 / Provides a 4+ Invulnerable Save and improves the model's Armor Save by +1 versus Attacks in the Fight Phase.
 
Armor
Armor / Save|Invulnerable Save / Additional Capacity / Additional Rules

-Pre-heresy Armor / 3+|- / +01 / this armor has an Armor Save of 4+ when the model wearing it is shot from behind. Reduce the Damage inflicted by Events by -1 (to a minimum of 0) while wearing this armor.
-Mk VIII Erant Armor / 3+|- / +01 / if an enemy model rolls the minimum to hit this model with any type of Attack, change the Armor Save of this Armor to 2+ for that hit.
 
Item Traits
Ablaze: weapons with this Quality need only hit once to inflict its effect. Each Turn after the first a model is Ablaze it suffers a single Strength 3, AP-, Damage 1 hit. A model that is Ablaze may spend its Movement Phase putting out the flames. If it does so, it cannot Move or Advance. The Ablaze effect lasts for D3 Turns or until a model puts itself out.
Attuned: models with the <Psyker> keyword treat this weapon as Strength +1.
Balanced: this weapon gains +1 to all Parry attempts.
Bleed: a model armed with this weapon can re-roll its failed Wound rolls
Deadly Charge: +1 Strength on any Turn where the model armed with this weapon Charges.
Decapitating Strike: any roll of 6 to hit automatically Wounds.
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 Turn.
Extra Attack: this weapon adds 1 extra Attack to the model armed with it in the Fight Phase.
Ignore Cover: this weapon negates the Cover bonus to Armor Saves.
Injected Venom: versus all models except those with the <Adeptus Mechanicus>, <Necron>, or <Vehicle> keyword this weapon will always Wound on the D6 roll of a 4+.
Mauling: these weapons increase their Damage by +1 when the model armed with them is outnumbered in the Fight Phase.
Melta: when Shooting at targets at half range or less, change this weapon's Damage to D6+2.
Monster-Slayer: striking the killing blow on any Mini Boss or Boss Monster with this weapon earns this model +1 Renown.
Optionally Two-Handed: this model may sacrifice 1 of its Attacks to negate the Unwieldy Trait of this Weapon.
Phosphorus: this weapon's hits continue to burn long after their intial strike. If an enemy model survives after taking a Wound from this Weapon, continue to roll one D6 to Wound that model at the start of its subsequent Turns (during the Command Phase if using 9th edition) until either this Weapon fails to Wound or the target model is removed as a casualty, whichever comes first. Resolve subsequent Wounds at the same Strength and AP as the original hit, but change the Damage to 1.
Psyker-Killer: this weapon is Strength +2 versus enemy models with the <Psyker> keyword.
Unhanded: this weapon does not take up room in a model's hands and so a model may use it in addition to the two other weapons it may also be armed with, adding an additional Attack (or more depending on the Weapon's other Traits).
Unwieldy: this model must subtract 1 from their die rolls when Attacking with this weapon.
 

This message was edited 23 times. Last update was at 2024/01/21 20:35:31


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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







Chapter Traits

Absolute Fanatic: this model is immune to being Pinned or Shaken and gains a 6+ Invulnerable Save (or +1 to any preexisting Invulnerable Save it may already have).

Acute Senses: when firing a ranged weapon in Standard Firing mode or if the lights go out on a Mission, this model adds +6" to their visibility range.

All-seeing: this model gains Psychic Sense (+1).

Ally of the Ecclesiarch: this model's Skill and Talent effects that normally only affect other allied Astartes, also extend to allied Ministorum and Sororitas models.
 
Ally of the Mechanicus: this model's Skill and Talent effects that normally only affect other allied Astartes, also extend to allied Admech and Servitor models.

An Army of One: this model is immune to being Shaken or Pinned due to a failed Morale test.

Armor Gunner: this model gains a "Special Tech Skill" that can only be used on Tech that connects or controls a Weapon or Turret of some kind.

Assault Biker: this model adds an Assault Bike (if a First Founding Specialty) or an Outrider Bike (if an Ultima Founding Specialty) to their Standard Load Out. The model does not have to equip this vehicle, but if they do, they take up the space of 3 other models in transports (like Shuttles and Thunderhawks), cannot use the Teleportarium or Deadfall Deployment option, and have a minimum Move of 3" . The bike's weapons are loaded with 1 Expanded Magazine for free.

Authority of Guilliman: once per mission, this model may add +6" to the range of any of its Skills or Talents.

Awash in the Blood of Heroes: whenever this model would normally gain 1 or more Corruption, they may ignore the gain on the D6 roll of 6+. This model does not benefit from a Chaplain's Remove Corruption ability unless this model also has Cohesion3 or better, in which case this Trait instead grants a +1 bonus to that roll.

Barbaric Fighter: this model must make a Toughness test at the start of every Fight Phase. If they pass, they fight normally. If they fail this test, this model suffers a -1 penalty to its Armor Saves this Turn, but all of its Attacks are resolved at -1 better AP. Additionally, if this model removes all enemy models as casualties from this Fight without suffering any Wounds, they gain +1 Renown.

Battle Born: regardless of this model's Specialty, it may purchase Ratings in the Command Skill for 3XP each.

Battle Hunger: this model must be deployed closest to visible enemy models, on the very edge of the Deployment Zone.

Battlefield Commander: this model gains Command (+1).

Black Rage: all Cohesion Talents cost this model +3XP, applied after discounts for Specialties. Models with this Trait immediately gain +1 Corruption if their total is currently 0. Additionally, starting on the 2nd Turn of every Mission, this model must always Move towards the nearest visible model. If this Movement brings them to Engagement Range with a model, friend or foe, they count as having Charged that model and must engage them in the Fight Phase this Battleround. If they remove the last Wound from a friendly model they immediately lose D6 Renown and gain +1 Corruption. Increase this model's Strength and Attacks by +1 each in the Fight Phase. This model also gains the ability to ignore Wounds inflicted during the Fight Phase on the D6 roll of a 4+.

Blade Bonded: as long as this model is armed with an Astartes Sword, Power Sword, or a Relic Equivalent, this model gains +1 Attack on the Charge, but can never voluntarily Fall Back from a Fight.

Blood Frenzy: after removing their first adversary as a casualty in a Fight Phase per Mission, this model must take a Toughness test. If they fail the test, the model gains +1 Attack until the end of the Mission. If they pass this test, they instead count as Shaken  for the remainder of their Turn. Pass or fail, they also gain +1 Renown.

Blood Ritual: this model cannot Consolidate. After a Fight Phase ends where this model has killed any Adversaries and after Consolidation there are no more enemy models within Engagement range, this model must perform a Blood Ritual. After doing so, this model gains 1 additional use for its Chapter Heirloom. If any allied Astartes can draw line of sight to this model when it performs this Ritual, this model immediately loses D3 Renown

Bloodshed upon Bloodshed: after inflicting an unsaved Wound in the Fight Phase, this model may immediately make another Attack against that same model, or another within 2" of that model. If this additional Attack also causes an unsaved Wound, this model may make 1 more additional Attack.

Bloody Handed: whenever this model makes an Attack in the Fight Phase with a Melee weapon that has no AP, this model treats that weapon's AP as -1.

Bolter Drill: when Shooting any weapon with "bolt" in its name, this model may re-roll 1s in Standard and Burst Firing Modes.

Borderline: whenever this model removes an enemy model as a casualty in the Fight Phase, it must make a Toughness test. If it passes, they gain +1XP. If they fail, they gain a permanent Rage Token. If this model accumulates a total of 10 Rage Tokens, swap this Trait out and add the Black Rage Trait instead.

Borderline Berserker: this model gains +1 Attack on any Turn it Charges. If this model has only 1 Wound left, this bonus instead becomes +2 Attacks on the Charge.

Born of Black Ships: this model gains +1 Deny the Witch attempt to a range of 18".

Borne Aloft: if this model is not the Mission Leader, its controlling player may opt to leave it out of the Mission in order to grant the Mission Leader the Deliverant Thunderhawk Insertion method without that model having to either meet the Threshold or pay the Cost for it. If this model does so, they gain +1 Renown for every allied Astartes model that extracts with at least 1 Wound remaining and +1XP for every hour of the Mission's duration.

Breadth of Experience: this model begins the Campaign with (+1) Rating in any 1 Skill the controlling player desires.

Brutal: enemy Units within 3" of this model when it is Engaged in the Fight Phase suffer -2 to their Leadership.

By Portents Alone: this model must roll a D6 at the start of every Mission. It will only deploy on the Mission on the roll of a 4+. 

By the Book: this model cannot Charge unless their target is 6" or less distant.

Callous Indifference: if this model is the Mission Leader and all non-Astartes allies remain the closest targets to enemy models for the duration of the Mission, this model gains +D3XP, but loses -1 Renown, at the end of the Mission.

Close Quarters: if this model is Engaged with enemy models while also within 2" of any terrain feature, this model gains +1 Armor Save and +1 Attack.

Consummate Competitor: if this model inflicts more Wounds than any other member of its Squad in a Mission, it earns +1 Renown. If another member of this model's Squad achieves this goal, this model gains +1XP instead.

Counter-Assault: if an Adversary model attempts and fails a Charge against this model, move it half its rolled distance anyway. This model may then make a Charge roll of its own against that model and, if it makes it into Engagement Range, counts as Charging it (and therefore may act first in the subsequent Fight Phase).

Dangerous Foe: this model gains Intimidate (+1).

Dark Providence: all Cohesion Talents cost this model +2XP, applied after discounts for Specialties.

Deceitful: once per Campaign this model may grant itself +2D3 Renown.

Deliberate Cunning: if this model is Charged, it gains +1 Attack until they or their opponents perform a Fall Back Move.

Destroyer Kin: if this model is in Cohesion Range of an allied model armed with a Heavy Weapon and both models fire at the same target, this model increases their Weapon's Damage by +1.

Directly Altered: +1 to hit when Shooting at models with the <Daemon> keyword. Additionally, this model cannot Advance towards or Charge models with the <Daemon> keyword.

Drinkers of Blood: during the Arming Phase, this model may permanently reduce their Renown by 1 to gain +1 Strength and +1 Attack for the duration of the upcoming Mission.

Duty & Purpose: in any Mission where at least one Adversary is a Fallen Chaos Marine, this model gains an additional +1XP if they survive.

Eager for the Frontline: if an enemy is in line of sight of this model at the beginning of their Movement Phase and this is armed with a pistol, they must advance towards that enemy model; if this model is instead armed with a long arm or a heavy weapon, they must instead remain stationary and Shoot at it (if armed with a heavy weapon) or, if not already in cover, Move into cover and Shoot at it (if armed with a Long Arm) in their First Shooting Phase.

Edge of Darkness: this model is Immune to the Fear and Terror effects of Minibosses and Boss Monsters.

Endocannibal: if this model is within 3" of a Dead Marine Objective, this model gains +1XP and -1 Renown as they sample the flesh of the dead. For the remainder of the Battleround, this model treats its Armor Save as 5+ and its Toughness as 3 versus Wounds caused by gas- or vacuum-based attacks.

Enduring: any time this model would gain a new Wound Token, roll a D6. On a 6+ that Wound Token is not gained. Roll separately for each Wound Token when multiple are gained at the same time.

Enemy of Assassins: this model's last Attack in every Fight Phase reduces enemy Invulnerable Saves by -1.

Enemy of Minotaurs: if this model can draw line of sight to an enemy through a Minotaurs Astartes, they must instead Shoot the Minotaurs model with its highest Strength Weapon at highest Rate of Fire. If this model removes the Minotaurs ally as a casualty they immediately lose -2D3 Renown but gain +1XP. Additionally, if any Minotaurs are included in the Campaign, Cohesion Talents cost this model double, after discounts for Specialty.

Engine of War: all Ultramarines and their Successors add +2" to their Cohesion Ranges as long as this model remains on the table (even if this model becomes a Dead Marine Objective).

Esoteric Beliefs: this model does not count as an ally to any model with the <Ecclesiarchy> keyword, but may burn 1 Renown during the Arming Phase to gain Inspire (+1) until the end of the upcoming Mission.

Esoteric Wargear:  a model with this Trait may add the Shocking or Stunning Quality to any 1 of its Standard Load Out Weapons during the Arming Phase of each Mission for free. These effects last until the end of the Mission.

Excellent Marksman: when Shooting in Standard Firing Mode, this model improves that Weapon's AP by 1.

Exceptional Bladework: when Fighting with an Astartes Knife, Astartes Spear, Astartes Sword, Power Spear, or Power Sword, this model improves that Weapon's AP by 1.

Expert Daemon Hunters:versus models with the <Daemon> keyword, this model's Weapons improve their AP by 1. Versus models with the <Daemon Engine> keyword, this model's Weapons increase their Damage by +1.

Expert Ork Hunters: versus models with the <Ork> keyword, this model's Weapons improve their AP by 1. Versus models with both the <Ork> and <Vehicle> keywords, this model's Weapons increase their Damage by +1.

Expert Tyranid Hunters: versus models with the <Tyranid> keyword, this model's Weapons improve their AP by 1. Versus models with both the <Tyranid> and <Monster> keywords, this model's Weapons increase their Damage by +1.

Expert Strategists: regardless of this model's Specialty, it may purchase Ratings in the Tactics Skill for 3XP each.

Faith through Toil: after this model successfully uses the Tech Skill, it gains the ability to Ignore a Wound on the D6 roll of a 6 for the remainder of the Mission.

Faithful to the Squad: if this model has Cohesion3 or better, it becomes immune to being Pinned or Shaken.

