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Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Ladies and gentlemen.

The much anticipated upcoming campaign will be coming soon.

This will be an alternative timeline 30k campaign to allow people to be loyalist or traitor as they see fit, or even change sides (boooo hiiisss), so if you've ever wondered how it would have turned out if Sanguinius had become the Warmaster and fallen, while horus sacrificed himself to save the emperor, here's you chance.

So all I ask is for people to register there interest by replying here.

Please use this format.

Commanders name: borris the bullet dodger.
Faction: Dark angels.
Loyalty: traitor/neutral/xenos/loyalist.

This is open to all armies, not just 30k, the only change will be the use of the age of darkness force organisation chart and it's varients, rules etc.


Just for clarity all are welcome, just come over to the warpath through Athena fb page and it has directions etc.

Good luck and hope we all have fun!
[Thumb - FB_IMG_1459973764715.jpg]

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Head count so far.

For the loyalists we have.

Taylor Lowe: commanding the 11th Iron Bore armoured company.

Jake Newitt: commanding the mechanicum of Mars under the enigmatic midget known simply as "Marvin the monarch of the Martians"
Tony: commanding brother redemptor Ezekiel of the 245th expedition fleet "scythewing"

Sam Seville: commanding the the Ultramarines under chapter master honorem the conscientious.

Ollie Treebeard Darrell: commanding chapter master karsoror of the white scars "searing sun's" chapter.

For the traitors we have:
Dave Clarke: leading the bitter "prognoticator-general septimus batiatus" leader of the 7th assault cohort, 3rd grand battalion. Iv Legion iron warriors! (say all that ten times fast) IRON WITHIN, IRON WITHOUT brother.

Neil Skoyles: leading? Of? Company under the much misunderstood and quite a nice fella when you actually meet him, everyone's favourite guy to hate, horus lupercal, the Warmaster of the imperium!!

Stuart Sparkes: leading? Under? Of the word Bearers, bringing fun and happiness to a library near you!

Ben Screwby Ryan: leading the hordes of warp cults straight outa (Compton) hell, ready to tear all apart under the 3pt rending cultists!!

For the neutrals we have.
Jonathan Ames: (hopefully) leading his rag tag band of shattered legions, ready to raid and be a thorn in the side of the traitor scum, under d'kar/z'dar dunno yet :-)
Ollie Wood: commanding the disgusting and much reviled "glugorius of the seven plagues ready to bring the joy of papa nurgle to all his friends.

Con Nor: leading the steel host of immortal death machines! Under cleothor the unending of the Necron dynasties, ready to teach the upstart imperium what a real war is!

So ladies and gents, this is just what we have so far, I'll update as the number grow, but it's looking like a good mix of forces so far!
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Just some Event cards we will be using and equipment cards, rules on how to use them will follow.

Word bearers unique equipment cards
1: "And So the Atheama Cometh" Ap2 or instant death.
2: "And so the Primordial Truth Spake" +1 to mastery level OR +1 to cast psychic powers
3: "We walk the Crimson Path" Character becomes deamon OR +1 to Deamon Save
4: "And So a Boon was Given" Deamon Weapon or RR a single failed save per phase.
5: "An so the Light Cometh" Unit Deep strikes without scatter OR Deamon Banner of your choice.
6: "Let the Talons of light, guide you" Rending OR Shred for the champion and unit.

Ultramarines equipment:
1: "Aim of the weakpoints" Unit gains sniper in addtion to combined Tactics
2: "We ammo Racked it!" Unit gains Tank hunter in addtion to combined tactics.
3: "Target on the move" Unit gains split fire USR.
4: "Fire at Will" Unit gains Shred in addtion to conbined tactics.
5: "We March for Macragge" Unit gains Hatred in addtion to combined tactics.
6: "We have the Technology" Unit gains Special issue ammunition in addition to combined tactics.

