88122397 the battle for benin iv rules

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    The Battle for Benin IV

    Background To The Battle

    Warmaster of Chaos and Leader of the Black Legion Abaddon prepared to lead a raid against one last

    planet before returning to his lair in the Eye of Terror. However even as his personal thunder-hawkdescended onto the imperial planet he could feel a disturbance in the warp of such magnitude he hadnt

    felt since the Horus Heresy. Yet even with this knowledge he still did not realise the scale of the situation

    he was flying into.

    Indeed several weeks before all had been well and good on the neutral world of Benin, but slowly reports

    of the mobilisation ofthe planets feral Ork population had begun to come in. The Orks had remained a

    minor threat for a long time on the planet and at first these reports were simply dismissed. It was

    impossible that so many small tribes of Orks could manage to band together without outside influence and

    to this extent the Imperials were right. Unbeknownst to them, a small yet still coherent group of tyranidsfrom the last tyranic war had laid in stasis under the planets crust since their defeat. As tentacle of the

    hive fleet approached the planet, these beings had awoken and infected the leaders of the Ork tribes with

    a virus that put their weak minds under Tyranid control. For years they had laid in hiding preparing their

    minions and bringing themselves up to a significant biomass.

    As Abaddon stepped out onto the planets surface, all he could see for miles around was complete and

    utter destruction. Hoarding of Orks, with skittering tyranids amongst them, attacked the wavering lines of

    the defenders. Abaddon could see that the Tyranid led force would soon break though the defenders

    ranks and totally annihilate them. An incoming call came up on his communicator, telling him that his

    space armada was engaged with a Tyranid splitter fleet and would be unable to retrieve him. In response

    Abaddon immediately called for any orbiting units that were ready and available to come down to the

    planets surface and prepare to fight.

    Less than an hour later, Abaddon surveyed his forces. As well as his elite core of terminator guards, who

    had teleported onto the battlefield, Abaddon also had a significantly sized force of Khorne Berserkers, who

    had arrived with earnest for blood from their death-claw assault pods. There was also a relatively large

    contingent of his average human soldiers and their assortment of vehicles, who had been on station at the

    time and which had arrived in several massive landers. Even so Abaddon knew that his forces were not

    large enough to defeat both of the two sides and he began to think of a plan. As idea came upon him, he

    quickly sent a message to the Grey Foxes, who were the planets Space Marine s, telling them that they

    should ally against the attackers and together defeat them. Although this caused great outrage among the

    assembled chaos warband, particularly the Berserkers, Abaddon soon quelled this and he told the

    assembled commanders that he could see no problem with the alliance. The planet had long since

    denounced the false emperor and although they still maintained the teaching of the codex astartes and

    didnt fully embrace chaos, they certainly could be swayed into doing so, becoming valuable allies to the

    crusade after the repulsion of the attackers was fully achieved. With the reply of the Marines received, the

    warband marched to relieve their new found allies. Today would be an interesting day for all sides and the

    battle could go either way. This battle of apocalyptic proportions would decide the fates of billions and

    change the course of history forever.

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    Army Lists

    Army lists may be made from any of the following:

    Any current codex (Must include 1 HQ choice and 2 troop choices)

    Apocalypse Expansion Rulebook

    Apocalypse Reloaded Expansion Rulebook

    Any Imperial Armour Rulebook (Must use the most current rules available)

    Victory Conditions

    Objectives

    There are two types of objectives, standard and vital. Standard objectives are worth 1 point; vital objectives are worth 2 points. An objective may be captured by

    any scoring unit that is not a vehicle and an objective may be contested by any model (including vehicles).

    Additionally each player must choose one character to lead their force and write it down. This character must have the highest leadership in the force. If this

    leader is killed then the opposite team gain a point. As well each player gets one random secret objective chosen on the day of the game. If the secret objective

    is completed, then players team get an additional point. Players are free to discuss their secret objectives with their team.

    Unless one side is completely destroyed, the side with the most points at the conclusion of the battle wins the game.

    Down to the Wire

    If by some miracle from the Emperor, Khorne, Gork/Mork or whatever divine being you believe in, both teams control an equal number of objectives at the end

    of the game, then both teams receive one kill point for each enemy unit that has been completely destroyed. If a character has a retinue, the character and his

    unit are worth two kill points. However upgraded members of a squad (such as a champion) do not count as a separate unit and therefore are not worth a kill

    point. Vehicles only count for a kill point if they are wrecked or exploded. The team with the most points wins.

    Deployment

    After all the terrain has been set up, both sides make a bid for deployment. This bid must be a whole number less than 30. The team with the lowest bid may

    choose which corner of the board they want to deploy in. They then have 5 minutes of planning, during which no models may be put on the table. They then

    have the time they bid to deploy. The other team then have 5 minutes of planning and then they must deploy in the time they bid. Any units that are not entirely

    deployed at the end of the deployment phase are put into reserve. This includes squads that are only partially set up and models that are not standing up.