Faithful to the Creed: this model is -1 to be hit by enemy models with the <Daemonic> and <Daemonic Engine> keywords.

Ferocity: at the start of the player(s)' Fight Phase, this model must take a Toughness test. If they pass, increase this model's Strength by +1 until the end of the player(s)' Turn.

Fierce Pride: if this model personally completes more Objectives than any of its Squad mates in a Mission, it earns an extra +1XP and +1 Renown.

Firsthand Knowledge: this model gains +1 Leadership and immunity to being Pinned if there are any visible adversaries with the <Daemon> or <Daemon Engine> keyword.

First of the New: at the start of the Campaign, new characters with this Trait gain +1 to one of the following Stats: Strength, Toughness, Attacks, or Leadership, player's choice.

Flame Craft: any weapon with the words "flame", "inferno", or "melta" in its name counts as +1 Strength when wielded by this model.

Flayer of Men: all enemy models that can draw line of sight to this model suffer -2 Leadership.

Forged in Flames: any weapon that automatically hits without the need to roll used against this model treats its Strength as 1 lower than it actually is, for the purposes of trying to Wound this model.

Friends of Mars: this model gains +1 Esteem whenever the opportunity to gain occurs for any Admech Faction.

Frenzied: after the first model in line of sight of this model suffers an unsaved Wound per Mission, this model adds +1 to the number of Attacks on its profile for the remainder of the Mission. Additionally, if an enemy model is within 8" of this model at the start of its Movement Phase, they must attempt a Charge against it, even if they Advanced.

Furious: this model must Charge if able. At the end of any Fight Phase where this model is still Engaged with one or more enemy models, roll a Strength test. If the test is passed this model gains +1 Renown. If the test is failed, the player must pick one of the following stats to increase by +1. The remaining stats are all penalized by 1 until the model must take this test again. Strength, Toughness, Armor Save, or Attacks.

Furious Passion: this model can Ignore a Wound on the D6 roll of a 4+ in the 1st and 2nd Turns of the Mission. In the 3rd and 4th Turns of a Mission, this model may Ignore a Wound on the D6 roll of a 5+. And on the 5th and 6th Turns of a Mission, this model may Ignore a Wound on the D6 roll of a 6.

Gene-selected: at the start of the Campaign, models with this Trait gain +1 Wound.

Generalized Disregard: this model never loses Renown for accidentally or intentionally killing allied models.

Giants Among Men: this model gains Inspire (+1).

Hard-won Honor: this model begins the Campaign with WS 2+.

Heart of Iron: whenever this model must roll on the Recovery Table table, they may reduce the die roll by 1 for every Cybernetic Implant they have acquired.

Heavy Hitter: this model receives a -1 Cost discount to all Heavy Weapons, Grenades, and Mines, applied after all other discounts.

Heroic: after this model removes its first enemy model as a casualty in a Mission, it gains Inspire (+1) until the end of the Mission.

Honor Bound: if there are non-Astartes allies on any given Mission, this model must interpose itself between visible adversaries and them, acting as a shield and making themselves the closest targets.

Honor Duel: if this model wins a Fight against a Miniboss or Boss Monster either by removing it as a casualty or by it Falling Back and this model is the only <Imperium> model that was Engaged with that model, it gains +1 Renown.

Hot-Blooded: if this model earns less Renown than any of its Squad mates on a given Mission, it suffers -3 Leadership until they finish a Mission where they've earned the most Renown. If this model instead ties another Squad mate for most Renown, both models begin next Mission with 1 Wound Token each.

Huntsman: at the start of a Mission, before the first turn begins, this model can designate one type of visible enemy model (such as <Ork> <Infantry>, <Tyranid> <Monster>, or <Eldar> <Vehicle> ). Against this designated target type, this model may re-roll hit rolls of 1.

Icon of the Chapter: this model never has to meet the Threshold for any weapon with the word "bolt" in its name to equip it; they must still pay the Cost, however.

Indomitable: if this model is reduced to 0 Wounds roll a D6 rather than rolling on the Injury Chart. On a 1 or 2, roll on the Injury Chart as normal. On a 3-4, stand this model back up with 1 Wound and +2 Wound Tokens. On a 5, stand this model back up with 1 Wound and +1 Wound Token. On a 6,stand this model back up with 1 Wound.

Inheritor of Mars: once per Mission, an allied Astartes in Cohesion Range of this model may re-roll a failed Tech Skill test. This model can use this ability on itself.

Innovative: at the start of the Campaign this model must choose one option from the following list: Demolitions (+1), Tactics (+1), or Tech (+1).

Insular: all Cohesion Talents cost this model +1XP, applied after discounts for Specialties.

Integral Apothecariat: this model gains Medic (+1).

Intractable: if this model is Engaged in the Fight Phase and 2 or more other Squad mates are also Engaged, this model cannot voluntarily Fall Back.

Impassive: if this model has 3 or more Cybernetic Implants, they become immune to Fear. If they have 5 or more Cybernetic Implants, they become immune to Terror. If they have 7 or more Cybernetic Implants, they become immune to being Pinned or Shaken.

Keeper: this model may exchange one of its Standard Load Out Weapons and Standard Magazines for another Weapon and Appropriate Magazines of equivalent number with a Threshold and Cost of no more than 15 for free.

Lamentation: after this model inflicts its first unsaved Wound during the Fight Phase per Mission, it must make a Toughness test. If the model fails this test, they add +1 to their Attacks for the remainder of the Mission. If it passes this test, it instead gains +1 Renown

Last Gasp: just before this model is removed as a casualty, it may make one last Attack if it was within 1" of an enemy model or take one last shot with one of its Ranged Weapons at any target if it was not.

Legacy of Ancient Heroes: when this model removes the last Wound from an enemy Miniboss or Boss Monster, they gain +1 Renown. Additionally, all allied Astartes that can draw line of sight to this model when that happens, also gain +1 Renown.

Legacy of the Great Khan: if this model is the Mission Leader, they gain +1 Leadership when making Morale tests for every allied Astartes with Cohesion1 or better that this model can draw line of sight to.

Legendary Enemies: in Missions where Thousand Sons, Emperor's Children, World Eaters, Deathguard, Night Lords, Iron Warriors, Alpha Legion, or Black Legion Chaos Astartes are amongst the Adversaries, this model gains an additional +D3 Renown if they end the Mission with at least 1 Wound remaining.

Legendary Ferocity: at the start of the Players' Fight Phase roll a Toughness test for this model; if they pass they gain +1 Renown. If they fail they gain +1 Strength until the end of the Players' Turn.

Little Patience: if any ally of this model has 5 or more Corruption, none of this model's Skill and Talent effects affect that model anymore. This model must remain 6" away from that model or suffer -3 Leadership until they move away. Lastly, if an ally with 5 or more Corruption is between this model and an enemy model, this model must fire upon their corrupted "ally". If this model removes their Squad mate as a casualty, this model loses -D3 Renown, but gains +D3XP.

Masters of Hit & Run: regardless of this model's Specialty, they may purchase Ratings in the Stealth Skill for 3XP each.

Masters of Stealth: this model gains Stealth (+1).

Masters of the Hawk: if this model is the Mission Leader, they do not have to meet the Threshold for either the Deliverant nor the Iudicium. Additionally, they treat the Cost of the Deliverant as 15. 

Monastic Devotion: whenever the Mission Leader fails their Morale test by 1, this model treats the roll as passed. If this model is the Mission Leader, this applies to the entire squad.

More Machine than Man: this model may ignore any Wound on the D6 roll of a 6+. 

Most Grim: this model may ignore the effects of a failed Morale test as long as they have 3 or more Wound Tokens.

Neuro-Indoctrination: if this model is the Mission Leader, it ignores the negative penalties imposed by allied models' Wounds inflicted, to Morale tests. If this model is not the Mission Leader, they are instead immune to being Pinned.

Nomadic Predator: at the start of any Battleround, this model may select 1 enemy model in line of sight. As long as this model moves towards the selected enemy, it may add +D3" to its Movement without counting as Advancing. In addition, when this model is within 3" of its selected target, the target suffers -1 to its (or its Unit's) Leadership.

One Foot in the Veil: this model never needs to meet the Threshold for Tainted Relics. They still must pay the Cost for these items, however.

Only the Dead: this model may ignore the restriction against Shooting into an ongoing Fight, randomizing their hits between all participants when they do.

Over-Ossified: this model treats its Toughness as 1 greater than it actually is during the Fight Phase.

Peerless Artisan: during the Arming Phase of any Mission, this model may upgrade any Item in its Load Out to Exceptional Quality for free. This upgrade only lasts until the end of the Mission.

Penitent: this model gains +1 Renown whenever it removes the last Wound on a Miniboss or Boss Monster during the Fight Phase. However, if there is a Miniboss or Boss Monster on the board, in line of sight of this model, and within 12", this model must declare a Charge against that Mini Boss or Boss Monster.

Personal Oath: this model's controlling player chooses one of the following oaths: "Kill more enemy models than any other Squad mate", "Achieve more Objectives than any other Squad mate", "Complete the next Mission without expending any Ammo", or "Engage in 3 or more Fights using only this model's Astartes Knife as their Weapon". If this model accomplishes the Oath that they promised, they gain +1 Renown. If another model in the Squad accomplishes the Oath instead, they get +1 Renown. The same Oath cannot be taken 2 Missions in a row.

Phalanx Fighter: if this model is armed with a Combat Shield, Siege Shield, or Storm Shield and is in base to base contact with an allied Astartes, it gains +1 Armor Save and +1 Attack.

Presumed Authority: once per mission, this model may add +6" to the range of any 1 allied Astartes' Skills or Talents.

Prize Hunters: if this model kills more Minions than any other member of their Squad, they gain +1 Renown. If this model removes the last Wound on any Boss Monster this Mission, they gain +2 Renown.

Prosecutors of War: whenever this model survives a Mission with fewer Wounds than it started the Mission with, it gains +1XP.

Pursuit Hunters: when this model makes a Consolidation Move, they may Move an additional +D3".

Rampager: if this model removes all enemy models within 2" of itself as casualties during a Fight Phase, it gains +3" Move on its next Turn. Using this extra Movement does not count as Advancing.

Rampant Divergence: this model receives a -1XP discount on all Talents that alter its Characteristics, but cannot gain Esteem with Inquisitorial Factions.

Rapid Strike: all Specialties that qualify to take either a Jump Pack or a Heavy Jump Pack receive a -5 Cost discount to these items.

Reach of Omari: this model may add one of the following Traits to one of their Weapons each Mission for free. These Traits last until the end of the Mission. Melee Weapons: Ablaze or Shocking. Ranged Weapons: ElectroPulse or Enfeebling.

Reckless: if this model begins its Charge Phase within 8" of an Adversary model, this model must attempt to charge the Adversary. If this model subsequently wins that Close Combat, it gains  an additional +1 Renown.

Reckless Zealotry: if this model is not in Engagement Range, an allied Astartes in Cohesion Range has suffered 1 or more Wounds from enemy Shooting or Psychic attacks, and the Mission Leader fails their Morale test this Turn, this model must immediately move D6" in the direction of the closest enemy model in Line of Sight, stopping 2" away if this Move would otherwise bring this model into Engagement Range.

Reconciler: if there are other models in this model's unit that are from the same Chapter as this model or one of their Successor Chapters, all Tier 1 Cohesion Talents cost these models +2XP, applied after discounts for Specialties. Tier 2 and higher Cohesion Talents cost these models -2XP, applied after discounts for Specialties.

Red Thirst: at the start of this model's Movement Phase, they must make a Toughness test. If the model fails this test they must Move towards the nearest visible enemy model. If the model passes this test they may Move as normal. If the model fails this test, but there are no visible enemy models, the model counts as having passed this test.
 
Relentless: this model may Shoot with Rapid Fire Weapons even if it Advanced this Turn, suffering a -1 to hit when doing so.
If using the new weapon rules, this Trait instead allows a model equipped with a weapon with the Rifle Quality to treat said weapon as having the Assault Quality in any Firing Mode except Precision.

Relentless Competition: if there are any models on the table from this model's Chapter or another one of their Parent Chapter's Successors, this model treats all Pinning effects as Shaken instead. Additionally, under these same circumstances, this model gains +1 Leadership and +1 Attack.

Relic Keepers: whenever this model wants to equip a Relic Item, roll D6 and subtract the result from both the Threshold and Cost of the item. Roll individually if the model wants to equip more than one such item.

Render of Flesh and Bone: in any Melee Engagement where there are living and non-living opponents, this model must ignore non-living models [such as necrons, automata, and cyborks] in favor of living opponents, using all of their Attacks against the living first. In addition, against living opponents, this model's Melee Attacks improve their AP by -1.

Renowned Marksman: the first shot of each Mission fired in Standard Firing Mode with a Pistol or Rapid Fire Weapon automatically hits.

Resilient: at the start of any Turn where this model has 1 or more Wound Token, roll a D6. On the roll of a 6, remove 1 Wound Token

Savage Recruiting Rituals: on any Turn where this model is Charged by an Adversary with 5 or more Wounds remaining, this model gains +1 Attack until the start of its next Turn.

Secret Agenda: this model gains +1 Renown whenever it removes the last Wound on any Fallen Chaos Marine.

Single Minded: this model always counts as having remained stationary during the Movement Phase, whether it Moved, Advanced, or remained Stationary for the purposes of Shooting in any Firing Mode.

