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Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

The following scenario is part of a campaign, this is a continuation of http://www.dakkadakka.com/dakkaforum/posts/list/480022.page. The unique scenario rules are at the end of the posting.
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ATTACKER (CHAOS - Sons of Deception)
Nehkbek now stood in a circle of thrall wizards, many of them were now dead or unconcious. He had commanded them via a telepathic command to teleport the Sons of Deception away from the battle with Kelryan III. Nehkbek knew that the Changer of Ways weaves all, but that did not lessen the rage he now felt. How could he, a being of god-like power, be beaten back by such filth. He would burn them all.

Rashidi a sorcerer of squad Pyrae lay in the sand, armor cracked and seared from an all to recent plasma blast. A strenuous gasp for air turned the ire of Nehkbek from his hatred for the Imperial Guard to his dying battle-brother. "Fool" barked the Sorcerer-Lord. "You wield the raw power of the Immaterium and now lie dying in the sand.You are unworthy of the powers you posses, return now to the dust in which you rest." he hissed. With a wave of his hand Rashidi crumbled into sediment.

Pulling a shimmering essense out of the dust that once was Rashidi, Nehkbek begins to chant a dark incantation. "Lord of Change, I am but a pawn in the great scheme of your plans. I offer up the souls of the departed for the power to burn the mortals that stand in my way." The skies darken as the remaining sorcerers join in the ritual. "I Nehkbek, Lord of Deceit, offer my self to the ruinious powers of the true god. I summon the power of the Master of Magic." Ripping the souls out of the still living cultists nearby with a single glance "I offer all this to you Tzeentch."

A torrent of blue and pink flames descends upon the Sorcerer and his warband, in an instant they stand once again in the ruins of the tomb library. The forces of Kelryan III are unprepared having seen the departure of the warband but moments early only to see them return in a pillar of flame. Wielding his new found power Nehkbek would leave no survivors, perhaps before he would have turned some into cultists, but now they would all die. Three pillars of fire erupted from the heavens bombarding the enplaced guardsman and with it the forces of the Daemon once more shattered the barrier between worlds. Nehkbek will have his prize no matter the cost, these puny beings would beg for their lives only to be twisted into foul spawn, until then his rage would be endless.

Chaos Sorcerer, Mastery Level 3, Mark of Tzeench, Disc of Tzeentch, Spell familiar - 205
Thousand Sons (9), Icon of flames, Gift of Mutation - 302
Thousand Sons (9), Icon of flames, Gift of Mutation - 302
Thousand Sons (9), Icon of flames, Gift of Mutation - 302
Herald of Tzeentch, Chariot of Tzeentch, Bolt of Tzeentch, Master of Sorcerery, We are Legion - 110
Pink Horrors (9), Changeling - 158
Screamers of Tzeench (9) - 225
Total: 1500

DEFENDER (IMPERIAL GUARD - Kelryan III)

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THE SCENARIO

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Rules for this Scenario:

STORM OF CHANGE:

Every turn, roll a D3 - This is the number of warpflame strikes that hit the battlefield. The first is resolved against the highest unit on the battlefield (as in, the closest to the ceiling). Any subsequent strikes are placed by the player whose turn it is. Roll for scatter for these subsequent blasts as though they were firing indirectly. For each strike, use a small blast marker with the following profile: Strength 8, AP 5, Soul Blaze.

Each squad completely destroyed will be worth 1 point. There will be 2 minor objectives each worth 1 point. 1) Slay the warlord. 2) First blood.

THE MAP:



Side 1 is IG table edge, Side 2 is the Chaos table edge
RED is the Chaos Deployment, a 12" circle in the center of the map
BLUE is the IG deployment, the remainder of the map minus the Chaos Zone and a 6" circle around that.

Warlord Traits:
The attacker may CHOOSE ONE: Night Attacker, Strategic Genius, Master of Deception, Hatred Incarnate, OR may elect to roll on any chart.
The defender may CHOOSE ONE: Conqueror of Cities, Divide to Conquer, Princeps of Deceit, Dust of A Thousand Worlds OR may elect to roll on any chart.
Defender sets up first, then the attacker sets up.

Roll for First Turn

The game lasts 5 rounds, and then roll, on a 3+ continues to 6 rounds. Then on a 5+ continues to 7. The game always ends after the 7th round.

This message was edited 4 times. Last update was at 2012/10/19 23:02:15


 
   
 
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