White Scars:
1: Lightning Strike: Unit gains Shred in addtion to swift action
2: Thunder Rolls: +1 to Eye of the storm
3: One with the Storm: Cyber hawk range increased to 12"
4: Rider of the Storm: +3 to units movement, turbo boost and Assault, in addtion, they hit and run 4d6 if they have the USR
5: Born in the Sadle: Hit and run
6: Drakkon Father: if mounted on a bike or jetbike, the rider gains +2 to there toughness rather than +1.

Dark Angels:
1: "You!" this models attacks cannot be look out sire'd
2: Martial Hubris: challenges cannot be declined by either the chracters or its target.
3: Blade Fury: Gains d3 extra attacks in a challenge.
4: Shield Wall: Character may rr all failed saves in a challenge, but has only 1 attack
5: Martial Hubris: May an addtional challenge in a single combat.
6: Perfect Strike: Character gains shred, in a challenge.

Iron warriors:
1: "Shatter it" Unit gains Tank hunter
2: "Iron Within" Unit becomes Fearless
3: "Iron Without" Unit gains relentless
4: "Heavy Metal" Character gains it will not die.
5: "Ever Lasting Iron" unit gains 6+ fnp or +1 to fnp
6: Heavy Metal RAAAAAAAAIIINNNNNNNN YAAAAAAAAAAAAAAA" Unit may "fury of the legion" after it moved, but cannot assault, or overwatch.

Sons of Horus:
1: Suprise Shot: Unit may use vengful strike with I 1 weapons
2: Cheap shot: If your oponent out number you, you make a single i10 attacks during the charge subphase, useing the weapon of your choice
3: Fearful Sons: Unit causes Fear at -2 to enemy leadership
4: Lupercalia: Unit Gains Deamon
5: Fury of the Lupercal: Unit gains Rampage on the charge only.
6: True son: Model gains disableing strike

Death guard:
1: Last Breath: Model may make his attacks, even if killed before his I step.
2: Eternal Indurance: Poison weapons become "poison" 5+, Fleshbane become 4+ for model.
3: Stoic Resilience: character and his unit get it will not die.
4: Mortarions Curse: If removed from play, take a ld test, if passed, model comes back with 1 wound remaining, once per game.
5: Miasma: Unit gains the shrouded while in the open.
6: Toxin Laced Weaponry: unit gains poison 5+

Nurgle:
1: Papa Nurgle Favourite: Deamons locus range increased to 6", does not combine with other locus, use the highest.
2: Cloying quamire: any unit charging this unit, charges through difficult terrain.
3: Gift of Time: Choose one peice of terrain, it loses any cover bonus, and becomes dangerous
4: Necrotic strike: model gains fleshbane and armourbane.
5: Reality Anchor: unit Gains fearless
6: Nurgles Rot: range 3" around character, enemy must take a toughness test, for every test failed enemy model takes a wound with no armour save or feel no pain save allowed, for every owund caused, place a single plague bearer in your unit.

Necrons:
1: Advanced Reanimation Protocals: may rr a single RP save.
2: The First Veil: Unit gains the Deep strike special rule, and my use it every turn, when not in combat.
3: Scarab Infestation: choose a single piece of terrain on the board, it becomes a teleport homer for necron forces.
4: Temporal Singularity: Range 24" target unit moves in difficult terrain.
5: Failsafe override: Unit gains stubborn
6: Mass Reanimation: Once per game, counts as resurrection orb and you may roll 3d6, place this many necron warrior on the table via deep strike.