Sinister: if this model has 3-5 Wounds, it inflicts -1 Leadership on all enemy models in Cohesion Range. If this model has 6-7 Wounds, it inflicts -2 Leadership on all enemy models in Cohesion Range. If this model has 8+ Wounds, it inflicts -3 Leadership on all enemy models in Cohesion Range. 

Sons of Dorn: if this model is the Mission Leader, it gains +1 Leadership while in Cover. If this model is not the Mission Leader, they become immune to being Shaken while in Cover.

Sons of the Khan: models equipped with Assault Bikes, Heavy Jump Packs, Jump Packs, and Outrider Bikes add +1" to their Move.

Speakers of the Word: all non-Astartes, allied <Imperium> models in Cohesion Range of this model gain +1 Leadership and immunity to Fear.

Spectral Fighters: versus enemies with the <Necron> keyword, model improves its Armor Save by +1.

Stoic: if this model has inflicted a Wound on an enemy model this Turn, they become immune to being Shaken.

Strict Principles: if there is an option to capture or kill an enemy model, this model must kill it. This model also cannot earn Esteem with any Faction. If Esteem is calculated as an average for the Squad, this model always counts as 0 contribution.

Stubbornness: in any situation where this model stands either at the vanguard [front-most position] or rearguard [back-most position] between all enemy forces and all allied forces, they become immune to being Shaken or Pinned and when standing still in this position, may fire 1 additional shot from whatever weapon they are carrying in any firing Mode without expending any extra bullets.

Swift First Strike: after Deployment, but before the 1st Battleround begins, this model may take a normal Turn - Moving/Advancing, using Psychic Powers, Shooting (one Phase only), Charging if able, and Fighting. No Morale Phase is rolled for casualties caused by this model's free Turn, but enemy Units suffering more than 3 casualties or models brought down a Bracket, begin their 1st Turn Shaken.

Tactica Suprema: this model gains Tactics (+1).

Tactical Coordination: if this model is the Mission Leader, they gain Tactics (+1) for the duration of the Mission.

Tenacious: this model counts as 2 models when determining which side has more models on an Objective. Additionally, when other models use the Command Skill on this model, those other models gain a +1 bonus to their Skill test.

Tenacious Defense: this model gains +1 to its Armor Save on any Turn when it neither Moved nor Advanced.

Tenacious Resolve: at the end of any Mission where this model has equipped a Tainted Relic, roll a D6. On a 4+, reduce this model's  Corruption by -D3 (to a minimum of 0). On a 1-3, instead increase this model's Corruption by 1.

The Omnissiah's Work: this model gains Tech (+1).

Thorough Destructor: when armed with a weapon that inflicts variable Damage, this model may always roll an additional die and take the most favorable result.

Tireless: if this model is the Mission Leader it gains Command (+1) and +1CP until the end of the Mission.

Total Absolution: whenever this model has an opportunity to Remove Corruption and must roll to do so, it gains a +1 bonus to its roll.

True Believer: this model cannot become Pinned because of a failed Morale test, instead becoming Shaken.

Unconfirmed Successors: while this model may purchase Talents only available to their Primogenitor Chapter (the Chapter from whom they are supposedly Successors), they must pay an additional +2XP for them.

Uncompromising Adherents: only Assault Marines, Champions, Chaplains, or Librarians from this Chapter may take Jump Packs. Only Devastators can equip Heavy Weapons and only Tactical Marines can equip Flamers, Gravguns, Meltas, and Plasmaguns. Only Intercessors can equip Lasfusils, Melta Rifles, or Plasma Incinerators, only Inceptors can equip Plasma Exterminators, and only Aggressors can equip Boltstorm Gauntlets or Fragstorm Grenade Launchers.

Undaunted: if this model is the Mission Leader, they ignore negative modifiers to Morale tests. If this model is not the Mission Leader, they instead become immune to being Shaken.

Unflinching Loyalty: this model gains a discount on all Cohesion Talents equal to their Tier. This discount is applied after all others.

Unmitigated Wrath: if an ally within Cohesion Range suffers an unsaved Wound, this model gains +1 Attack versus enemy models of the same <Faction> and <Type> until the end of the Mission.
 
Unnerving Intellect: this model gains Forbidden Knowledge (+1).

Unnerving Presence: this model inflicts -1 Leadership in all non-Astartes ally models in Cohesion Range.

Unpredictable Battle Doctrine: roll a D6 at the start of each Mission, after Deployment, but before the first Turn. On the roll of a 1, this model gains +1 Renown for every Objective it completes on its own. On the roll of a 2, this model gains +1 Renown for every 10 enemy models it removes as a casualty. On the roll of a 3, this model gains +1XP for every Wound it ends the Mission with.On the roll of a 4, this model gains +1XP for every Wound it has lost this Mission.On the roll of a 5, this model gains +1XP and +1 Renown for each Miniboss or Boss Monster it removes as casualty this Mission. On the roll of a 6, this model gains +1XP and +1 Renown for each Squad mate that finishes the Mission with more than half the Wounds they started the Mission with.

Unyielding: if this model is in Engagement range of enemy models during the Morale Phase and the Squad must test its Leadership, the Mission Leader reduces the negative modifiers imposed on their roll by D3.

Veteran Boarding Crew: on the first and second Turns of each Mission, this model improves the AP of its Ranged Weapons by 1 and gains +1 Armor Save when in Cover.

Veterans of Macragge: versus <Tyranid> and <Genestealer Cult> <Infantry>, improve the AP of any Shooting or Fight Attacks made by this model by 1.

Veterans of the 2nd Tyrannic War: this model is immune to the Fear and Terror effects of <Tyranid> Minibosses and Boss Monsters.

Vow of Silence: this model cannot use Skill effects that require speaking.

War Sport: if this model ends a Mission with the highest Kill tally of its entire Squad, it gains +1XP and +1 Renown.

Wisdom: once per Mission, this model may use the Command or Tactics Skill whether they have Ratings in it or not, without expending a Rating and succeeding on a 4+ regardless of their actual Skill Stat.

Zealous: this model is immune to the Terror effect of Boss Monsters when Charging them or Engaging them in the Fight Phase.

This message was edited 4 times. Last update was at 2024/01/07 17:52:55


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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







