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    1) READ THE MISSIONS CAREFULLYApoc Missions that seem familiar may have an unusual twist, so make sure that you fully

    understand the missions.

    2) SLOWPLAY WILL RESULT IN GOATBOY-ING (EWWW!)The game will be run on a clock, so be prepared. If you dont have enough time to use every

    unit, its your call who gets the short straw.

    3) BE PREPARED FOR SURPRISESHave fun, and expect the unexpected. Youve been warned!

    GREAT CRUSADEMercy Killing

    Warhammer 40k Apocalypse Event

    aG

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    Schedule and Terrain RulesSchedule: We are going with the following schedule for this Apocalypse Event:

    TURN 1: 15 minutes per phase (45 minutes per player turn)

    TURN 2-3: 12 minutes per phase (36 minutes per player turn)

    TURN 4+ : 10 minutes per phase (30 minutes per player turn)

    Terrain: has set values for this event, so there is no need to discuss the terrain every game. Forpurposes of dening terrain, infantry means any models that are not vehicles or Monstrous Creatures.

    LOS Blocking occurs by actual blocked LOS. Trees arent considered too dense to see through unless

    you cant see through them, etc.

    Use True LOS to determine if enough of a vehicle or Monstrous Creature is obscured enough to gain

    cover saves. If in doubt, give a reduced save. If you want a judge to rule, we will.

    Any Piece of Terrain with a Base provides 4+ cover to infantry and is difcult terrain to any model

    touching or moving onto the base. Any shot that draws LOS across a terrain base is assumed to be red

    between two elements of the terrain (and thus give cover to infantry). We did not model terrain to thevery edges of most bases to make it easier to actually put models on the terrain pieces.

    Aegis Defense Lines provide 3+ linear cover.

    Barricades provide 4+ linear cover.

    Imperial Bastions are AV 14 Buildings, have a capacity of 16 models, and 2 ring ports on each side.

    Wooden Buildings are AV 12 Buildings, have a capacity of 16 models, and 2 ring ports on each side.

    Destroyed Buildings (that did not start the game as ruins) provide 4+ cover and are difcult and

    dangerous terrain.

    Ruins provide 4+ cover to infantry in them or on their bases. Each story of a ruin is 3 of movement to

    enter or leave.

    Hills provide 4+ cover to infantry being shot from below their position or who are behind the crest ofthe hill from the rer.

    Wrecked Vehicles provide 4+ cover to infantry and are difcult and dangerous terrain for all models.

    Craters provide 4+ cover and are difcult terrain for all models.

    Water features are difcult and dangerous terrain to all models that do not have the Amphibious

    rule. Amphibious models treat water features as clear terrain for movement purposes. Water features

    provide 6+ cover.

    All Other Terrain pieces provide 4+ cover to infantry on or touching the terrain and are difcult

    terrain.

    GREAT CRUSADEMercy Killing

    Warhammer 40k Apocalypse Event

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    Fly Lords House Apocalypse Rules1) REASONABLE POINTS PER PLAYER

    We recommend 3500 pts per person, not counting war machines. It is difcult for a singleplayer to command more than that in a timely manner.

    2) MANDATORY TEAM CAPTAINS

    Pick your most senior player per side. His job is to keep your team playing efciently. Not

    only does the team captain carry out grand strategy with his team, he is also there to:

    -Let the individual players focus on their parts of the table, instead of having to worry about

    big-picture stuff (they can if they want to)

    -He is available to roll for anything on his team if no-one is around to watch or take care of

    something.

    -He mans the clock (bring an egg timer if you need to) and keeps the turn phases moving for

    his side.

    3) NO WRECKS

    Keep the table clean. If any non-warmachine is destroyed, it gets pulled from the table.

    4) NO DESTROYER WEAPONS WITHOUT APPROVAL

    No one gets to bring Destroyer weapons by default. Only after both sides are balanced, do

    the team captains decide whether they wish to each take an equal number of Destroyer weap-

    ons. They should select these as a pair and dole them out to key team members so there are no

    surprises.