Generic equipments:
2: +1 Wound
3 +1 WS
4: +1 BS
5: +1 T
6: +1 LD or RR if ld 10
7: +1 Iniciative
8: RR one failed to wound
9: RR one failed to hit
10: Character gains one USR of there choice, aplies to unit.
11: roll twice on relevent relic chart
12: Eternal warrior

Event cards: Loyalists
1: The Primarch cometh: 5 game cooldown.
2: Pre Emptive Strike: 2 Game Cooldown.
3: Under the Cloak of Darkness: 3 game cooldown: Half the turns of the game are played useing Night fight Rules, The controling player gains Night Fighting USR for all infantry in the army.
4: Vox Relay Network: 3 game cooldown: Enemy player may not use the Deep strike, infiltrate or scout USR's, Does not apply to Drop Pods.
5: Fight to the Death: 2 Turn cooldown: If random Game length is in effect, the controlling player may choose to fight the full length of the game, up to 7 turns.
6: Fortify Defences: 3 game Cooldown: Choose 3 pieces of terrain on the table PRIOR to deployment, these pieces of terrain are considered fortified and gain +1 to there cover saves.

Event cards: Nuetral
1: Assassinate: 2 game cooldown: The controlling player, plays the assassinate kill team mission prior to the main game, picking the target chracter of his choice.
2: Diversion: 2 game cooldown: pick and enemy unit as your target, play the assassinate mission as above, if this unit is reduced to half strength, it may not play in the next campaign mission.
3: Supply Raid: 2 turn Cooldown: Play the ammo dump mission, if the ammo dump is destroyed, the enemy army is affected by the "low ammo" USR
4: A Darker Path: 4 turn cooldown: NO corruption or Redemption is gained or lost for this mission.
5: Aid Unlooked for: 3 Turn cooldown: For this mission, you may deploy 25% of the total points value of the game being played, in aid of another player. Regardless of the Allies matrix, your forces count as "Distrusted"
6: Fighting Shadows: 3 Turn cooldown: The controlling player may withdraw from a challenge during the campaign phase, But another nuetral faction must Take your place.

Event card: Traitor
1: The Primarch cometh: 3 game cooldown.
2: Warp Echo: 4 game Cooldown: Controlling player may force the opossing player to pick a new defender in the campaign phase.
3: Massacre: 3 turn cooldown: The controlling player may add 20% to the total number of points of the mission being played on his army list.
4: Orbital Bombardment: 3 Turn cooldown: Choose 3 pieces of terrain on the table PRIOR to deployment, these pieces of terrain are considered fortified and gain -1 to there cover saves.
5: Dark Bargain: 3 Turns: the controlling player may take up to 25% of the total points being played, as deamon allies.
6: Exterminatus: 1 Use only: The controlling player may choose to destroy the target planet, if they do so, the entire Traitor team gains 50 corruption.

Word Bearers:
1: Tainted Earth: 3 turn cooldown: If you have a diabolist in your army, you automatically have the cursed psychic power for this game only, however you may only use 3 dice to cast this.
2: Curse of the crimson path: 3 turn cooldown: Choose one Chaplain consol, this unit has the Eternal Hatred rule, and it applies in every turn of combat.
3: Possession!: 1 use only: Choose a Single independent character, he gains mastery level 3 and the psyker rule, in addtion he knows the entire malefic deamonology school, but may only use the summoning spells as if he had the deamon USR, he counts as destroyed at the end of the game for victory purposes, and can never score, This MUST be modeled on the character.

Ultramarines:
1: Guillimans Gambit: 3 turn cooldown: You may pick an opponent to fight in the campaign phase.
2: The mark of Calth: 3 turn cooldown: Your force gains Prefered enemy "Traitor" on all your independent characters.
3: "Ive been Expecting you" 3 turn cooldown: D6 units gain the infiltrate USR OR you may redeploy these units anywhere in your deployment zone.

White Scars:
1: From nowhere we strike: 3 turn cooldown: You automatically gain the first turn OR add +1 to sieze the iniciative
2: Heart of the storm: 2 Turn cooldown: Every unit in your primary detachment gains the outflank USR.
3: Storm clouds! 3 turn cooldown: once per game, one unit gains a 2+ re rollable jink save for the rest of that turn.

Dark Angels:
1: Unknown allegience: 3 Turn cooldown: You may switch sides during the campaign phase, with no corruption gained or lost for that campaign phase.
2: Archeotech weapons: 3 turn cooldown: Pick a single unit, this unit gains the ap d6 trait when ever it shoots.
3: Secrets within secrets: 3 turn cooldown: you may redeploy your entire army, before and seize roll is made, but after any scout moves.