Chapter Heirlooms

Accolades of Battle: once per Mission, when an allied Astartes in Cohesion Range gains any amount of Renown, this model also gains +1 Renown.
Acura Honorific: this may be used once per Mission to re-roll a Command, Inspire, or Tech Skill test.
Anvil Pendant: this may be used once per Mission to re-roll any 1 hit roll with a Weapon.
Artisan Cog: this may be used once per Mission to re-roll a single Skill test or to re-roll a single die associated with this model's Wargear.
Ashes of Euxcine: this item may be used once per Campaign to transfer ownership of a Relic recovered from the [++Redacted++] to this model's Standard Load out.
Ashes of the Dead: this item may be used once per Mission to re-roll the Damage for any Weapon this model wields with a variable Damage.
Assorted Memories: this may be used once per Mission to use an effect from a Skill this model does not have Ratings in. They must still roll their Skill test. 
Badge of a Thousand Battles: this may be used once per Mission to automatically pass a Forbidden Knowledge or a Tactics Skill test without having to expend a Rating.
Battle Honor: this may be used once per Mission to add +1 to any one hit roll or Wound roll.
Big Game Trophy: this may be used once per Mission to grant this model +D3 Renown after removing the last Wound from a Boss Monster.
Bio-luminescent Trophy: this may be used once per Mission to grant this model +D3 Renown upon removing a Miniboss or Boss Monster as a casualty in line of sight to at least 1 allied Astartes.
Black Teeth: this may be used once per Mission to grant this model +1 Strength for 1 Phase.
Blood of Thousands: once per Mission, when this model would lose its last Wound, it instead gains +D3 Wound Tokens.
Blood Reservoir: this may be used once per Mission to grant this model 1 extra Attack using any Melee weapon they are armed with. If this extra Attack scores a 6 on its hit roll, it automatically causes 1 Mortal Wound rather than its normal Damage.
Bones of the Dead: this may be used once per Mission to automatically pass a Morale test, re-roll an Armor Save, or re-roll a Wound.
Captured Waystone: this item may be used once per Mission to grant the Mission Leader +D3 CP.
Chalice of Victory: if this model ends the Mission with 1 or more Wounds remaining and returns to the Intolerance, it must make a Toughness test. If this model fails, they gain +1 Renown or +1XP (player decides). If this model passes, they gain +1XP and +D3 Renown.
Clan Cog: this provides a 4+ Invulnerable Save to the first hit that would otherwise negate this model's Armor Save per Mission.
Clan Crest: when models with a higher Renown than this model use Skill effects on this model, those models gain +1 to their Skill tests. When this model uses Skill effects on allied models with a lower Renown than itself, this model gains +1 to its Skill test.
Code Fragment: this may be used to re-roll one die associated with your Wargear (such as a hit roll, Wound roll, or Armor Save) once per Mission.
Cog Iconoclast: once per Mission, a model may use this to forfeit their Turn to regain D3 Wounds lost previously this Mission.
Copy of the Codex: this may be used to re-roll the first failed Skill check of every Mission.
Crow Skull Talisman:  this may be used to re-roll the first failed Armor or Invulnerable Save per Mission.
Crux Infernum: this may be used to add the Ablaze Weapon Trait to 1 Attack this model makes per Mission.
Cybernetic Legacy: this grants the model a -1XP discount on all Talents that are also Cybernetic Implants. This discount is applied after all others for Specialty, etc.
Devastator Honors: this item may be used once per Mission to add +1 Damage to one hit with a Heavy Weapon or a Grenade.
Dueling Scars: as long as this model is armed with an Astartes Sword, Power Sword, or Relic Equivalent, it gains +1 Leadership. Additionally, if this model is not the Mission Leader and the model who is fails their Morale test by 1, this model counts as having passed that test.
Dust of Khattar: once per Mission, this model may add +3" to its Move or Charge. If added to its Move, this model does not count as Advancing.
Enemy Scalps: once this model has caused an unsaved Wound on an enemy model during any Fight Phase this Mission, these Scalps may be used to re-roll a single die for any reason. One use per Mission.
Embellished Wargear: this model chooses 2 items from their Standard Load Out and upgrades them to Exceptional Quality for free.
Fang of the Maw: this may be used once per Mission, in the Fight Phase, to force an enemy model to re-roll a successful Armor Save.
Felinic Royal Crest: this may be used once per Mission to re-roll a hit roll using a Grenade or a Skill test whose effect affects only this model.
Focusing Icon: this item may be used once per Mission to remove D3 Wound Tokens from this model. If there are any <Daemons> or <Daemon Engines> on the table, this item may be used twice per Mission.
Fragment of Caliban: this may be used to re-roll the first failed Characteristic test, Leadership test - if this model is the Mission Leader - or Skill test of every Mission, player's choice.
Fragment of Fortress Xtarko: this may be used once per Mission to forgo a roll on the Injury Chart, and instead simply stand this model back up with 1 Wound and +2 Wound Tokens.
Fragment of Idharea: this may be used once per Mission to re-roll a single Wound versus an enemy model with the <Aeldari, Demiurge, Genestealer Cult, Hrud, Kroot, Necron, Ork, T'au, Tyranid>, or <Vespid> keyword.
Fragment of the Faithful's Deliverance: if this model is the Mission Leader, this item may be used once per Mission to automatically pass a Morale test, without having to roll. If this model is not the Mission Leader, this item may be used twice per Mission to negate the effects of being Pinned for this model or any allied Astartes this model moves into Cohesion Range of.
Funerary Token: if this model is the Mission Leader they may chose to automatically pass 1 Morale test per Mission. If this model is not the Mission Leader, they may instead ignore the effects of the first failed Morale test of the Mission
Gauntlets of Fury: when Engaged with enemy models during the Fight Phase and fighting with just "the Marine's Own Fists", these Gauntlets allow this model to re-roll 1 hit roll or Wound roll every Battleround
Genetic Seal: if this model is the Mission Leader, this may be used once per Mission to automatically pass a single Morale test. If this model is not the Mission Leader, this may instead be used to automatically pass a single Skill test once per Mission.
Genome Relic: after this model suffers its first unsaved Wound this Mission, they may re-roll failed Medic Skill tests for the remainder of the Mission.
Grim Trophies: if this model has less than its starting Wounds, this may be used once per Mission to regenerate 1 Wound to this model.
Guardian's Seal: this may be used once per Mission to automatically pass an Armor Save if failing it would mean this model's Wounds would be reduced to 0.
Gunmetal Tabard: once per Mission this model may automatically hit with all of its shots  in its 1st Shooting Phase, as long as it is using a weapon with the word "bolt" in its name.
Headsman's Icon: this may be used once per Mission to cause 1 of this model's Attacks of the player's choice to automatically hit.
Heraldry of Origin: once per Mission, this model may re-roll 1 Skill test or 1 hit, if it is armed with any Weapon with the word "sword' in its name.
Heraldry of Rulership: once per Mission, when called upon to make a Characteristics test or Morale test, this model may roll 2 dice instead of 1 and take the more favorable result.
Heraldry of Valor: the first time this model earns Renown in each Mission, this model gains a single re-roll that may be used for any roll.
Huntsman's Talisman: once per Mission this may be used to re-roll a Tactics Skill test, a Shooting miss, or, if this model is Attacking with an Astartes Knife or an Astartes Spear, a melee miss.
Icon of Absolution: if this model is the Mission Leader, it may choose to automatically pass one Morale test without having to roll. If this model is not the Mission Leader, it may instead use this to re-roll a single die for any reason once per Mission.
Icon of Devotion: this may be used once per Mission to add +D3 to a single Remove Corruption roll for this model.
Icon of Dorn: this may be used once per Mission to re-roll a failed Armor Save, a failed Wound roll caused by a Crozius Arcanum, Maul, Power Maul, Thunder Hammer, or Heavy Thunder hammer, or a single missed Bolter shot.
Icon of Haldroth: this may be used once per Mission to gain +1 Attack for a single Battleround.
Icon of Iron: this may be used once per Mission to grant this model a +2 Armor Save bonus for the duration of one Battleround.
Icon of the Astranomicon: this may be used once per Mission to re-roll any die for any reason other than to hit or Wound an opponent.
Icon of the Bull: once per Mission, this model may voluntarily become Pinned in order to remove D3 Wound Tokens from their total.
Icon of the First Born: if this model survives a Mission with 1 or more Wounds, they gain +1XP or +1 Renown, controlling Player's choice.
Icon of the Outer Dark: this may be used once per Mission to temporarily negate the effects of being Shaken, Pinned, or Suppressed for 1 Turn for this model.
Imperator Honorifica: this may be used to re-roll 1 hit roll, 1 Wound roll, and 1 Armor Save once each per Mission.
Indomitus Battle Honor: this may be used once per Mission to add +1 to any one hit roll or Armor Save.
Inoculator: this may be used once per Mission to negate the effects of a Toxin, Poison, or Drug in this model.
Intense Faith: roll 3D6 at the start of the Mission and set each individual die aside at the value rolled. This model may use each of these dice rolls once per Mission, instead of rolling a die for any reason.
Inverted Omega: this may be used up to D3 (rolled at the start of the Mission) times per Mission to add +1 to any die roll for this model.
Iron Wings: this item may be used once per Mission to allow this model to count their Advance roll as 6, without the need to roll.
Knight's Plate: once per Mission this may be used to ignore a signle hit from any Weapon of Strength 6 or less.
Man Pelt: this may be used once per Mission to force the GM to automatically fail a Unit's Morale test.
Mantle of Armor: this may be used once per Mission to grant this model +2 to its Armor Save for the duration of a single Phase.
Mark of the Arcana: this may be used once per Mission to automatically pass a single die roll for any reason.
Mark of the Giant: this may be used to grant this model +1 Strength for one Battleround per Mission.
Mark of the House of Ecale: this may be used once per Campaign to gain +2D3 Esteem with any Faction.
Mark of the Vigilant: this may be used once per Mission to re-roll a single Shooting hit or Wound roll for a Shooting Attack if any adversaries in line of sight have the <Nurgle> or <Druhkari> keyword.
Marksman's Honor: this may be used once per Mission to double the range of one of this model's Weapons for a single shot.
Memento of Flesh: this may be used to ignore the first unsaved Wound per Mission.
Memento of the Secret War: this may be used once per Mission to re-roll a failed Stealth or Forbidden Knowledge Skill test.
Memories of Rynn's World: if this model is not in Cohesion Range of any allied Astartes, the Mission Leader rolls 2D6 for Morale tests and the Crimson Fists model takes the more favorable roll (the rest of the squad is forced to suffer the results of the worse roll). If this model is the Mission Leader, roll 2D6 for Morale tests and the whole squad gains the effect of the more favorable score. 
Obsidian Shard: this may be used once per Mission to negate a single hit from a Weapon with the potential to inflict 2 or more Wounds.
Penitent Chains: as long as this model has already failed a Characteristic test this Mission, the Chains may be used to re-roll a single die for any reason once per Mission.
Personalized Kit: select one item from this model's Standard Load Out at Squad creation. This item gains 2 re-rolls regarding its function per Mission.
Raptor's Talon: this may be used once per Mission to re-roll this model's Advance distance.
Ready Counter-Argument: this may be used once per Mission to automatically pass a Command test.
Reclaimed Wargear: this may be used during the Arming Phase. It allows this model to equip items that are normally restricted to other Chapters.
Reliquary: once per Mission this may be used to grant this model a 4+ Invulnerable Save for one hit.
Remembrance of Betrayal: once per Mission this may be used to re-roll a single die for any reason; in Missions where there are any Chaos Space Marine Adversaries this ability may be used twice.
Remembrance of the Lost: this may be used once per Mission to add +4" to the range of any 1 Skill Effect.
Remnant of Erwynn's World: this may be used once per Mission, during the Arming Phase, to grant this model +2D6 Renown for the purposes of qualifying for Threshold. This extra Renown cannot be used to purchase any gear and is lost at the end of the Phase.
Ritual Scarification: after this model purchases its first Cohesion Talent all future Cohesion Talents gain a -1XP discount, applied after all other modifiers.
Ritual Tattoo: this may be used once per Mission to ignore the effects of a failed Morale test, as long as this model is in Engagement range at the time.
Sacrificial Talisman: this may be used once per Mission to force the GM to re-roll a single Damage roll.
Sanguinary Pendants: as long as this model has caused an unsaved Wound on an enemy model this Mission, the Pendant may be used to re-roll a single die once per Mission.
Sanguine Mask: this may be used once per Mission to ignore a single failed Armor Save.
Scars of Every Battle: once per Mission, this model may ignore a single hit from a weapon with a Strength of 7 or more.
Scars of the Inferno: this model may Move through areas of fire with no ill effects.
Scars of Unknown Victories: this may be used once per Mission to re-roll a failed Forbidden Knowledge test. If this re-roll results in a success, this model gains an additional +1 Renown.
Scrawl of Destiny: any time this model removes a Wound Token for any reason, they gain a re-roll that may be used for an Armor Save, hit roll, or Wound roll during the Mission. Unused re-rolls are lost at the end of the Mission.
Scrimshaw Memento: once per Mission, when this model would suffer its first Wound, it instead gains 1 Wound Token
Seal of Saint Sabbat: once per Mission this model may grant itself a 5+ Invulnerable Save (or a +1 improvement to a preexisting Invulnerable Save) for the duration of a single Phase.
Shadow of Night: this jet black talisman may be used once per Mission to automatically pass a Stealth Skill test or to count an Advance roll as automatically rolling a 6, player's choice. 
Shard of the Silver Collar: this item may be used once per Mission to re-roll a single Deny the Witch or Psychic test.
Silver Fang: this may be used once per Mission to inflict a single Mortal Wound on any model within 2".
Skull Trophy: this item may be used once per Mission to stop 1 enemy model from Charging this model.
Soul Shard Blade: whenever this model would gain Renown roll a D6. On a 6, it gains +1 extra Renown.
Starbright Electoos: this may be used once per Mission to re-roll a Morale test, an Inspire Skill test, or to add +4" to this model's Cohesion Range for 1 Turn.
Tactical Manifest: this may be used once per Mission to grant all allied Astartes in Cohesion Range a single re-roll for any roll associated with an item in their Standard Load Out. These re-rolls are lost at the end of the Battleround, if they are unused.
Tears of Lamentation: if this model is the Mission Leader, they may re-roll their first failed Morale test of the Mission. If this model is not the Mission Leader, they may ignore the effects of the first failed Morale Test of the Mission.
Templar Heraldry: once per Mission, when this model achieves an Objective, they gain an additional +D3 Renown.
Terminus Crux: this may be used once per Mission to grant this model +2 Attacks for the duration of a Phase.
The Revelation: this may be used once per Mission to automatically pass a Tactics or Forbidden Knowledge Skill test.
Tigers Claws: this item may be used once per Mission to force an enemy model to re-roll a successful Armor Save or to re-roll a failed Wound roll in the Fight Phase. 
Token of Terra: this may be used to re-roll a single die in every Phase of the first Turn of the Mission, for any reason.
Totemic Raven: this model gains a 4+ Invulnerable Save versus the first hit that would negate its Armor Save per Mission. If this model is a Chaplain, Primaris Chaplain, or is wearing Terminator or Relic Terminator Armor, this instead improves their preexisting Invulnerable Save by 1 the first time they use it per Mission.
Transphasic Battle Trophy: this may be used once per Mission to re-roll a Characteristic test or to re-roll a Remove Corruption roll for this model.
Ultima Honorifica: this may be used once per Mission, when this model and an Ultramarines model are both Engaged in the same Fight and both models survive, to gain +1 Renown.
Unabridged Codex: this may be used to re-roll 1 Command, Inspire, or Tactics Skill roll per Mission.
Wolf Skull Totem: if this model has less than its starting Wounds, this may be used to ignore 1 failed Armor Save per Mission
Wolf Tail Talisman: this may be used to ignore the first failed Armor Save per Mission
Writ of Duty: this model may ignore the effects of a failed Morale test up to twice per Mission.
Writ of the Pact: this may be used once per Mission to re-roll any single die roll for an ally in Cohesion Range for any reason.
Xenos Trophy: this may be used once per Mission to force D3+3 enemy models to Move D6" away from this model in their own Movement Phase. Roll once for all models affected by this.
Zerstoren Honorific: this may be used once per Mission to increase the Damage of a single hit by +2, if the target has 3 or fewer Wounds remaining.

This message was edited 8 times. Last update was at 2021/08/16 08:00:38


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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
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Updated Adversaries/Allotment Guidelines

Campaign Tactical Value/CTV

After a player makes a Squad, it is time to calculate its Campaign Tactical Value (its CTV). This is done first by counting the number of Astartes models in the Squad. Each such model is worth 1 CTV. Add this value to the 20 TV each player is granted to build their baseline Squad. Next, add together all the Renown of all models in the Squad and divide by 5 (rounding down). Add this number to the total. The sum of all this math(s) becomes the Squad's CTV. From this point forwards, recalculate the Squad's CTV at the end of each Mission, during the Debriefing Phase, modifying for increased (or decreased) Renown, fluctuation in Squad size due to new recruits and casualties (if this occurs), and adding +1 CTV for every 10XP the Squad gains.

At the start of every Mission, the GM's Baseline Allotment is equal to the total CTV of all Squads that deploy. Modifiers to Allotment from the DoomClock, Adversarial Consequences, and/or any other factors, will be calculated into this Baseline.

So, if one player's Squad is 6 models with a combined total Renown of 28, its CTV is (6+5+20)=31.

If another player's Squad is 7 models with a combined Renown of 16, its CTV is (7+3+20)=30.

If both Squads participate in the same Mission, the GM's Baseline Allotment is 61. Modified by the Doom Clock at Hour 15, the GM's total Allotment for that Mission would be 66.

This message was edited 4 times. Last update was at 2021/09/04 11:21:29


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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







Some general GM advice (that might come across a little ranty, sorry)

So, things have gotten a little more complex, especially the part about Allotment. And you may be thinking, "Wow, that means 13 models versus 66 models! Will they survive? And if so, isn't that a whole lot of XP?" And the answers aren't exceptionally simple, because they are "Maybe" and "Yes".

"But Warboss, you said I was supposed to facilitate my player(s)' wanton enemy slaughter. How am I supposed to do that if I can field 66 two Wound Adversaries for which you are kind of vague on whether or not they are Units or individual models?"

That's a very good question, hypothetical human. The answer is, on the very first Mission, you should not be pitting the player(s)' models against 2 Wound Adversaries. But you should definitely take advantage of this pile of Allotment to field a few three Wound Minibosses. And yes, group single Wound models into Units just like you would in a regular game of 40k. This gives the player(s)' the incentive to use the Suppression rules, it makes it easier for them to pick targets (because your Adversaries are following the normal 40k rules for Cohesion and Morale), and because it's easier for you as the GM to keep track of. Only models with 3 Wounds or more should be Moving around like they are independent characters. Also, any Adversary model with 1 or 2 Wounds should be moving towards Cover if they are armed with a Weapon with a range of 15" or more and staying there to Shoot at your player(s)' models for the duration of the Mission (although they will shift positions if their targets shift) and Adversaries armed with Weapons with less than 15" range & especially those armed with Melee Weapons should be bounding from Cover to Cover to get close enough to Charge. Adversaries like Ship Dead, Chaos Cultists armed for close combat, Genestealer Hybrids, Aberrants, Ork Slugga Boyz, and Tyranid "gribbles" should be moving into the open, heedless of Cover or common sense.

My other bit of advice for using Adversaries to facilitate fun rather than to simply TPK Squads is to make use of the Adversarial Reserves rule which I admittedly reference everywhere, but have fully failed to detail anywhere. So, here are those rules:

Adversarial Reserves: The GM should spend their Allotment at the start of the Mission, as soon as they know what Squad(s) and/or models are Deploying, before the Briefing Phase. The GM should also at least have an idea of what they want to bring to the Mission before the players even show up (unless you're playing this without a GM - details for that later). The GM has 3 options for Deployment, unless a Mission has details that say otherwise. The first is to Deploy their Adversary models in accordance with the Mission guidelines. The second is basically the same, except they may use "Blips" to Deploy Adversaries in locations out of line of sight or otherwise out of visual range - because of Darkness, Gas, or unrevealed terrain layout - of any player-controlled model (either those heavy cardstock ones that come with the Genestealer Cult Codex, the ones that come with virtually every edition of the Space Hulk game, or literally anything else the GM has handy to represent them - DIY craft, glass beads, rocks, bottle caps, etc.). And third, any combination of the first 2 methods, but also holding back any number of Adversary models to act as "subsequent waves" that Deploy according to Mission Guidelines or, if there are no Guidelines about that, from the table edge farthest from the Player(s)' Deployment area. They become available at the end of the GM's Movement Phase and, just like 40k, cannot begin to arrive until Turn 2 (unless the Mission guidelines say otherwise).

