Some models have abilities that improve the bonus a model receives to its saving throw when it is receiving the benefit of cover, e.g. ‘ add 2 to saving throws made for models in this unit when they receive the benefit of cover instead of 1. ’ If a model has an ability like this, you only add the bonus to its saving throw when it receives the benefit of soft cover. If such a model is receiving the benefit of hard cover, you instead add an additional +1 bonus to its saving throws, regardless of the actual number listed in its ability. In the example above, this would mean you add 3 to the saving throws made for the unit when it benefits from hard cover.
Ignoring the Benefits of Cover
Some weapons and models have abilities that ignore the benefit a target might otherwise receive to its saving throws from being in cover, e.g. ‘ units attacked by this weapon do not gain any bonus to their saving throws for being in cover’ or ‘ enemy units do not receive the benefit to their saving throws for being in cover against attacks made by this model. ’ If a model has an ability like this, or is shooting a weapon that has an ability like this, it makes no difference whether the target is receiving the benefit of soft or hard cover – it gains no bonus to its saving throws. Note, however, that such abilities only ignore the bonus a target might otherwise have gained to its saving throws; it does not ignore any penalty incurred to the firer’ s hit rolls as a result of the target being obscured.
Agreeing on Cover
The following table provides guidance as to whether a terrain feature is soft cover or hard cover. If a terrain feature does not appear on the table below, players should agree after creating their battlefield whether it is classed as soft or hard cover.
Soft cover
• Death World Forest (including Eldritch Ruins, Grapple Weeds, Shardwrack Spines and Barbed Venomgorse)
• Woods
• Battlescape
• Craters
• Imperial Statuary
• Obstacles
Hard cover
• Sector Mechanicus structures (including Haemotrope Reactors, Galvanic Servohaulers, Thermic Plasma Regulators* and Thermic Plasma Conduits*)
• Ruins
• Fuel Pipes*
• Barricades
• Fortifications
* Fuel Pipes, Thermic Plasma Regulators and Thermic Plasma Conduits have a chance of inflicting a mortal wound on a unit that uses them as cover. To see if this happens, roll a D6 each time you make an unmodified saving throw of 6 for such units, instead of a modified saving throw of 7+. On a 1, the model ’ s unit suffers 1 mortal wound.
Mysterious Objectives
If you are playing a mission with objective markers, any unit that moves within 3" of an objective marker, or is within 3" of an objective marker at the start of the first turn, must identify it. To do so, roll a dice and consult the following table. Each objective marker is only identified once.
1 Sabotaged!: The unit that identified this objective marker takes D3 mortal wounds.
|
2 Nothing of Note: This has no additional effect.
3 Grav-wave Generator: If you control this objective marker, any unit attempting to charge a friendly unit within
3" of this objective subtracts 2 from its charge move.
4 Targeting Relay: If you control this objective marker, friendly units within 3" of this objective re-roll hit
rolls of 1 when shooting.
5 Scatterfield: If you control this objective marker, friendly units within 3" of this objective re-roll
saving throw rolls of 1.
6 Fire Support: If you control this objective marker, roll a dice at the end of your Shooting phase. On a
roll of 5+, choose an enemy unit within 36". That unit suffers D3 mortal wounds.
Mortal Peril
If you roll any double for a Psychic test, including a double 1 or double 6, the PSYKER suffers Terrors of the Warp (after
resolving the psychic power, if it is successfully manifested). This counts as suffering Perils of the Warp, but instead of the usual rules, roll on the following table:
D6 RESULT
1 A Fate Worse Than Death: The psyker suffers 6 mortal wounds. If they are slain by this, your opponent may
place a Chaos Spawn model, under their control, where the psyker was standing (or as close as possible).
2 Overload: The psyker suffers D3 mortal wounds. If they are slain by this, each unit within 6" suffers D3 mortal wounds.
3 A Door Closes: The psyker immediately forgets the psychic power that they were manifesting – they cannot manifest this power for the rest of the battle.
4 Timeslip: The psyker may immediately attempt to manifest an extra psychic power in this phase (even one they have already manifested).
5 Possession: Roll 2D6. If the total is greater than the psyker’s Leadership characteristic, they are possessed and controlled by your opponent for the rest of the battle.
6 Transformation: Until your next Psychic phase, the psyker has a Strength characteristic of 10 and an invulnerable save of 2+.
Приложение 2.
TWIST
(Roll a 2D6)
2 RESTORATIVES: Each player may pick a friendly unit at the start of their turn. That unit regains D3 lost wounds.
3 ACID RAIN: Subtract 1 from all hit rolls made for shooting attacks and subtract 1 from all Advance and charge rolls. Roll a dice at the start of each battle round after the first. On a roll 4+ the rain stops (if it was raining in the last battle round), or starts again (if it was not raining in the last battle round).
4 WARP STORM: Add 1 to all Psychic tests and Deny The Witch tests.In addition, add 1 to the number of mortal wounds that a model suffers from the Perils of the Warp.