    5) NO STRATEGIC ASSETS WITHOUT APPROVAL

    Same as with Destroyers. To many Strategic Assets will ruin the game and tick off most of

    your players. Assume both teams have none, then have the team captains both select a small

    number per team that they both agree on. These should not be secret, and need to be agreed

    on by both sides, as the Strategic Assets pool is not balanced.

    6) NO BIG GUYS WITHOUT APPROVAL

    The following units must be pre-approved for use:

    -Any super-heavy with more than 3 Structure points

    -Any Gargantuan creatures with over 6 wounds

    -Any Forgeworld Gargantuan Chaos Major Daemon

    -Any super-heavy yers

    Warhammer 40k Apocalypse Event

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    Have the team captains determine which of these will be allowed per side. Keep in mind that

    these become more powerful the smaller the game, and may need to balanced out with Destroy-

    er weapons as well.

    7) ONE WARMACHINE/FORMATION PER PLAYER

    This just keeps things simple, and prevents lots of unbalanced combos. Its easy for a single

    player to devise and implement nasty combos. Its harder to coordinate such tricks between dif-

    ferent people.

    8) ZONE DEFENSE

    Assign team-members parts of the board to roll for. First priority always goes to a models

    owner of course, but if he is busy, rolling elsewhere, in the bathroom, or anything else, have a

    player assigned to that board section who can roll quickly for anything required.

    9) WATCH THOSE RESERVES

    Enforce the reserve rules. If stuff is not on the table by the start of turn 3, its DEAD.

    10) DONT SWEAT THE LITTLE STUFF

    Stuff like going to ground, and even break checks get forgotten all the time (especially from

    turn to turn). Determine if you wish to skip these mechanics altogether or streamline them into

    something that can be resolved immediately (such as counting pinning results as an extra d6 ca-

    sualties, or having units which could rally do so automatically and having understrength broken

    units automatically destroyed). Alternatively you should mark pinned or broken units in some

    blatant way so they will not get overlooked next turn.

    11) HAVE FUNRemember that Apocalypse is about FUN and telling a great story. About half of all games will

    end in ties, so dont get bent out of shape and just relax. The most important skill in running

    Apoc games is to KEEP THE GAME MOVING. The biggest time killers are slow setup (use

    the time bidding system and stick to it), and folks milling around towards the end of each phase

    (team captains need to enforce time limits per phase).

    ELDAR WARPGATES

    Each table has an Eldar Warpgate on it. Any Eldar unit, or unit with psychic powers within 12 of one, may beplaced on another table within 12 of its Warpgate at the start of its movement phase. If the turns dont line upright between games, - well what do you expect from warp travel!

    If a unit using a Warpgate is in assault, they take their opponents with them and will be in a continued assault onthe new table (you have been warned).

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    War of Compliance: 27-164Warzone Alpha - Battle in the Ash Wastes

    The Orks in this warzone were cunning innovators, and had decimated the Imperial Army across the worlds massiveAsh Wastes. An Imperial force under Horus would be needed to match wits with them in a maneuver war to tie down

    Ork reserves while two other task forces would hold and destroy the xenos.

    SET-UP

    1 Mark the center of the table, and determine the

    deployment zone vector based off of it using thestandard Apocalypse setup rules.

    2 The Orks side set up their forces in their

    deployment zone. Any forces not set up are heldin Strategic Reserve. All vehicles MUST deploy.

    3 The Imperial side sets up their forces in their

    deployment zone. Any forces not set up are heldin Strategic Reserve.

    4 Roll a d6. On a 3,4,5,6 the Ork forces go rst.

    SCENARIO SPECIAL RULES

    Deep Strike (Imperials only)

    STRATEGEMS

    Imperials gain: Crusade Banner (AR p.67)

    Orks gain: Hammer Blow, Efgy of Gork (AR p.66-68)

    MISSION OBJECTIVE

    Use the standard Apocalypse objective rules todetermine victory.

    SCENARIO SPECIAL RULES

    Character units are gained for free by both sides, andmust begin in play on turn 1. Character units cannotbe harmed till turn 2.

    Imperials: Horus:Orks: the Burninator of Thraka

    HISTORICAL ENEMIES

    Sons of Horus, Other Space Marine Legions vs Orks and Eldar

    "The Primordial Annihilator has prepared a champion to putthe galaxy to the torch. We strike while he is unaware of hisplace in the Great Scheme."