As a GM, you could also introduce story-driven reasons why Adversarial Reserves show up. For instance, if a model Shoots a Weapon not equipped with a Silencer, Adversaries could start showing up. Or if they pass into a particular room, they trip an Alarm that alerts the Reserves. Or maybe if a player botches a Tech Skill test, it signals Reserves to Deploy near that model's location or alerts Adversaries nearby to target that model.

Also, don't forget about Tech Emplacements. Sentry Guns are great for creating corridors of fire where neither player(s) nor Adversaries want to go. They're also a great way to have player(s) expend Ratings on their Tech Skill trying to gain control of them. Then that Sentry Gun becomes an added asset for player(s) to exploit.

Lastly, if you are using 2 or more different Adversarial Factions at the same time - like Ship Dead and Chaos or Necrons and Demiurge - those Factions are not aligned and are as likely to try to kill each other as the Astartes that showed up to get past them. Perhaps a part of the plot becomes unlikely alliances between these Factions and the player(s) have to take on Side Quests to undermine these pacts. Maybe, during one Mission, the Astartes come upon Tyranids eating some hapless Ship Dead on the far side of the table. If the Squad(s) is able to sneak past while still fulfilling their Mission Objectives, they might bypass the potential TPK otherwise possible. And what fun would it be when they're halfway through with the Mission when the Tyranid Prime spots them and directs the Haruspex and assembled Ripper Swarms towards the Squad as they try desperately to escape before it's too late?

I guess the short version of this is to bear in mind the power level of the Squad - don't pit five models with no AP weapons against four Adversaries with 3 Wounds each and 2+ Armor Saves. Especially not if the crux of the Mission is to get something from them. You might as well tell your player(s) that rocks fall on their heads and they die, because you're setting them up to fail.

This message was edited 2 times. Last update was at 2020/11/22 00:08:08


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

There's a power surge or another spaceship crashes into the [++Redacted++]'s outer hull and suddenly it's pitch black. Now what? Well, first and foremost, each Squad rolls 2D6. This is the limit of their senses. This is as far as they can see or hear or sense. Enemy models beyond this point might as well be invisible. But typically, they are hust as blinded. The GM rolls 2D6 for all the Adversaries, adding 1D6 for Minibosses and an extra 2D6 for Boss Monsters. Models cannot Advance and enemy models Move randomly - spin a bottle, use a twister dial, or roll a scatter die GMs, you've given up direct control in favor of mayhem. If enemy models have visuals on player models they may Move as normal. Otherwise they're just blundering about in the dark. Feel free to exchange Adversary models for Blips or remove them from the table entirely. (I suppose one could cover the terrain layout with felt, cloth, or paper to block the view, too).

Models with Wargear such as an Auspex, Augur Array, Thermal Optics, etc. or models with the Acute Senses Trait will likely suffer less in these conditions.

Shooting in the dark is tough and any target beyond visual range is impossible to hit. Models just at maximum sensory range are still -1 to be hit. Any miss however, should always be allocated to a nearby fuel barrel or other explodey thing available. Nothing illuminates quite like an oil fire.


Automatically Appended Next Post:
The Best Falling Rules

Any model that falls, intentionally or otherwise, takes a single automatic hit with no AP and Damage 1, at a Strength equal to the distance fallen minus their Toughness. If the Strength of this hit is greater than twice the model's Toughness increase the Damage to D3 and improve the AP by 1.

If a model has a Toughness of 4 and hops the guardrail to plummet into a 6" deep pit, they take a single Strength 2 hit with no AP.

If Toughness 5 Brother Cletus gets shot while climbing a wall and falls 5", Brother Cletus lands painlessly with a loud clunk.

If a blind Zombie with a Toughness of 2 blunders into the chasm between two wrecked ships and cartwheels down into that 18" darkness, they take a single Strength 16 hit with an AP of -1 and a Damage of D3. In other words, they fly apart at the moment of impact.

If an Astartes dies from falling into a hole, their replacement gets +1 Renown.

This message was edited 1 time. Last update was at 2020/11/23 13:41:49


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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







Replacing Casualties

During the course of Missions, it is highly probable that some of the player(s)' models will suffer the dreaded 15+ roll on the Recovery Table. This is the natural course of events, but also means Squads will become depleted unless player(s) can replace their losses. 

Therefore, when a model dies, first deduct their Renown and XP contribution plus 1 from the Squad's CTV. Remember that their Renown is 1/5th calculated and XP is 1/10th calculated, both rounded down. This number becomes the TV available to the player(s) to replace their losses from the Specialty and Chapter options presented.

So, if Brother Cletus, with 16 personal Renown and 21 total XP, gets lascannon-ed in half one Mission and fails to recover, the Squad's CTV is reduced by 6 (16 divided by 5 is 3 / 21 divided by 10 is 2). Therefore, Brother Cletus II can cost up to 6 TV

Of course, player(s) can also, if they end up with a surplus of TV, purchase more than 1 replacement, as long as the total TV cost does not exceed their CTV loss.

Taking the example above, the loss of Brother Cletus could mean the recruitment of up to 6 bog-standard Tactical Marines, named Cletus II, Cletus III, Haroldicus, Cletus IV, Cletus V, and Andronicus (or whatever names your player(s) may choose).


Adding new Recruits to an Existing Squad

Player(s) also have the option of adding more models to their Squad(s) over the course of the Campaign. At any point past the 1st Mission, provided the Squad has returned to the Intolerance (so not in between Linked Missions), Squad members may pool their Renown to "purchase" a new Squad member. Each 10 Renown spent in this way equals 1 TV. This is an exception to the rule that states models must return their Renown purchases at the end of Missions. This new recruit is a permanent add and Squad mates replenish their spent Renown during the Debriefing Phase.

So, Brothers Eronomus, Cletus II, Haroldicus, and Cletus IV pool together a total of 30 Renown during the Arming Phase of an upcoming Mission. They therefore have 3 TV to spend on a new Squad mate. They add a 1st Company Hospitalier Assault Marine to their Squad. The player(s) name this new recruit Draconi. At the end of the upcoming Mission, the Squad's Renown is refunded and Draconi is permanently added to the Squad's roster.

Squads cannot exceed 20 models. 

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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







The [++Redacted++] Grows
The following is a list of derelict Spaceships and other things that will crash into the growing wreckage of the [++Redacted++] at each of the 9-hour intervals, 18 through 72. These are suggestions, as GMs can use whatever they like and have models in their collections for. These are meant as GMing tools. Feel free to modify or be inspired by these entries. They are in no particular order.

M37 Pilgrim Conveyor: Covenant Ark
Hull: Frigate
Original Crew Compliment: ~10,000 
Circumstance of Drift: Apparent loss of crew
Current Condition of Crew: Degenerated or Slaughtered
Probable Disposition:  Genestealer Cult, Genestealers, Ship Dead

Spoiler:

Ship's Story
At some point during this vessel's Pilgrimage, the Genestealer Cult festering in its depths claimed the lives or the minds of the last of her crew and passengers. None remained human as the Cult slipped into the Navigator's chamber. Presumably in that struggle the Covenant Ark was shunted off course and remained adrift for some considerable time.

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): the Covenant Ark is of a hull type in common usage throughout the Imperium, designed to convey the faithful from one Holy destination to the next. It is rumored that every vessel has a Relic entombed in its bridge superstructure. Getting to the bridge to retrieve this Relic may bring the Emperor's favor.

Crew(Forbidden Lore): Sometimes these vessels will carry generations of Pilgrims; supplicants from a variety of worlds deemed worthy to enter the ship's holy interiors. Over time, the crew mingles with its passengers and fraternization is common. Despite its relatively small crew compliment, these frigates may eventually boast hundreds of thousands of occupants, crammed into every nook and corner of the vessel's cramped interior.

*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 are always +3D6 Allotment (rolled in secret by the GM during the Arming Phase), which must be spent on Genestealers or Genestealer Cult Adversaries. This is in effect whether or not players discern the tidbit of information regarding the untold numbers of potential occupants.

Interior Architecture/Terrain Guidelines: The Covenant Ark is full of tall-ceiling chambers and baroque archways. At one time, the shrines of Imperial Saints were in place at every intersection and devotionals on every flat surface large enough to support the plaque, but the pale squares and empty screwholes on the walls suggest these have long since been torn down. Any shrines that remain are filled with the bones of hybrids and the twisted remnants of Abominants' chitin.

Many corridors and chambers are lined with corroded residue and collapsed birthing chambers - evidence of a cult run rampant and heedless of discovery. Equally, maintenance and organization has been reduced to zero, so chambers are more likely to be scattered with empty cargo containers, fuel barrels, and/or broken furniture and fixtures. Sometimes there may even be the remnants of shantytowns erected inside more cavernous chambers and corridors, sprawling as much upwards as outwards into the darkness. The ship's interior is a mess. 

Any Technology on the table in sections including chambers and corridors from this vessel will be universally at Minuscule Power, unless otherwise noted. Lighting is terrible, with a 50% chance that it won't even be on in any given section. At the start of every Player Turn, roll a D6. On a 4+, all the lights that are on in the Covenant Ark sections will suddenly go out, and these will remain dark until the end of the game.

Available Missions
CA1: Into the Lightless Void: Linked
CA2: Stem the Tide: Routine
CAo: A Light in the Darkness: Optional Routine


Unlockable Missions
CA3: The Cull: Routine
CA4: Storm the Bridge: Routine
CA5: Explore the Ark: Exploration
CA6: Let it Burn!: Routine


Treasures of the "Covenant Ark"
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.

Treasure Chest: roll a D6
1: mostly junk, discarded clothing, and trinkets. Nothing of value.

2-3: a few holy odds and ends, catechisms, and minor Relics. If the model takes on 01 Capacity worth of items, they gain +1 Renown during the Debriefing Phase.

4-5: shattered machine parts, cracked data slates, and depleted power cells. If the model takes on 01 Capacity worth of items, they gain +1 Esteem with the Faction of their choice during the Debriefing Phase.

6: an actual Pilgrim Relic. Although mostly an esoteric icon from one of any number of worlds, this 01 Capacity item may be used once this Mission to re-roll a single die for any reason. Additionally, the model carrying it gains +1XP and +1 Renown at the end of the Mission.

Exploration Treasure: roll a D6 for each Astartes deployed on this Mission
1: mostly junk, discarded clothing, and trinkets. Nothing of value.

2: a few holy odds and ends, catechisms, and minor Relics. +1 Renown.

3: shattered machine parts, cracked data slates, and depleted power cells. +1 Esteem with the Faction of your player(s)' choice.

4: an item of cultural relevance, good for referencing where this Vessel has been. +1 Esteem with any Inquisitorial Faction.

5: a "machine skeleton key", useful for opening locked doors on any Vessel of Imperium manufacture. This negligible Capacity item may be purchased for future Missions with a Threshold of 25 and a Cost of 10. It may be used once to unlock a door, after which it is useless. +1XP.

6: an actual Pilgrim Relic. Although mostly an esoteric icon from one of any number of worlds, this 01 Capacity item may be purchased for future Missions with a Threshold of 15 and a Cost of 03. It may be used once per Mission to re-roll a single die for any reason. +1XP and +1 Renown.

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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







CA1: Into the Lightless Void
At least 1 Squad must be deployed on this Mission. Any number of additional Squads may also be deployed. When this Vessel arrives, this Mission (and the one it is Linked with) interrupts the normal course of Campaign Missions and must be played before taking up the Main Missions again.

Brothers, the Hive Mind is blinding our sensorium. And yet we must push onwards. The darkness that lies before us is but an obstacle to be overcome. Move cautiously, beware of ambushes, but do not be waylayed by this. Trust in your wargear to carry you through and, where you meet the enemies of Man in the shadows, let your bolters speak for you.

CA1: Into the Lightless Void: Linked with Mission CA2 
Briefing Phase

In service to Whom

This Mission serves the Deathwatch. If there are any Inquisitorial Factions present from another derelict, players may also treat this Mission as a Side Quest for one of those Factions

Known Adversaries
Your collection determines Adversaries used, but the author suggests Genestealers and Genestealer Cult, in keeping with this vessel's theme.

Battlefield
GMs have a lot of leeway when setting up this battlefield. Follow the architectural guidelines presented for this vessel, with shanty villages set up right inside the corridors and cargo holds. A maze-like atmosphere is recommended.

Once all terrain is placed, players and GM take it in turn to place D3+1 Entry Points each, anywhere on the table.

If any Deathwatch Marine gets within 4" of an Entry Point the GM cannot use it to deploy any Adversaries, until the model moves away or is killed. A GM, if using Genestealer Cult, may place Blip Markers at these Entry Points, even if an enemy model is within 5" to 9" of it. Blips are revealed by active Augury scans (as detailed in this Campaign's Basic Rules) or by the GM, whenever an enemy model moves further than 9" away from the Entry Point allowing the Blips to Move as normal (and they then Move into line of sight of an enemy model). When an enemy model Moves to within 4" of the Entry Point, the Blips must retreat. 

In addition, at the start of each of the Player(s)' Turns, roll a D6. On the roll of a 4+, the lights go out and stay out until the end of the Mission.

Technology on the Table
None.

Primary and Tertiary Objectives
Primary Objective(s)
Find a Path Through: this is the simplest of Objectives. All Astartes models must simply exit the board via the opposite table edge from where they Deployed.

Survive: any Astartes that ends the Mission with 1 or more Wounds remaining can be said to have personally achieved this Objective. The Mission Leader gains a bonus +1 Renown for every allied Astartes (excluding itself) that achieves this Objective.