5 EAGER FOR THE FIGHT: Add 2`` to the Move characteristic of all models, and add 1 to all Advance and charge rolls.
|
6 BATTLE FRENZY: Add 1 to the Attacks characteristic of all models in this battle.
7 Low Visibility: When rolling to hit in the Shooting phase, apply the following penalties to your models depending on their distance from the target. If the target unit is exactly 12", 24", or 36" away, use the lesser penalty from the table.
DISTANCE PENALTY
0-12" No penalty
12-24" Hit rolls have a -1 penalty
24-36" Hit rolls have a -2 penalty
36"+ Hit rolls have a -3 penalty
In addition, you and your opponent can both use Command Points (CPs) to use the following Stratagem:
(1CP) Light ’em up
Select an enemy unit. For the duration of your turn, your units can shoot at that unit without penalties from Low Visibility
8 GRUDGE MATCH: Units do not have to take Morale tests in this battle.
9 ORBITAL DEBRIS: Each player rolls 3 dice at the start of their turn. For each roll of 6, they may pick a separate enemy unit and inflict D3 mortal wounds upon it.
10 Fog of War: If a unit arrives on the battlefield after the battle has begun (e.g. as the result of an ability on its datasheet or the Reserves rules), roll a dice the first time it does so. On a 1 or 2, it is delayed and cannot arrive this turn – it arrives in the following turn instead.
11 DEAD OF NIGHT: The maximum range of all shooting attacks and psychic powers is limited to 12``.The player who takes the first turn must roll a dice at the start of each battle round after first. On the first roll of 4+, 6`` is added to the maximum range limit of all shooting attacks and psychic power. The second time a roll of 4+ is made, 12`` is added; the third time, 18`` is added, and so on.
12 MEETING BATTLE: Each player must split their army into three contingents. No contingents can have more than half the units in an army.Each player sets up one contingent at the start of battle using the normal rules for deployment. A second contingent arrives at the end of its controller`s second Movement phase, and the last at the end of its controller`s third Movement phase. Units in the second and third contingent must be set up more than 9`` from enemy, with all models wholly within 9``of any edge of battlefield and outside of enemy deployment zone.
Приложение 3.
ETERNAL WAR
VITAL INTELLIGENCE
THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.
THE BATTLEFIELD
The players first place five objective markers as follows: the first objective marker is placed in the centre of the battlefield. Next, four imaginary lines are drawn between the centre of the battlefield and each corner of the
battlefield: another objective marker is placed halfway along each of these lines, until there are five objective markers on the battlefield in total. The players then roll off and the winner individually numbers the objective markers 1 through 5. Once all the objective markers have been placed and numbered, the players then create the rest of the battlefield and set up terrain.
|
DEPLOYMENT
The players roll off and the winner determines which of the standard deployment maps is used in the battle (see the Warhammer 40,000 rulebook) and picks one of the deployment zones for their army. Their opponent uses the other deployment zone. The player who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army. A player’ s models must be set up wholly within their deployment zone.
FIRST TURN
The player who finished setting up their army first chooses who takes the first turn. If they decide to take the first turn, their opponent can roll a dice: on a 6 they seize the initiative, and they get the first turn instead.
ACCEPTABLE CASUALTIES
The matched play rules for Sudden Death are not in use in this mission.
BATTLE LENGTH
At the end of battle round 5, the player who had the first turn rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn rolls a D6. This time the game continues on a 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.
VICTORY CONDITIONS
At the end of the game, the player with the most victory points is the winner. If both players have the same, the game is a draw. Victory points are scored for the following:
Capture the Data: At the start of each battle round, the player who had the first turn rolls a D6 (this cannot be re-rolled for any reason). On a 6, all objective markers are active for that battle round. On any other result, the objective marker which corresponds to the number rolled is active for that battle round. At the end of the battle round, each player scores a number of victory points equal to the number of objective markers they control. Each objective marker is worth 1 victory point; active objective markers are worth 2 victory points instead. In this mission, a player controls an active objective marker if they have more models within 3" of it than their opponent does.
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
First Strike: You score 1 victory point if any units from your opponent ’ s army were destroyed during the first battle round.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’ s deployment zone, you score 1 victory point.
ETERNAL WAR
BEACHHEAD
THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.
THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players place one objective marker in the centre of the battlefield.
DEPLOYMENT
The players roll off and the winner determines which of the standard deployment maps is used in the battle (see the Warhammer 40,000 rulebook), then picks one of the deployment zones for their army and sets up an additional objective marker within it. Their opponent uses the other deployment zone, and likewise sets up an additional objective marker within it. Neither of these objective markers can be set up within 8" of any battlefield edge or within 12" of any other objective marker. The player who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army. player’ s models must be set up wholly within their deployment zone.
FIRST TURN
The player who finished setting up their army first chooses who takes the first turn. If they decide to take the first turn, their opponent can roll a dice: on a 6, they seize the initiative, and they get the first turn instead.