    -Eldrad Ulthan

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    War of Compliance: 27-164Warzone Beta - Terminate with Prejudice

    The climax of the campaign came with the chance to eliminate the Ork mastermind MekBigBoss Orkimedes. AnAngron led killteam with a detachment of Custodes were dispatched to terminate Orkimedes but they would have tond him rst, before he ed into waiting Ork lines.

    HISTORICAL BATTLE

    Decoys: Place three large urban features across nomanss land. Place one objective on each of these.The Ork player notes on paper at the start of the gamewhich one is the real objective. At the start of turn 2,place a model representing a mega-nob on each ofthese.

    If a decoy mega-nob is charged, or wounded, removeit from play and place an objective at its location. Ifthe real objective is found, award the Imperials 2Objective VPs. If it survives the battle, award the Orks2 Objective VPs.

    SCENARIO SPECIAL RULES

    Night ght (turn 1)

    STRATEGEMS

    Imperials gain: Hammer Blow, Replacements (AR p.66-67)

    Orks gain: Defense Lines, Replacements (AR p.66-67)

    MISSION OBJECTIVE

    Use the standard Apocalypse objective rules todetermine victory taking the Decoys rule into account.

    SCENARIO SPECIAL RULES

    Character units are gained for free by both sides, andmust begin in play on turn 1. Character units cannotbe harmed till turn 2.

    Imperials: AngronXenos: MekBigBoss Orkimedes

    SET-UP

    1 Mark the center of the table, and determine the

    deployment zone vector based off of it using thestandard Apocalypse setup rules.

    2 Use the bidding system to determine who goes

    rst.

    HISTORICAL ENEMIES

    World Eaters, Other Space Marine Legions, Custodes (Grey Knights) vs Orks

    "You call that an axe greenskin? THIS is an axe!"

    -Angron

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    War of Compliance: 27-164Warzone Gamma - Against a Rok and Hard Place

    With his reinforcements tied down and their other leaders dead, the last Warboss vowed to take at least one Primarchdown with him. Mortarion and Ork faced off in a battle to the end with no quarter asked nor given. The fate of 27-164came down to this one nal siege.

    HISTORICAL BATTLE

    To the Bitter End: Mortarion and the Uberdog areeach worth an Objective. All units in assault becomefearless.

    SCENARIO SPECIAL RULES

    Deep Strike

    STRATEGEMS

    Imperials gain: Defense Line, Crusade Banner,Replacements (AR p.66-67)

    Orks gain: Dea Big WAAAGH, Trophy Kill, Replacements(AR p.66-68)

    MISSION OBJECTIVE

    Use the standard Apocalypse objective rules todetermine victory taking the To the Bitter Endrule intoaccount.

    SCENARIO SPECIAL RULES

    Character units are gained for free by both sides, andmust begin in play on turn 1. Character units cannotbe harmed till turn 2.

    Imperials: MortarionXenos: The Uberdog of Calvera

    SET-UP

    1 Mark the center of the table, and determine the

    deployment zone vector based off of it using thestandard Apocalypse setup rules.

    2 The Imperials side set up their forces in their

    deployment zone. Any forces not set up are held inStrategic Reserve. All units not capable of deepstrikingMUST deploy.

    3

    The Orks side set up their forces in their

    deployment zone. Any forces not set up are held inStrategic Reserve. All units not capable of deepstrikingMUST deploy.

    4 Roll a d6. On a 3,4,5,6 the Imperials go rst.

    HISTORICAL ENEMIES

    Death Guard, Imperial Guard vs Orks

    "You Astartes think your backs will never bend. Take a look atwhat good old Terran sweat can accomplish!"

    -Colonel Harcutt Garciaz, Merican Fusiliers

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    Unit Type: Infantry

    Number/Squad: 1

    Wargear: Master-crafted storm bolter w/

    special issue ammunition Master-crafted lightning claw Warmasters Garb Teleport homer Orbital Bombardment

    Special Rules Independent Character For the Warmaster Speartip Scion of the Emperor Legion Relic (AR Pg. 67)

    "The day will not save them, and we own the night."