Tertiary Objective(s)
Identify the Nature of our Adversaries: the GM should inform their player(s) when they have encountered all of the different types of Units the GM intends to deploy on this Mission. Alternatively, any model with the Forbidden Knowledge Skill can test using the "I know these Cyphers" effect to complete this Objective.

Extraction/Time
Although there is no "extraction" for this Mission (it's Linked), there is still a 1 hour insertion time, plus if the body of the Mission lasts 5 Turns or less, add 1 hour to the total time. If the Mission takes 6 Turns or more, add 2 hours.

First Turn
The Deathwatch take the first Turn.

Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: one option for which the Mission Leader qualifies. The GM may deploy up to 6" from the table edge opposite the Deathwatch and/or keep their forces in Adversarial Reserves.

- Extraction Options: as per the Primary Objectives, all allied models must exit the board.

Arming Phase: players should be reminded that they are arming for 2 Missions and plan accordingly. The author suggests plenty of reloads.

Deploy: according to the parameters selected by the Mission Leader. The GM may place their models anywhere up to 6" from the board edge opposite where the Deathwatch deploy or within 2" of any Entry Point and at least 12" from any enemy models.

Play Game (and have fun)

Bear in mind that, while there is no Debriefing Phase in this Mission, player(s) must still roll on the Recovery Table if they finish this Mission with fewer than their starting Wounds. Characters who perish are Teleported back to the Intolerance.

GM's Section:
Spoiler:

Allotment: the GM begins play with Allotment equal to the Deathwatch Squad(s)' CTV plus the bonus provided by the Doomclock, plus the bonuses for this Vessel. 

Potential Relics for the "My Chapter has had Extensive Experience With This Subject" Skill effect
25 / 03 / - / Inquisitorial Rosette / This item allows the bearer to re-roll 1 failed Command Skill test per Turn.
15 / 03 / 01 / Pilgrim Relic / Although mostly an esoteric icon from one of any number of worlds, this item may be used once per Mission to re-roll a single die for any reason.



 CA2: Stem the Tide
All Squad(s) deployed on Mission CA1 must participate in this Mission.

In the Darkness there are terrors, but we are undeterred. Brothers, there may be untold thousands of these wretched beasts waiting and hunting for us. So we must draw them to us. Hold out as long as possible and kill as many as you can. For we must blunt this avalanche at all cost.

CA2: Stem the Tide: Routine 
Briefing Phase

In service to Whom

This Mission serves the Deathwatch.

Known Adversaries
Your collection determines Adversaries used, but the author suggests Genestealers and Genestealer Cult, in keeping with this vessel's theme.

Battlefield
The table should consist of relatively straight lines of fire - long corridors and big rooms - with very little scatter terrain, except on the side of the table where the Deathwatch will deploy.

Once all terrain is placed, players and GM take it in turns to place 8 Entry Points, anywhere on the table at least 4" away from any other Entry Point.

If any Deathwatch Marine gets within 4" of an Entry Point the GM cannot use it to deploy any Adversaries, until the model moves away or is killed. A GM, if using Genestealer Cult, may place Blip Markers at these Entry Points, even if an enemy model is within 5" to 9" of it. Blips are revealed by active Augury scans (as detailed in this Campaign's Basic Rules) or by the GM, whenever an enemy model moves further than 9" away from the Entry Point allowing the Blips to Move as normal (and they then Move into line of sight of an enemy model). When an enemy model Moves to within 4" of the Entry Point, the Blips must retreat. 

In addition, at the start of each of the Player(s)' Turns, roll a D6. On the roll of a 6, the lights go out and stay out until the end of the Mission.

Technology on the Table
None.

Primary and Tertiary Objectives
Primary Objective
Slaughter Them: for every 30 Wounds each Astartes inflicts, they gain +1 Renown.

Tertiary Objective(s)
Survive: any Astartes that ends the Mission with 1 or more Wounds remaining can be said to have personally achieved this Objective.

Extraction/Time
There is no "insertion" for this Mission (it's Linked). The Mission Leader determines how long the Squad(s) stays. If they stay for 5 Turns or less, add 1 hour to the total time. If they stay for 6-10 Turns add 2 hours. If they stay for 11-15 Turns add 3 hours. If they stay for 16 or more Turns, add 5 hours. Plus extraction of 1 hour.

First Turn
The Deathwatch take the first Turn.

Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: Just Down the Hall. The GM may deploy up to 6" from the table edge opposite the Deathwatch and/or keep their forces in Adversarial Reserves.

- Extraction Options: Teleportarium

Note that there is no Arming Phase for this Mission. Models are equipped with what they had left at the end of the previous Mission.

Deploy: according to the parameters of the Mission.

Play Game (and have fun)

Debriefing Phase
record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: the GM begins play with Allotment equal to the Deathwatch Squad(s)' CTV plus the bonus provided by the Doomclock, plus the bonuses for this Vessel. The GM's forces are all held in Adversarial Reserve and may begin arriving at the end of the 1st Turn's Movement Phase. Additionally, at the start of every Turn, the GM rolls a number of D3 equal to the Turn number and adds this to their Adversarial Reserves pool. There is no end to this tide.

Potential Relics for the "My Chapter has had Extensive Experience With This Subject" Skill effect
25 / 03 / - / Inquisitorial Rosette / This item allows the bearer to re-roll 1 failed Command Skill test per Turn.
15 / 03 / 01 / Pilgrim Relic / Although mostly an esoteric icon from one of any number of worlds, this item may be used once per Mission to re-roll a single die for any reason.



 

This message was edited 3 times. Last update was at 2020/12/05 02:55:17


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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







CAo: A Light in the Darkness
If player(s) decide to undertake this Mission, they may send as many Squads as they like. If any Squads are left behind, they may participate in other Missions while this Mission is ongoing.

Auguries have determined that a lone generator in the depths of this derelict still functions. If we are to delve deeper into this wreck or if we must pass further through it, we should make an effort to illuminate our path. I'm entrusting you to get this done swiftly, we haven't much time to waste.

CAo: A Light in the Darkness: (optional) Routine 
Briefing Phase

In service to Whom

This Mission serves the curiosity of the Deathwatch. If there are any Inquisitorial Factions present from another derelict, players may also treat this Mission as a Side Quest for one of those Factions

Known Adversaries
Your collection determines Adversaries used, but the author suggests Genestealers and Genestealer Cult, in keeping with this vessel's theme.

Battlefield
GMs have a lot of leeway when setting up this battlefield. Follow the architectural guidelines presented for this vessel, with shanty villages set up right inside the corridors and cargo holds. A maze-like atmosphere is recommended.

Once all terrain is placed, players and GM take it in turn to place D3+1 Entry Points each, anywhere on the table.

If any Deathwatch Marine gets within 4" of an Entry Point the GM cannot use it to deploy any Adversaries, until the model moves away or is killed. A GM, if using Genestealer Cult, may place Blip Markers at these Entry Points, even if an enemy model is within 5" to 9" of it. Blips are revealed by active Augury scans (as detailed in this Campaign's Basic Rules) or by the GM, whenever an enemy model moves further than 9" away from the Entry Point allowing the Blips to Move as normal (and they then Move into line of sight of an enemy model). When an enemy model Moves to within 4" of the Entry Point, the Blips must retreat. 

Technology on the Table
The GM must place a single Miniscule Power Generator as close to the center of the board as possible. Models must be able to have access to it. The author suggests, if you are using a set-up with multiple levels, to put the Generator on the lowest level possible.

The player(s) may then place up to 3 Dead Terminals any where on the board at least 12" from a board edge and at least 9" from any other Terminal. Each time the Generator's Power increases, the Terminal's Power Levels all also increase by 1 Step.

Successful Skill interaction with any Terminal will yield one or more data tidbits as detailed in the GM section to follow.

Primary and Tertiary Objectives
Primary Objective(s)
Repair the Generator: at least 1 Marine must move into base contact with the Generator to begin repairs. If a player's model is in contact with the Generator during the Command Phase, roll a D6. For each Marine beyond the first, add +1 to this roll. For each Primaris Techmarine, Servitor, or Techmarine, instead add +D3 to this roll. Keep track of these scores and add subsequent rolls to this total. When this total reaches or exceeds 10, the Generator increases its Power Level by 1 Step. This action may be repeated to increase the Power Level of the Generator by 1 Step for every full 10 totaled. Any Marine participating in this Action counts as Personally Completing this Objective as long as the Generator increases its Power Level by at least 1 Step.

Defend the Position While Repairs are Ongoing: every full Turn that goes by where a Repair roll happens, all Marines on the table with at least 1 Wound remaining will gain +1XP.

Tertiary Objective(s)
Access 1 or more of the Restored Terminals: any Marine that moves into base to base contact with one of the restored Terminals counts as achieving this Objective. However, a Marine with the Tech Skill can actually use it on the Terminal to gain some information as detailed in the GM's Section below.
 
Bleed the Abominations Dry: every Marine that personally scores 20 or more kills may claim to have achieved this Objective. 

Extraction/Time
While it may only take 1 hour to Insert, finding the Generator may be unexpectedly time-consuming. Therefore, at the start of the first Turn, the Mission Leader should roll a D3-1 and add this number in hours to the duration of the Mission. 

If the body of the Mission lasts 5 Turns or less, add 1 hour to the total time. If the Mission takes 6 Turns or more, add 2 hours.

First Turn
The Deathwatch take the first Turn.

Player Prep
Choose Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: one option for which the Mission Leader qualifies.

- Extraction Options: one option for which the Mission Leader qualifies.

Arming Phase

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase
record XP, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: the GM begins play with Allotment equal to the Deathwatch Squad(s)' CTV plus the bonus provided by the Doomclock, plus the other bonuses for this Vessel. 

Terminal Data
Models that successfully interact with any Terminal using the "Let It Speak Its Name to Me" effect gain one (or more with appropriate Talents) of the following tidbits of information.

GMs, tell your player(s) each Terminal presents multiple Categories of information and let them pick one topic from the following list and then make them roll their Skill test. If they have the ability to get more than one "tidbit" of info, give them multiples from the same category. If player(s) can use their Skill more than once, they may choose a new category each time or stick with their original. GMs, inform your player that "sticking with" the same category for multiple rolls nets them a +1 to each subsequent roll. However, Categories have a limited amount of info. Therefore GMs, inform your player when they are at the end of the list for a Category so they don't needlessly waste their Ratings.

Category: Ship's Manifest:
1.) [4.009.998.M36] Inception. "Covenant Ark" leaves dry dock on maiden voyage, traversing Mpandex Warp Gate towards Sol to retrieve Sanctioned crew and Cardinal Relic. Thrice-blessed infrastructure largely still internally exposed, awaiting internment of essential martyrs. [1.546.998.M36] Consecration. Martyrs interred. Crew christened. Captain Tog Aklekchev establishes Order of Command. Ship is blessed with a Fragment of Brother Cagnius Voltarun of the Ultramarines. His fractured IronHeart is gilded to the command chapel's apex. [0.001.999.M36] Inaugural Translation. 706 Pilgrims heavy. Confessor Shavazk leads us in prayer. Emperor guide our Path. (This unlocks the Side Quest: Storm the Bridge).
2.) [9.412.002.M37] Arrival Narsarssuak. Transfer of 7,681 Imperial Martyred Dead to Tomb World for processing. May the Emperor embrace these noble heroes in their final rest. Translating to Ngol, then Palathius to take on new Pilgrims and the Palanquin of Saint Melethoi. [7.718.011.M37] Arrival Bishop's Moon, Diannan Synod. Fighting throughout internecine Subsectors has delayed our Haj by 9 standard years. Receipt of Sororitas escort denied due to continued conflict. Emperor Protect Us from the horrors of the Void. [7.772.011.M37] Survival. Boarders repulsed. We were tested and prevailed, Emperor be praised. 327 Pilgrims and 603 Adversaries incinerated; decks 4, 6, and 7 sealed off due to irreparable damage and xeno contamination. (This unlocks the Side Quest: Explore the Ark).
3.) [6.040.113.M37] Blessed Passengers. We have been blessed by the presence of an Adept and her entourage. For 60 cycles she has walked our Halls, reconsecrating our Chapels and expunging the lowest decks with Holy Flame. Decks 44 through 50 sealed for good measure following her recommendations. The protocols for Expurgation have been enacted. However, we have been cut off from the sensing Martyrs below. We will have to trust that the sacred machinations have done their work. (This unlocks the Side Quest: The Cull).
4.) [4.188.403.M37] Troubling Discoveries. After the transfer of Order to Captain Ualton Negstina and the inaugural Translation under his new Command, during routine inspection, it was discovered that coolant from below had leaked into the stores, ruining thousands of tons of rations. It was determined that volunteers should be sent into the sealed Decks to enact repairs. We pray for the guidance of this crew and for the swift recovery of our Vessel. [4.434.403.M37] Assurances. Everything is better now. Praise the True Emperor. [0.000.000.M00] Malfunction. Everything is normal. (This unlocks the Side Quest: Let it Burn!).