    Both teams may deploy anywhere that is with 18 of their respective side of the board, however if their area is too small to deploy all their units then it may be

    increased in 2 increments until the area is sufficient.

    Ranged Weapons and Faction AbilitiesNo abilities or special rules may be shared between different armies, even if they are on the same team or are of the same faction. For example, an Ork Big Mek

    is not got be able to repair a Leman Russ Battle Tank back to appropriate Imperial Standards and the Hardy Imperial Fist does not care whether or not Calgar is

    on the field of battle.

    Any non-apocalyptic unit that has any ability or weapon which has an unlimited range instead has a maximum range of 72. This includes unit abilities that affect

    all of a certain type of model on the field such as Calgars God of War ability. It is unlikely that a space marine squad will be inspired by the fact the Calgar is

    miles away after all.

    Lines of RetreatUnits that are forced to fall back will do so to your deployment edge, using the normal fall back rules. This represents them attempting to get away from the

    nightmare that is apocalyptic fighting and safely back to their own lines. If the unit becomes barred by an enemy it must find the shortest part around that unit

    and continue towards the board edge. If the unit is completely surrounded with nowhere to go it is destroyed, as the members of the unit are taken prisoner or

    simply shot on the spot.

    ReservesReserves are forces in the same sector as the troops on the battlefield who can be called in to reinforce them at relatively short notice (as long as they dont get

    lost). Units that are in reserves are not deployed at the start of the battle, but will become available in later turns of the game. Every unit that wishes to come

    from on from reserves must roll on the table below to see if they can come in unless their unit description says otherwise.

    Infiltrators may infiltrate into/onto any intact building, into any building that has at least three sides or from any point along the two side table edges, following

    the rules in the main rulebook for determining whether or not they are not too close to the enemy.

    All Deepstrikers may freely deepstrike into any part of the field of battle, however if they land on any piece of terrain they will suffer a deepstrike mishap asusual.

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    Terrain

    Assaulting into Ruins and Unstable Terrain

    When assaulting in ruins and unstable terrain models can become scattered, or the terrain may prevent a model

    from standing up in base contact with another model; it is then perfectly acceptable to place models as close to their

    foe as is safely possible, including above or below, providing you make clear to your opponent which of your models

    is in base-to-base contact with his models. If measuring across several levels distances can be measured from thebase of one model to the head of another.

    Terrain and Cover

    To see how terrain affects your models consult the tables below.

    Terrain Type Infantry Vehicles Cover Save

    Rubble Difficult Terrain Dangerous Terrain 5+

    Craters Difficult Terrain Dangerous Terrain 5+

    City Ruins Difficult Terrain Dangerous Terrain 4+

    Dangerous City Ruins Dangerous Terrain Dangerous Terrain 4+

    Razor Wire Difficult Terrain No effect NoneTank Traps No effect Impassable Terrain 5+

    Intact Buildings Impassable Terrain Impassable Terrain N/A

    Fences, Hedges, Bushes Difficult Terrain No effect 5+

    Trenches, Gun pits, Emplacements, Sandbags, Barricades Difficult Terrain Dangerous Terrain 4+

    Units (friends and enemies) N/A N/A 4+

    Fortification Difficult Terrain Dangerous Terrain 3+

    Unit Type Slowed by difficult terrain? Dangerous terrain test required?

    Infantry Yes No*

    Bikes No Yes

    Jet-bikes No Only if move starts/ends in the terrainMonstrous Creatures Yes No

    Jump Infantry No Only if move starts/ends in the terrain

    Artillery Yes No for crew*. Yes for gun models.

    Beasts and Cavalry Yes No*

    Vehicles Walkers Yes No*

    Vehicles Skimmers No Only if move starts/ends in the terrain

    Vehicles Other No Yes

    *Unless terrain is also categorised as dangerous.

    Cover and Movement within Ruins and Buildings

    Even though different buildings can vary in exact height, it is assumed that every level of a building is 3 tall. A model

    on foot in a building therefore needs 3 of it movement to go up or down a level. This means that if a unit rolls less

    than 3 on their difficult terrain test they may not move up or down within the building.

    A ruin may be mounted on a base, in which case it is treated as area terrain. If the ruin has not been mounted on a

    base then the ground floor is not counted as either difficult terrain or area terrain. Units still have to take difficult

    terrain test if they move through walls or climb up floors.

    Intact Buildings

    Intact buildings may be garrisoned by up to 20 models. These cannot be monstrous creatures, beasts, cavalry, andbikes of any kind as well as models that are not permitted to enter transports, as these simply cannot fit within a

    building. However they may still assault building representing them attacking through the windows and doors. Jump

    infantry and any models that normally take up more than 1 slot in a transport take 2 slots in the building.