    -Warmaster Horus

    Horus

    Warmasters Garb: This ornate suuit of Terminator armor was special made by the most talented Mechanicus Magoson Mars, making the wearer virtually impervius to small arms. This armor ignores all shooting wounds caused byweapons of S:4 or less as well as any caused by ranged poison weapons.

    For the Warmaster: If Horus is on the table, all friendly Sons of Horus units are either Stubborn, or Fearless thatturn (choose at the beginning of your turn).

    Speartip: Horus lightning attacks are legendary. Roll a d6 for each Sons of Horus unit that deepstrikes via Droppod,or Teleportation. On a 3+, that unit MAY assault that turn.

    Scion of the Emperor: When this model is killed, lay it on its side. At the beginning of each subsequant turn, rolla d6. On a 4+ Place this model back in play within 3 of its original location with d3 wounds remaining. Also, anyability that would remove this model from the game outright instead has no effect.

    WS BS S T W I A Ld SvHorus 8 8 6 6 6 6 4 10 2+/3i

    "Burninating da countryside, burninating all da beakies"-Burninator of Thraka

    The Burninator of ThrakaWS BS S T W I A Ld Sv

    Burninator 6 2 6(8) 6 5 3 5 10 2+/4+

    Mega-Burna:theMegaburnaresusingtheApocalypseHellstormtemplate,placingthesmallendwithin12oftheBurninator (similar to the Imperial Guard hellhound) using the following stats: S 6 AP 3, rending. It also counts as apower weapon that adds +2 to the wielders strength in close combat.

    Colossus: An Ork of truly stupendous size, slow but powerful. He is immune to instant death. Also, any ability thatwould remove this model from the game outright instead has no effect.

    Raiders: The Burninator and any warbiker squad he joins gain the Hit and run USR.

    Unit Type: Monstrous Creature, Bikes

    Number/Squad: 1

    Wargear: Choppa Mega-burna Bosspole Mega armor Warbike

    Special Rules Independent Character Fearless Furious Charge Waaagh! Colossus

    Raiders

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    Unit Type: Infantry

    Number/Squad: 1

    Wargear: Master-crafted plasma pistol Axe of Rage

    SpecialRules Independent Character Fearless Furious Charge Fleet Bloodlust Scion of the Emperor

    "They call us savages, but only we have the will to

    do what they know must be done." -Angron

    Angron

    Axe of Rage:ThishorricblooddrentchedaxehasaspanlargerthanamanandwasforgedbyFerrusMannus.TheAxe of Rage grants +d6 attacks on the charge, and rolls 2d6 penetration versus vehicles with an armor value.

    Bloodlust: Angron radiates an aura of merciless bloodlust. All World eaters within 24 and with line of sight ofAngron have +1 Attack and the Counter-attack USR.

    Scion of the Emperor: When this model is killed, lay it on its side. At the beginning of each subsequant turn, roll ad6. On a 4+ Place this model back in play within 3 of its original location with d3 wound remaining. Also, any abilitythat would remove this model from the game outright instead has no effect.

    WS BS S T W I A Ld SvAngron 9 6 7 6 6 7 8 10 2+/4i

    Calvera Shokk Attack Gun: Orkimedes trained his grots to herd bomm-ladden squiggoths into his oversized ShokkAttack Gun, much to the horror of his targets. This weapon is Assault 1.

    Shots are resolved by placing a bomm squig at the nal scatter location. It immediately charges moves into contactwith closest unit (friend or foe) up to 18 away, ignoring difcult terrain. It explodes on contact or at the end of its 18move. Center a 7 blast template on the squig and resolve hits at S: 9, AP: 3, Ordnance, Pinning. If doubles are rolledon the scatter distance dice, the squid never appears (even if a Hit is scored) and roll a D6 on the following table.

    1: Bomm Squiggoth Loading Mishap: Center an Apocalypse Barrage (5) template on Orkimedes (S: 9 AP: 3).2-5: Too Many Squiggoths!: The Ork player places a squig in contact with a unit of his choice. The Orksopponent then places a squig in contact with any unit. This continues, alternating between the two players,until one of them decides to stop. Once all squigs (or markers if you run out of squigs) are placed, they detonatesimultaneously! Resolve each S: 9 AP: 3, 7 Blast, Ordnance, Pinning hit in the order it was placed.6: Squigoth Warp Mutation: Center an Apocalypse Barrage (7) template on the target unit (S: Destroyer).