Category: Mildly Encrypted Passenger Log:
1.) This is the personal Log of Johnas Filge, being the incognito Throne Agent of one Inquisitor Minos Vorgan. I have been charged with investigating the piety of the passengers and rooting out any heretical threats. So far, all I have discovered is that there is no way to differentiate between the crew and the pilgrims. Both seem to wear the same or similar uniforms and all seem to occupy their routines with walking the long corridors, stopping at every shrine to offer a quick prayer. At least superficially, they seem devout. (This grants the Player(s) a Data Record worth 1 Esteem to any Inquisitorial Faction).
2.) Okay, glad I encrypted this. There's a peck more Decks on this ship than my original guess. Additional, internal maps don't account for the half dozen towns that sprawl in the dark. They keep tryin to "bring my seed" to their communities, but I got a job to do. It's gettin hard'n harder to stay underwraps. (This grants the Player(s) a Data Record worth 2 Esteem to any Inquisitorial Faction).
3.) May Minos forgive me. Emperor, too. Had to ditch my Rosette in the furnace to avoid revelation. I'm as deep as they go. There's somethin down here a-tickling my brain meats. On the surface, everyones devout as can be. Heck, they got devouter as a-went through the decks, but there's somethin fishy goin' on. Can't place it. Goin' to a mass to see what's a-what. The robe they gave me seems ta have an extra arm hole. Terrible craft this close to the reactor. (This grants the Player(s) a Data Record worth D3+2 Esteem to any Inquisitorial Faction).
4.) Holee. Cult. Monsters. Gotta tryin reach middle decks. Warn some-un. (This grants the Player(s) a Data Record worth D3+5 Esteem to any Inquisitorial Faction).

Category: Engineering:
1.) Inception. The engine weeps. Its bones creak. It is born old. I do not know how we will survive. Even after we inter the bio-sensorium, the hull will be riddled with rat-holes and unnecessarily redundant decking. I do not look forward to my task. (This grants the Player(s) a Data Record that they can use to reduce the Allotment in any Mission at least partially onboard the "Covenant Ark" by -D6).
2.) Retrofit. After inadvertently compressing half a dozen decks slingshotting around a gas giant, we limped to Antax for retrofit. Reinforcements to the superstructure have filled in most of the excessive decks, but I fear it has created an even worse maze of unused chambers than before. They are sure to fill with vermin over time. I have requested purgation units, but we will see what Fabricator Lobis provides. (This grants the Player(s) a Data Record that they can use to place up to 2D3 Volatile Fuel Barrels in any Mission at least partially onboard the "Covenant Ark" anywhere on the revealed terrain).
3.) Rats in the Walls. I can hear them scratching through the bulkheads! This is unacceptable. I have sent servitors into the depths with flame units, but I fear they are being overwhelmed. I haven't many left to spare. Maybe if we flush the sealed decks? (This grants the Player(s) a Data Record that they can use to place up to D3 "Treasure Chests" in any Mission at least partially onboard the "Covenant Ark" anywhere at least 9" from any board edge. Refer to the Treasures list in this Vessel's description).
4.) Lost. Something has tripped the internal comms and I've lost contact with the bridge. I fear the vermin have finally chewed their way through the atmospherics and it is simply a matter of time before I asphyxiate. Ah, well. I've done my duty. Praise the Omnissiah. (This grants the Player(s) a Data Record that they can use to place up to D3 Admech Corpses in any Mission at least partially onboard the "Covenant Ark". Retrieving these corpses grants the Astartes in question with 02 Capacity in machine parts worth D6 Esteem  to the Replicanticle Faction).

Category: Command Channel:
1.) Blessed Intellect. May the Emperor Praise your ingenuity. The short range comm logs have been preserved. Under the authority invested in me by order of the Lords of Terra, I have sealed them away in the cogitation banks of this vessel. Return them to the Dockyards at Mpandex for translation. (This grants the Player(s) a Data Record worth D3 Esteem to the Lords Own Code or any Inquisitorial Faction).
2.) By Order of the Synod. In the depths of Cargo Hold 12 on Deck 14 [14-12G], you will find the Stassis-Vault marked "Melethoi". This relic has been entrusted to our care and conveyance to the Shrine World of Gabrielle. If we run adrift and you find it, please, continue our sacred duty. (This grants the Player(s) a Data Record worth D3 Esteem to any Ecclessiarchal Faction).
3.) Lords of Terra preserve us. Our Servitors keep disappearing. I've directed the Enginseers to enact a tracking program for them. Perhaps we will find them all gathered in the same queue.  (This grants the Player(s) a Data Record worth D3 Esteem to the Reparists Faction).
4.) The situation is deteriorating. I have sealed the Bridge and other vital sections with an encrypted keycode. The beasts are cunning, but they are not intelligent. I only pray we will reach an Imperial outpost before we are breached. They have killed our internal comms. If you are reading this, find us in the Command Chapel. We await Deliverance. (This grants the Player(s) a Data Record worth D3 Esteem to any Inquisitorial Faction).



 

This message was edited 3 times. Last update was at 2021/12/30 18:20:22


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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







CA3: The Cull (Side Quest)
If player(s) unlock this Mission, they may send as many Squads as they like. If any Squads are left behind, they may participate in other Missions while this Mission is ongoing.

We have some idea, Brothers, as to where we may find their nest. Take a Squad into the heart of this derelict, locate the Magus or any other beastly overlord, and kill it. Let us stamp them out like the vermin they are.

CA3: The Cull: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch, but may be counted as a Side Quest for any other Faction as well.

Known Adversaries
Your collection determines Adversaries used, but the author suggests Genestealers and Genestealer Cult, in keeping with the Vessel's theme.

Battlefield
A series of interconnected chambers and hallways, preferably 1-4 decks in height. There should be plenty of scatter terrain and places to hide for Adversary forces. In addition, the GM should place up to 3 squishy, organic terrain pieces to represent birthing chambers. These should be placed no closer than 12" from the Deathwatch deployment zone, but may otherwise be placed anywhere on the board.

The GM deploys second, anywhere at least 18" away from all deployed Deathwatch or their allies models.

Technology on the Table
None.

Primary and Tertiary Objectives
Primary Objective(s):
Assassinate the Magus: locate and eliminate the Genestealer Magus. If the Mission ends and the Magus is still alive, regardless of all other completed Objectives, this Mission counts as a failure.

Tertiary Objective(s):
Destroy the Birthing Chambers: each squishy Birthing Chamber has Toughness 6 with 10 Wounds. It doesn't Move and it doesn't fight, but it is a Psyker. All birthing chambers must be destroyed for this Objective to be completed.

Cull the Horde: for every 15 Wounds inflicted on Minions, Mini Bosses, or Boss Monsters, an Astartes gains +1XP in addition to any other gains for doing such. At least 15 Wounds collectively must be inflicted on Minions, Mini Bosses, and/or Boss Monsters, for this Objective to be considered complete.

Extraction/Time

First Turn
Who takes the First Turn is determined by

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: the GM begins play with Allotment equal to the deployed Squad(s) CTV, plus the bonus provided by the Doomclock, plus the bonuses associated with this Vessel. The GM must purchase a Genestealer Cult Magus to deploy on the table.

Birthing Chambers
The Birthing Chambers are Psykers that know the Psychic Power Smite and 1 other from the Broodmind Discipline. It can attempt to cast 1 psychic power per Turn and can attempt to Deny 1 psychic power per Turn within 12". It also has the <Synapse> keyword with a 12" range. Each Turn, during the Command Phase, roll 3D6 for each Birthing Chamber - this is the Power level of Genestealers, Hybrids, and/or Aberrants that reinforce the Adversaries by crawling out of the Birthing Chamber this Turn. They may be placed within 3" of the Chamber and act as normal for the remainder of the Turn.

Potential Relics for the "My Chapter has had Extensive Experience With This Subject" Skill effect
15 / 03 / 01 / Pilgrim Relic (Generic) / Although mostly an esoteric icon from one of any number of worlds, this item may be used once per Mission to re-roll a single die for any reason.



This message was edited 3 times. Last update was at 2021/12/30 18:21:27


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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







CA4: Storm the Bridge (Side Quest)
If player(s) unlock this Mission, they may send as many Squads as they like. If any Squads are left behind, they may participate in other Missions while this Mission is ongoing.

The IronHeart of this Ultramarine must be retrieved, Brothers. Emperor Willing, it has not been desecrated. But in any case, it must be found and returned to us for safekeeping. Good luck, and bring the Emperor's Wrath with you.

CA4: Storm the Bridge: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch, but may be counted as a Side Quest for any Inquisitorial Faction as well.

Known Adversaries
Your collection determines Adversaries used, but the author suggests Genestealers and Genestealer Cult, in keeping with the Vessel's theme.

Battlefield
One large room should be set up no further than 6" from one short board edge. All corridors and other chambers lead here. If possible, this large room should have a significant platform within it, overlooking the deck below, with Fortified Bulkhead Doors opening onto this platform. The room is scattered with bones and the debris of battle. A Marker representing the IronHeart should be placed on this platform.

The GM then places up to 8 Entry Points anywhere within 6" of the board edges and at least 9" from this large room. The deathwatch deploys on the opposite board edge from the large room. The GM may deploy up to 3" from any table edge and at least 18" from any Deathwatch or allied model.

Technology on the Table
In the large room (on the platform if using), place 3 Terminals at a random Power Level.

Additionally, the Player(s) and GM alternate placing D3+1 Multilaser Sentry Turrets. These Turrets must be able to draw line of sight to at least 1 entrance to the large room.

Lastly, there should be a Keypad outside 1 of the Doors leading to the large room. This Keypad* can be hacked to open the Doors with a successful Tech Skill test.

*See GM's section for more details.

Primary and Tertiary Objectives
Primary Objective(s):
Retrieve the IronHeart: a model must Move into base contact with this Relic to pick it up. It weighs 02 Capacity. The model carrying it must extract with it to achieve this Objective.

Tertiary Objective(s):
Pull the Cogitator Cores: any model in base to base contact with one of the Terminals may destroy the technology to remove its Core. Each Core weighs 04 Capacity and grants a model carrying it +1 Renown if they extract with it. These Cores grant the entire Deathwatch contingency (including new recruits, replacements, and all models in all squads regardless of whether or not they deployed for this Mission) +1XP for each 1 retrieved. Alternatively, a Core may be traded to the Lord's Own Code or any Inquisitorial Faction for +3D6 Esteem.

Cull the Horde: for every 15 Wounds inflicted on Minions, Mini Bosses, or Boss Monsters, an Astartes model gains +1XP in addition to any other gains for doing such. At least 15 Wounds collectively must be inflicted on Minions, Mini Bosses, and/or Boss Monsters, for this Objective to be considered complete.

Access any Terminal: any model with the Tech Skill that successfully pulls 1 or more tidbits of info from any Terminal can count as personally completing this Objective.

Extraction/Time
In addition to the 1 hour for insertion and the 1 hour for extraction, if this Mission takes 5 Turns or less, add 1 hour to Mission time. If it takes 6 hours or more, add 2 hours.

First Turn
The Adversaries take the first Turn.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies.

- Extraction Options: Teleportarium

Arming Phase: player(s) arm their models for the task at hand.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: the GM begins play with Allotment equal to the deployed Squad(s) CTV, plus the bonus provided by the Doomclock, plus the bonuses associated with this Vessel.

The Keypad
If players successfully interact with the Keypad it informs them that the Sentry Guns on the Bridge have been depleted, but that power stores are being rerouted. Successfully opening these doors with the Keypad also automatically tags the player(s)' models as "Friend" to the Turrets.

The Sentry Guns
If player(s) do not interact with the Keypad or are unsuccessful in their attempt, these Turrets activate and begin tracking targets as soon as any model Moves to within 3" of any of the Terminals. The GM should roll a D3 when this happens. This is the number of Battlerounds it takes the Sentry Guns to recharge themselves. If player(s) haven't gained control of these Turrets by then, they will treat all targets as "Foe", firing on the closest model at the start of each Turn's Shooting Phase. Recharged Turrets have power for 50 Phases of Shooting.
Weapon / Type / Range / Rate of Fire / Strength / AP / Damage / Traits
Multilaser / Heavy / 36" / -|-|3 / 6 / - / 1 / BS4+

The Terminals
When any model gets within 3" of any Terminal, all 3 spring to life. Each displays a different main screen, clearly depicting 3 separate Categories of information. Models that successfully interact with any Terminal using the "Let It Speak Its Name to Me" effect gain one (or more with appropriate Talents) of the following tidbits of information.

GMs, tell your player(s) each Terminal presents a different Category of information and label each appropriately when it's decided (the author suggests a token or differently colored glass gems). If player(s) have the ability to get more than one "tidbit" of info, give them both from the same Category.

Terminal A
Category: Travel Log:
1.) This is a catalogue of the Vessel's prior recorded destinations. In addition to revealing a long litany of mundane visitations to primarily Shrine and Civilized Worlds, it also reveals a few "special locations" such as the seat of power for a minor branch of the Ecclesiarchal Synod, a protectorate planet under the jurisdiction of an unknown Order of the Sororitas, and a "Graveyard World" converted from a poorly maintained Agriworld. (This Data Record may be traded to any Ecclesiarchal Faction for +1 Esteem.)
2.) A list, with personal notations regarding efficiency and piety, for a half dozen ports of call throughout the Segmentum Pacifica. While not much use to the Deathwatch, this may prove an invaluable resource for a Puritan of the Ordo Hereticus. (This Data Record may be traded to a Puritan or Ordo Hereticus Inquisitorial Faction or an Ecclesiarchal Faction for +2D3Esteem.)