Iron Warriors:
1: Preliminary bombardment: 3 turn cooldown: you may fire either d3 Phosphex shells (medusa) OR d3 Earthshaker shells (basilisk) prior to the first turn, after deployment, these scatter the full distance, use the arrow on the artilery dice to determine direction if a hit is rolled.
2: Peturabos's Prize: 3 turn cooldown: You may increase the AV of a single vehicle with an AV of 14 or less, by 1, if this vehicle suffers a glancing or penetrating hit, the bonus AV is lost
3: Wall of Steel: 3 turn cooldown: You may purchase a single fortification for free, it may either be a Bastion, 2 bunkers OR 3 aegis defence lines, these may have no futher upgrades.

Sons of Horus:
1: Lupercalia: 3 turn cooldown: You may purchase a single unit of Gal Vorbak, these lose the Word bearers legion trait and gain the sons of Horus legion trait.
2: Tip of the Spear: 3 turn cooldown: Any unit that arrives by deep strike, does not scatter.
3: Warmasters Judgement: 3 turn cooldown: Your entire army gains "prefered enemy" for the duration of the game.

Death guard:
1: Toxic Bombardment: 3 turn cooldown: You may, prior to the first turn, but after deployment, fire d3 Toxic macro rounds, useing the following profile:
Str x ap d6 fleshbane, barrage, large blast, Inaccurate: as per iron warriors orbital bombardment.
2: Tainted atmosphere: 3 turn cooldown: The night fighting rules are in effect the entire game, night vision gain no benefit during this game.
3: The Corruption spreads: 4 turn cooldown: Your force gains 10 corruption, and you may take the mark of nurgle for 5pts per model, 10pts per independent character, this benefit only applies in combat.

Nurgle:
1: Rot Glorius Rot: 4 turn cooldown: All cover on the board becomes dangerous terrain to any model without the mark of nurgle, its cover save is also reduced by 1.
2: Corrosive mist: 3 turn cooldown: pick a single Deamon of nurgle unit prior to deployment, this unit gains the rending USR for the rest of the game.
3: Pox of a thousand worlds: 3 turn cooldown: pick a single friendly deamon of nurgle unit prior to deployment, this units close combat attacks, have the deflagrate rule, may only be given to infantry or swarms!!

Necrons:
1: Transdimentional Shift: 3 turn cooldown: Pick up to 3 Friendly necron units, these units may be redeployed useing Infiltrate USR.
2: Galactic Divination: 3 turn cooldown: A single necrons warrior or Immortal unit that has been completely destroyed during the game, may be redeployed via deep strike back onto the board, the original unit still counts as destroyed for victory purposes.
3: Shatter the Heavens: 5 turn cooldown: you may pay 305pts for the Nightbringer or Deciever C'Tan, these use the ORIGINAL C'Tan Rule and replace those found in codex necrons, this counts as a HQ choice and MUST be your warlord.
[Thumb - Dark Pact.png]

[Thumb - Saturation bombardment..png]

[Thumb - The Primarch Cometh..png]

[Thumb - Warp Echo.png]

[Thumb - Exterminatus.png]

[Thumb - Massacre.png]

   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

Ive nearly finished the campaign book, the idea is that anyone can join in, play and just send in the results, so far we have a mighty 30 people who want to play, another 15 from another club, its getting there, the campaign is set to start in just over a month, as always, all armies are welcome to join.

Armies so far

Orks
Tau
Tyranids
Eldar
Legions
Solar Auxilia
Imperial cults and militia
Imperial Guard
Necrons

so all in all, 45 people are planning on playing.

My long term plan is a heady one, a world wide campaign, with a limited online map to show results, I have created a simple program and spreadsheet, so when I get results I just feed the spreadsheet into the program and it automatically updates the % on the site.

Wish me luck gents.
   
 
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