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		<title><![CDATA[Latest posts for the thread "There will be blood. (Horde action in the 41st millenium)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "There will be blood. (Horde action in the 41st millenium)"]]></description>
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				<title>There will be blood. (Horde action in the 41st millenium)</title>
				<description><![CDATA[ <b>The scenario:</b> The faithful servants of the Imperium are on the planet Armageddon during the first war, and the demonic incursions. The goal? Simple, get out of hell. However, the legions of Khorne are standing between you and your escape.<br /> <br /> <b>Players:</b> 1 to control chaos, and 1 for each Imperial Champion.<br /> <br /> <b>Deployment:</b> Along one of the 4 foot sides of the 6' by 4' table, measure a box 2 feet long and 6 inches wide 1 foot from the table edge on both sides to deploy in. This is where the Imperial champions begin. Chaos forces will enter play anywhere on the board edges that is 24 inches from an imperial player. The entire squad must be outside this 24 inches. Generate terrain as normal. No fortifications.<br /> <br /> <b>Victory conditions:</b> <i>Chaos:</i> Kill all the Imperial players. <i>Imperial:</i> Escape with at least half of the Champions. <i>Draw:</i> Less than half the Imperial champions escape.<br /> <br /> <b>Game length:</b> as long as is required, or you have patience to play.<br /> <br /> <b>Chaos Spawns:</b> You get as many spawns as there are players a turn. So, if there are 2 Imperial Champions. You get to spawn two units. If you kill one, you are reduced to one spawn per turn. Spawns are randomized as follows. Roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. on a 1-2 you spawn chaos cultists. On a 3-4 you will spawn deamons. On a 5-6 you will spawn chaos marines. Spawned units may move and shoot as normal but may not assault.<br /> <br /> <b>Spawn results:</b> On a roll of 1 or 2, roll a further <span class="glossaryitem" onmouseover='gp(24);'>D6</span>. This is how many cultists will spawn in this unit. They must act as a unit and must maintain coherency. On a roll of 3-4 roll a further <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to see what deamons you spawn. 1-3 will spawn <span class="glossaryitem" onmouseover='gp(24);'>D6</span> bloodletters. 4-5 will spawn <span class="glossaryitem" onmouseover='gp(24);'>D6</span> fleshhounds. A 6 will spawn D3 bloodcrushers.  On a roll of 5-6 roll a further <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to see what marines are spawned. 1-4 will spawn <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Berserkers. 5 will spawn <span class="glossaryitem" onmouseover='gp(24);'>D6</span> chaos space marines. 6 Will spawn D3 chaos terminators. Any spawned model may have any wargear change that is free. One model per unit can have a single upgrade for 10 points. <br /> <br /> <b>Spawning the boss:</b> Once an Imperial Champion has crossed the halfway point on the board, you may spawn the boss. A single Bloodthirster with no upgrades. He may not move, shoot, or assault this turn. After all, he is a boss, and has to look menacing. The following turn however, he may act normally. Additionally, you may spawn a chaos lord with a power axe, terminator armour, and mark of khorne. <br /> <br /> <b>The Champions:</b><br /> <br /> <i>Sgt Williams:</i> Sergeant Williams is a man who has seen it all.  In fact, he probably isn't all there, anymore.  All he knows is death.  Several of his best friends were in his squad, and one by one he had to kill them all, as they became possessed with evil deamons of khorne.  Armed with his trusty Chainsword and shotgun, he cares little for anything else but revenge. <br /> <br /> WS5 BS3 S3 T3 W3 I3 A4 LD10 Sv4+<br /> <br /> <b>Wargear:</b> Chainsword, Shotgun, Carapace armour, frag grenades.<br /> <br /> <b>Shotgun:</b> Assault 2, 12", <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 3, <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> -<br /> <br /> <b>Special rules</b>: Fearless, Independent character, feel no pain, rage, furious charge. <br /> <br /> <b>Mad as hell, mad as hell: </b> Williams is... well a little crazy, and certainly pissed off at the events that have befallen him. In the first turn of assault he gets to re-roll all misses and failed wounds. His close combat attacks are also Rending. He always counts as having an additional close combat weapon, which is included in the profile above. And can choose to make smash attacks as well.<br /> <br /> <i>Space Marine:</i> Space Marine doesn't remember his name. All he knows is the kill. And the pain. At one point he remembers being in an actual chapter, before the warp madness brought the pain to his head. He remembers no honor, no name, no tactics. Just the fire, and the kill. The legion of the damned will have its due.<br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 6 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4 S5 T4 W3 I4 A5 LD10 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span> 3+<br /> <br /> <b>Wargear:</b> Power armour, warpchains, frag grenades.<br /> <br /> <b>Warpchains:</b> About each wrist of the Space Marine are two chains, covered in warpfire. And he uses them to great effect. In close combat they use the following profile. <span class="glossaryitem" onmouseover='gp(123);'>Str</span> as user, <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 2. At range they can be used as the following. Assault 2, range 12" <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5, <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2. Additionally, any unit that space marine hits with the chain, may make a free <span class="glossaryitem" onmouseover='gp(24);'>D6</span> directly at, as he pulls himself closer. He must then declare to assault them, if he wishes to assault this turn. <br /> <br /> <b>Special rules:</b> Fearless, independent character, feel no pain.<br /> <br /> <b>Born of fire:</b> Space marine's save is invulnerable. <br /> <br /> <i>Inquisitor Wade:</i> Inquisitor Wade always walked the fine line of heresy. He believed the use of deamons and chaos could be done and used against the powers that be.  And to some extent, he was right, as he is now, almost entirely unkillable. And utterly insane because of it. However, if other inquisitors can get their hands on him, they might find a way to kill him.<br /> <br /> WS4 BS4 S3 T3 W5 I4 A3 LD10 Sv4+<br /> <br /> <b>Wargear:</b> 2 Bolt pistols, 2 power swords, frag grenades, carapace armour.<br /> <br /> <b>Special Rules:</b> Feel no pain, it will not die, eternal warrior, independent character, fearless.<br /> <br /> <i>Trick Shot:</i> An Imperial Assassin, Trickshot is a practiced killer. The only thing being, he uses a massive longbow to achieve his kills. Its earned him a fierce reputation across the segmentum as many a traitor and xenos has died with an arrow in their heart, or head.<br /> <br /> WS3 BS8 S3 T3 W3 I3 A1 LD10 <span class="glossaryitem" onmouseover='gp(157);'>SV</span> 4+<br /> <br /> <b>Wargear:</b> Close combat weapon, Greatbow, carapace armour.<br /> <br /> Great bow: 36", <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 7, <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 3, heavy 1, rending.<br /> <br /> When the greatbow rends, it does 2 wounds, instead of 1.<br /> <br /> <b>Special rules:</b> Fearless, stealth, shroud, independent character.<br /> <br /> <br /> <br /> Well, not done yet. Can you spot the pop culture references for the champions? I'm still coming up with some more to vary it. Tell me what you think.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 22 Nov 2013 18:13:35]]> GMT</pubDate>
				<author><![CDATA[ ADustyMan]]></author>
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