    Unit Type: Infantry

    Number/Squad: 1

    Wargear: Choppa Meks tools Calvera shokk attack gun

    Special Rules Independent Character Furious Charge Mob Rule Waaagh!

    "Red rova,red rova, let the squiggoths come over."-Orkimedes

    MekBigBoss OrkimedesWS BS S T W I A Ld Sv

    Orkimedes 5 4 6 6 5 2 4 10 4+/2+

    G

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    Unit Type: Infantry

    Number/Squad: 1

    Wargear: Lantern Manreaper

    Special Rules Independent Character Fearless Feel no Pain Draught of Barbarus Scion of the Emperor

    "He who can undure the impossible is invicible."

    -Mortarion

    Mortarion

    Lantern: This ornate pistol of unknown origin, strikes like a thunderclap, leabing only dusty outlines of its targets. Ithasthefollowingprole:R:12S:8AP:2Pistol-TargetsstruckbytheLanternareremovedfromplayonad6rollof5+, with only invulnerables allowed. (See the Gargantuan/super heavy rules for how to handle them in this case)

    Manreaper: Counts as a power weapon that wounds on 2+. Against vehicles, it glances on a 3 or 4, penetrates on a5 or 6.

    Draught of Barbarus: Mortarion walks enshrouded by the most potent poisons harvested by Barbarus. Enemymodels within 12 of Mortarion count their Toughness as -1 from its normal value (this counts for Instant Death).

    Scion of the Emperor: When this model is killed, lay it on its side. At the beginning of each subsequant turn, roll ad6. On a 4+ Place this model back in play within 3 of its original location with d3 wounds remaining. Also, any abilitythat would remove this model from the game outright instead has no effect.

    WS BS S T W I A Ld SvMortarion 8 8 6 7 7 5 5 10 2+/3i

    The Uberdog of Calvera

    "Da bigger the 'umie, da bigga the choppa."-Uberdog of Calverna

    Giga-choppa: A rocket powered thunderhammer, which could be unleashed in a barely controllable whirlwind ofdestruction. This is a thunderhammer that strikes at normal initiative. At the beginning of each assualt phase, it canbesettokrumpinspeed.Itwillinictd2automatichitsonallmodelsinbasetobasecontactwiththeUberdogandpossibly launch him clear of the combat. Place him 2d6 inches in a random direction. If he clears the combat, he isno longer engaged.

    Colossus: An Ork of truly stupendous size, slow but powerful. He is immune to instant death. Also, any ability thatwould remove this model from the game outright instead has no effect.

    Unit Type: Monstrous Creature

    Number/Squad: 1

    Wargear: Giga-Choppa Shoota Bosspole Mega armor

    Special Rules Independent Character Fearless Feel No Pain Furious Charge Waaagh!

    Colossus

    WS BS S T W I A Ld SvUberdog 6 2 6 6 6 2 5 10 2+/4+

    G

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    SECRET BRIEFING - IMPERIUM

    SECRET BRIEFING - XENOS

    WARZONE ALPHA: Bring down the giants!

    Earn +1 Objective: Destroy every xenos superheavy/gargantuan creature.

    WARZONE BETA: If the Eyes of the Emperor are put out, so much the better

    Earn +1 Objective: Ensure that no Allied Custodes (Grey Knights) forces survive the battle. You

    cannot in any way direct re at your own units.

    WARZONE GAMMA: Hold the Line!

    Earn +1 Objective: Kill the Uberdog with an Imperial Guard nnit

    WARZONE ALPHA: The Primordial Annihilators champion must be destroyed.

    Earn +1 Objective : Kill Horus with an Eldar unit

    WARZONE BETA: Bring down the Bigguns!

    Earn +1 Objective :Destroy every Imperial superheavy/gargantuan creature.

    WARZONE GAMMA: Krump da Beakies!Earn +1 Objective :Ensure no non-HQ Space Marines survive the battle.