Terminal B
Category: Incident Reports:
1.) This is a long list of internal memos regarding crew disciplinary actions, damage reports, cargo manifests, shipboard births, marriages, passenger deaths, thefts, and other notable occurrences. Although not of any tactical use, any Sage or Historian would appreciate such a comprehensive log. (This Data Record may be traded to any Inquisitorial Faction for +1 Esteem.)
2.) This is a detailed record of this Vessel's experience in year 2 through 11 of M37 in a Sector of the Segmentum Pacifica called Pallathias. It seems a significant portion of the sector is encased in a nebula that partially blocks the Astranomicon. During the course of this vessel's travels throughout Pallathias, a Pogrom lead by the Ecclesiarchy from outside the Nebula sought to bring divergent Creeds into line with its own interpretation of Imperial Dogma. The ensuing war has come be known as the Diannan Incident to Adeptus Historians. This detailed, first-hand record is an invaluable resource to those who study such histories. (This Data Record may be traded to any Inquisitorial Faction for +2D3Esteem.)

Terminal C
Category: Command Log:
1.) This is a surprisingly short list of Command personnel assigned to this Vessel over the course of its commission. Towards the end of this ship's service, the line of command became less of an assigned position and more of an inherited one. Information like this is useful both for tracing the genetic lineage of the genestealers onboard and for tracing the familial lines of the Imperial Nobles who served onboard this Vessel before its corruption. (This Data Record may be traded to any Inquisitorial or Imperial Faction for +1 Esteem.)
2.) This is an encrypted Data Log of all Shipboard command protocols and security measures. (This Data Record allows the Deathwatch to unlock any Door on this Vessel and grants +1 to all future Tech Skill tests onboard this Vessel.)

The Fragment of Brother Cagnius Voltarun of the Ultramarines (aka the IronHeart Relic)
50 / 15 / +02 / IronHeart / This item may be attached to a Storm or Siege Shield or incorporated into the chest plate of any Powered, Terminator, or Gravis Armor. It increases that item's weight by +02 Capacity and reduces the Strength of 1 hit per Phase by -D3.

Potential Relics for the "My Chapter has had Extensive Experience With This Subject" Skill effect
15 / 03 / 01 / Pilgrim Relic (Generic*) / Although mostly an esoteric icon from one of any number of worlds, this item may be used once per Mission to re-roll a single die for any reason.

*There is no rule against having multiple copies of the same Generic Relic. Players may accrue any number of these items.



This message was edited 1 time. Last update was at 2021/05/17 20:18:14


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Never Forget Isstvan!





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Thanks, Solar_lion! I'll take that as the compliment I'm sure it was meant to be. This isn't "completed" yet (as I've set just an insane goal for myself), but it is playable as is. There's plenty more to come, not only for this Campaign, but for others I am likely to do. Like, eventually I hope to make this compatible with any Faction and not just the Imperium. I've laid the groundwork for a chaos campaign, an astra militarum campaign, and an ork campaign. But for now I'm concentrating on this, because once the pandemic ends, I'm going to run it for my home group and I want it to be robust, fair, and structured. I want rules that players can hold me to.

Anyway, thanks for the feedback. And stay tuned for more.

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CA5: Explore the Ark: Exploration (Side Quest)
Briefing

If player(s) unlock this Mission, they may send either 1 or more Squads or any individual models from any Squad up to 8.

In service to Whom
This Mission serves the interests of the Deathwatch, but may be considered a Side Quest for the Catalogists, Reparists, or any Ecclessiarchal or Inquisitorial Faction. It can also be considered a Side Quest for all of those Factions at the same time.

"While delving ever deeper into this wreck may seem a frivolous waste of time to some, the potential for the strengthening of our alliances with the myriad Factions trapped here with us is too great an opportunity to overlook. We must make the most of our time and gain as much intel as possible with as little delay as plausible. May the Emperor guide your path, Brothers."

Primary and Tertiary Objectives
Primary Objective(s):
Retrieve Anything Useful: Roll 1D6 for each model that was assigned to this Mission during the Debriefing Phase. Any model that rolls a 2+ counts as personally achieving this Objective. Narrative descriptions and treasure tables to be found in the GM section below.

Survive: There is the distinct possibilty of being overwhelmed in the depths with no hope for rescue. For each model deployed on this Mission that is not consumed by the Hive Mind in the darkness, each gains +1 Renown.

Tertiary Objective(s):
Estimate the Number of Enemy in the Depths: Each hour spent on this Mission grants a better sense of the scale of its infestation. Roll a D6 during the Debriefing Phase, adding +1 for each hour beyond 3* that the Mission lasts. On the roll of a 6+, this Objective can be considered Complete.

A Mission Leader may voluntarily extend the Mission for any amount of time to ensure a maximum result.

*This means +1 for 4 hours, +2 for 5 hours, +3 for 6 hours, and so on. Only use the highest bonus.

Mission Length
1D6 hours plus 1 hour Infiltration and 1 hour extraction. 3-8 hours without extension by the Mission Leader.

Debriefing
-Record XP 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

Special Rules
The GM should roll a D6 for every hour that this Mission takes. For each roll of a 4+ one randomly selected model that Deployed on this Mission suffers D3 Mortal Wounds.

GM Section:
Spoiler:

Treasures
Have each model deployed on this Mission roll a D6. On the roll of a 2+, apply the result from the table below.

2-3: a single data core pulled from a random cogitator. This is worth 1 Esteem to any Faction.

4-5: a trove of Relic Plaques. These are worth 3 Esteem to any Ecclessiarchal or Inquisitorial Faction.

6: a weapon cache. Various lasguns, shotguns, concussion grenades, and breaching shells. This cache is worth +1 Renown to the model that brings it back.

This message was edited 1 time. Last update was at 2021/05/17 20:19:28


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CA6: Let it Burn! (Side Quest)
If Player(s) unlock this Mission, any number of Squads may be deployed to do it.

The best description for what we have found is a Hive. I will not mince my words, Brothers. It is likely that this is a suicide mission. But if you are successful, you will have slaughtered more enemies than we have engaged thus far. Your names shall be remembered forever.

CA6: Let it Burn!: Routine
Briefing

In service to Whom

This Mission serves the interests of the Deathwatch, but may be counted as a Side Quest for any other Ordo Xenos Faction as well.

Known Adversaries
Your collection determines Adversaries used, but the author suggests Genestealers and Genestealer Cult, in keeping with the Vessel's theme.

Battlefield
Two thirds of the board should be dominated by a large chamber, surrounded by corridors and/or smaller chambers. If possible, the large chamber should be one deck below the remaining third of the terrain, possibly with catwalks, balconies, or the like overlooking it. This Mission should have 3 Objective Markers; 2 are placed up to 9" from any short board edge, in the corridor/small chamber terrain that makes up one third of the terrain. The final Marker should be placed as near to the center of the large chamber as possible. 

The large chamber may be filled with scatter terrain and/or shanties as per the guidelines for this vessel. 

The GM and players alternate placing D3 Entry Points each, anywhere on the tabletop. Additionally, if the GM has models to represent them (Sporocysts work well for this), they may place up to D3+1 "Birthing Chambers" anywhere inside that large chamber. Any of the GM's models from Reserves deploy from either the Birthing Chambers or the Entry Points when they become available.

The GM deploys first, anywhere up to 18" from the Objective Marker at the center of the large chamber. Any amount of unused Allotment may be placed in Adversarial Reserves.

Technology on the Table
None.

Primary and Tertiary Objectives
Primary Objective(s)
Incinerate the Nodes: at least one model must be armed with a flamer, melta, or plasma weapon to complete this Objective. Each Objective Marker must be destroyed in turn. Treat these Markers as Toughness 5 with 3 Wounds each. Once each Marker loses its last Wound, remove it from play. However, only one of the aforementioned weapons may be used to inflict these Wounds. This Objective is only considered complete when all 3 Markers have been removed. 

Tertiary Objective(s):
Cull the Horde: for every 15 Wounds inflicted on Minions, Mini Bosses, or Boss Monsters, an Astartes gains +1XP in addition to any other gains for doing such. At least 15 Wounds collectively must be inflicted on Minions, Mini Bosses, and/or Boss Monsters, for this Objective to be considered complete.

Extraction/Time
In addition to 1 hour for Insertion and 1 hour for Extraction, if the Mission lasts 5 or fewer Turns, increase Mission time by 1 hour. If the Mission lasts 6 or more Turns, increase increase Mission time by 2 hours.

First Turn
The Player(s) take the first Turn.

Player Prep
Choose Mission Leader
: player(s) elect one of their models to represent the squad's leader for this Mission.

- Deployment Options: any 1 for which the Mission Leader qualifies. 

- Extraction Options: any 1 for which the Mission Leader qualifies

Arming Phase: player(s) arm their models for the task at hand. At least 1 model must be armed with a flamer, melta, or plasma-type weapon.

Deploy: according to the parameters selected by the Mission Leader.

Play Game (and have fun)

Debriefing Phase record Xp, Renown, Esteem, and any "Treasures" gained this Mission, & record what upgrades models purchase.

GM's Section:
Spoiler:

Allotment: the GM begins play with Allotment equal to the deployed Squad(s) CTV, plus the bonus provided by the Doomclock, plus the bonuses associated with this Vessel. 

Birthing Chambers
The Birthing Chambers are Psykers that know the Psychic Power Smite and 1 other from the Broodmind Discipline. It can attempt to cast 1 psychic power per Turn and can attempt to Deny 1 psychic power per Turn within 12". It also has the <Synapse> keyword with a 12" range. Each Turn, during the Command Phase, roll 3D6 for each Birthing Chamber - this is the Power level of Genestealers, Hybrids, and/or Aberrants that reinforce the Adversaries by crawling out of the Birthing Chamber this Turn. They may be placed within 3" of the Chamber and act as normal for the remainder of the Turn. 

Potential Relics for the "My Chapter has had Extensive Experience With This Subject" Skill effect
15 / 03 / 01 / Pilgrim Relic (Generic) / Although mostly an esoteric icon from one of any number of worlds, this item may be used once per Mission to re-roll a single die for any reason.



 

This message was edited 2 times. Last update was at 2021/05/17 20:24:11


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I edited the layout of the Chapter Heirlooms and I don't know if I made it easier to read or just more dense. Any feedback on the layout from the community is appreciated. I'll post up the next Ship and associated info soon. This Pandemic and its endlessness has been kicking my mental health in the ass.

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I've been inspired by the work you've put into this enough to adopt the campaign to Space Hulk itself.
Slowly working through your mission descriptions.
This is the optional mission 'Bridge The Gap'.


This message was edited 6 times. Last update was at 2021/02/09 16:59:58


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 SentinelV wrote:
I've been inspired by the work you've put into this enough to adopt the campaign to Space Hulk itself.
Slowly working through your mission descriptions.
This is the optional mission 'Bridge The Gap'.




This is REALLY COOL SentinelIV! I would love to see more. This whole project has existed solely in my head this entire time, I'm so happy to see it come to life!

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SW London, UK

Glad you liked the map. Below is the map I've done for the first mission in the campaign, Hulk Breach.

Boarding actions in Space Hulk are quite common, so this map isn't particularly innovative, it has some of the usual elements, with the marines arriving by Boarding Torpedo. and multiple access points to seal.
The objectives here are to identify the enemy, close all the entry points and kill the opposition.
A terminal is placed at location C, others can be added as required.

This message was edited 1 time. Last update was at 2021/02/10 14:10:15


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This is interesting, SentinelIV, as this is nothing like what I had envisioned for the Hulk Breach layout. I understand you are adapting my campaign to fit a traditional Spacehulk game. Personally, the limitations of these sets with their rigid number and size of rooms and corridors is what turned me away from using them specifically. I appreciate that you've taken it in your own direction.

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Whiteshield Conscript Trooper





SW London, UK

Space Hulk is quite limited, I've restricted myself to using 1 set of tiles for most of these missions as well. I find that helps balance scenarios to a large extent. What you've created in this campaign goes far beyond anything that Space Hulk in it's relatively simplistic ruleset can convey. What I've taken from your writeups is the ideas. This next map is a case in point, as it's down to me misunderstanding what you'd done with your Exploration version of Hulk Breach when I first read your description.
Primary Objective(s):
Find a Way in: The principle goal of this Mission is to wander around the relatively safe exteriors of the Hulk searching not only for a hole to climb through, but also a hole that leads to something that could be considered productive to the Mission. Just by participating in the Mission this Objective is achieved.

This reminded me of a mission from the GW 1st edition Wolf Lair campaign, where the objective is to find the right pitfall counter, (several are dummy counters). I've taken that idea and used it to create this map which I'm using in place of your Clear The Breach Mission 2b.



The marines must seal the entry areas and then exit through the last pitfall, which story wise is the only one large enough to accommodate Terminator entry. Bonus XP if a chainfist equipped Terminator enters the pitfall first, to clear further debris.

I've gone with 2 squad progression, so this mission will be the first one for some Terminators. My hope is to be able to run this with 2 seperate sets of marines with some cooperative missions.

My version of 2A The Long March is next.



Initially I couldn't figure out a way of doing the exploration missions, but GW's Ipad release missions for 4th ed Hulk changed a few things from when I played their 2nd ed originals. In that the marines had to carry a Cyber Altered Task unit (CAT) off the board, so I've done the same for this mission. Marine can carry a CAT off either or both the double arrow entry areas to initiate an exploration mission, and seal the entry point. Possible keypad/terminals are at C, with a generator sitting at G. The marines must escort a Techmarine/tech adepts to the generator, and hold it for several turns before they can regroup in the 4 way room and seal the doors.

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Hey folks, I know it's been an Age since I've posted on this thread, but I'm popping in to say I edited the Suppression rules and am currently working on more ships and Missions.

Additionally, there's a Mission where you can lose a Marine into the hulk's abyss and a notation that says there will be rules to follow about how to find them. That rule is roll a D6 every time you complete an Exploration Mission. On a 6, you find them.

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