ACCEPTABLE CASUALTIES
The matched play rules for Sudden Death are not in use in this mission.
BATTLE LENGTH
At the end of battle round 5, the player who had the first turn rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn rolls a D6. This time the game continues on a 4+ otherwise the game is over. The battle automatically ends at the end of battle round 7.
VICTORY CONDITIONS
At the end of the game, the player with the most victory points is the winner. If both players have the same, the game is a draw. Victory points are scored for the following:
Push Them Back: Starting from the second battle round, each player scores a number of victory points for each objective marker they control at the start of their turn. A player scores 1 victory point if they control the objective marker in their own deployment
zone, 2 victory points if they control the objective marker in the centre of the battlefield, and 3 victory points if they control the objective marker in their opponent ’ s deployment zone. A player controls an objective marker if they have more models within 3" of it than their opponent does.
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
First Strike: Y ou score 1 victory point if any units from your opponent ’ s army were destroyed during the first battle round.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’ s deployment zone, you score 1 victory point.
ETERNAL WAR
NO MERCY
THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.
THE BATTLEFIELD
Create the battlefield and set up terrain.
DEPLOYMENT
The players roll off – whoever rolls highest determines which of the standard deployment maps is used in the battle (pg 216) and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone. Continue setting up units until both sides have set up their army.
FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!
BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:
No Quarter Given: Each player scores 1 victory point for each enemy unit that is destroyed.
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point. This is in addition to the 1 victory point you score for each destroyed enemy unit.
First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point
MAELSTROM OF WAR
VISIONS OF VICTORY
THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.
THE BATTLEFIELD
Create the battlefield and set up terrain. The players place six objective markers, as detailed in the Tactical Objectives section of the Warhammer 40,000 rulebook.
DEPLOYMENT
The players roll off and the winner determines which of the standard deployment maps is used in the battle (see the Warhammer 40,000 rulebook) and picks one of the deployment zones for their army. Their opponent uses the other deployment zone. The player who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army. A player’ s models must be set up wholly within their deployment zone.
FIRST TURN
The player who finished setting up their army first chooses who takes the first turn. If they decide to take the first turn, their opponent can roll a dice: on a 6, they seize the initiative, and they get the first turn instead.
TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’ s turn, they have fewer than 4 active Tactical Objectives, they must generate Tactical Objectives until they have 4.
REFINED STRATEGY
Before the battle begins, each player selects up to 6 of their Tactical Objectives. If they are using Tactical Objective cards, remove the selected cards from their deck; otherwise, if that player generates one of the selected Tactical Objectives during the battle by rolling dice, they must immediately generate a new Tactical Objective to replace it.
UNRELIABLE ADVICE
Whenever a player is required to generate a Tactical Objective, they must instead generate two Tactical Objectives and their opponent selects which one they must keep. The other one is discarded, but can potentially be generated again later in the battle.
BATTLE LENGTH
At the end of battle round 5, the player who had the first turn rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn rolls a D6. This time the game continues on a 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.
VICTORY CONDITIONS
At the end of the game, the player with the most victory points is the winner. If both players have the same, the game is a draw. In addition to achieving T actical Objectives, victory points are scored for the following:
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
First Strike: Y ou score 1 victory point if any units from your opponent ’ s army were destroyed during the first battle round.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’ s deployment zone, you score 1 victory point.
MAELSTROMOF WAR
TACTICAL ESCALATION
THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.
THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed on page 226.
DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle (pg 216) and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone. Continue setting up units until both sides have set up their army.
FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!
TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’s turn, they have fewer active Tactical Objectives than the current battle round number, they must generate Tactical Objectives until they have a number equal to the current battle round number.
TACTICAL PRIORITY
At the start of the first battle round, but before the first turn begins, each player nominates a single Tactical Objective type (e.g. Take and Hold). You score an additional victory point for each Tactical Objective of that type you achieve. However, you lose a victory point each time you discard a Tactical Objective of that type.
BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:
Mission Priorities: If, at the end of the game, one player has achieved more Tactical Objectives of their nominated type (see Tactical Priority, above) than their opponent has of their own nominated type, that player receives 1 additional victory point.
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.
MAELSTROM OF WAR
DEADLOCK
THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.
THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed on page 226.
DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle (pg 216) and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up within their own deployment zone. Continue setting up units until both sides have set up their army.
FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!
TACTICAL OBJECTIVES
This mission uses Tactical Objectives. Each player generates 6 Tactical Objectives at the start of their first turn. In the second battle round, players may have 5 active Tactical Objectives, in the third battle round they may have 4, and so on. If a player has too many active Tactical Objectives at the start of their turn, they must discard Tactical Objectives until they have the correct number. If a player has fewer than the correct number of Tactical Objectives at the start of their turn, they must generate Tactical Objectives until they have the correct number.
BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.
STRATEGIC DEADLOCK
From the start of the third battle round, the Command Point cost of all Stratagems used by players is doubled.
VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.