Campaign Rules

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Transcript of Campaign Rules

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    For our first campaign, the forces of Chaos will be invading a sector of Realspace in an attempt to establish a foothold.

    We will be using 6th edition Warhammer 40k rules. All armies will need to comply with the force organization chart on

    page 109 of the rulebook. All armies may include allies as explained on that page, and all armies of 2,000 points or more

    may double their force orginization chart, as explained on page 110. All Codexes, White Dwarf issues, numbered

    Imperial Armour books, and Imperial Armour Apocalypse books will be considered equally legal, however in all cases,

    players will be required to produce both a physical copy of any book that they draw rules from, as well as any and all

    updates and FAQs. In the case of older books, if the rules presented have been superseded by a later printing, the later

    printing's rules are what are considered valid. No Super-heavy vehicles, Gargantuan creatures, or Formations will beallowed, nor will anything explicitly marked for Apocalypse games. Everything fielded by any player needs to be either

    the model Games Workshop or ForgeWorld has created for the role, a similarly sized proxy that is easily distinguishable

    as the model which it is standing in for (for instance a scratch-built, kit-bashed, or alternate company model), or

    anything else that your opponent feels is fair and acceptable.

    At the beginning of the night, all players will be split up into three teams: -The first team will contain all armies who

    include any units from the Chaos Space Marine, or Chaos Demon Codex, as well as all armies whose primary detachmen

    is Dark Eldar. -The second team will contain all armies whose primary detachments are composed of Grey Knights, Black

    Templar, Blood Angels, Space Marines, Space Wolves, Sisters of Battle, Dark Angels, or Imperial Guard. A special

    exception will be made for any Imperial Guard Codex armies that are meant to represent traitor legions or independentmilitias, and for Codex Space Marine armies meant to represent newly fallen Space Marine Chapters. -Any player fieldin

    a Tyranid army will chose each week which side they will be attacking. They will be treated as a member of the opposite

    team. -The final team will consist of all players fielding armies whose primary detachments are Necron, Ork, Ork Dread

    Mob, Tau, Eldar, Tyrant Legion, or Eldar Corsairs.

    The Chaos team and the Loyalist team will each count up how many players they have present that evening, and then

    request the Xenos team to divide themselves up, sending players to join each side for the night, such that each side has

    an identical number of players. (In the event that an odd number of players are present, two players willing to field

    smaller armies (who are not on opposite teams) should team up as one player, or, a Xenos player or Tyranid player

    should agree to 'Go Rogue', acting as a third player at the table of their choice gaining double points for themselves, and

    none for any team. A rogue player may not field an army larger than either of their opponents' armies.) Xenos players

    will be treated in all respects as members of the team they have joined for the evening. The two teams will have a few

    minutes to discuss their strategies for the evening, and then will secretly record the total number of points that they as a

    side would like to field for the evening. Once both sides have recorded this value, both are revealed, and then averaged

    That is the total number of points that each side will have to work with tonight. If one side cannot field that many points

    one or two Xenos players should exchange sides so that both sides can field the agreed upon points. If no Xenos player is

    willing to switch, or if switching won't make the point total work, then the evening will be played at the maximum point

    total that the side with insufficient points can reasonably and legally field. Next, the side that controls more planets will

    begin by declaring one of their planets up for invasion, and declare who will be defending it, and with how many points.

    The other team will then place one of their planets up for invasion, and declare the number of points up they will be

    defending with. If a side has no remaining planets to put up for invasion, they may pick a planet that is uninhabited to

    invade, or propose a fleet battle, choosing a player and number of points as before. If they have already proposed one

    fleet battle, and there are no uninhabited planets, they may propose additional fleet battles, or force the other side to

    place an additional planet up for invasion. Next, each team will decide which players, and with how many points, to send

    to each planet that the enemy is defending (or fleet battle the enemy has proposed). The sum total points a team allots

    to their battles cannot exceed the number agreed upon earlier. Each team is obligated to send at least one player to

    each table, but they are not obligated to send a comparable number of points to the points chosen by the defender of a

    given table. A team may not send additional defenders or points to a planet that has already had a declared defender

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    and point total. Players will now play normal games of Warhammer 40k, as per the 6th edition rules, with any special

    rules included per the planet specific missions listed below. The defender will always set up all terrain (except bastions

    taken by the attacking player). If neither player is defending, set up terrain normally. At the end of each game, players

    will need to report the game's final outcome, including who earned how many points for which team before they leave

    for the evening. If at the end of any night, one team controls zero or one planets and no planets are uncontrolled, the

    next week will be a large multiplayer apocalypse-like game to decide the outcome of the entire campaign. The week

    after that, a new campaign will begin.

    WORLDS---

    Low Gravity World-- Planet Rules: This world has Low gravity. As a result, -All weapons that use bullets, shells, or other

    physical projectiles may fire at up to double their range. If the shot is further than their normal maximum range, they

    suffer a -1BS penalty. -All weapons with a minimum range have that range doubled, but their maximum range is doubled

    with no penalty to BS. -All thrown weapons (like grenades) have their range doubled. -Jump units and Jetpack units may

    move 2d6 additional inches during each movement phase. Jetpack units may move 3d6 inches when using their thrust

    move. -Monstrous Creatures double their movement speed. -Template weapons may be fired as if they had the Torrent

    special rule. Points: Each player earns 2 points for each enemy unit that becomes completely destroyed. Each player

    earns 5 points if they slay the opposing warlord. Any player who tables their opponent gets 10 bonus points. Attacker:The attacker may use any attack strategy or gain a single tactic for use only in this battle. Defender: The defender may

    use any defense strategy or gain a single tactic for use only in this battle. Rules: Variable Game Length. Roll for

    deployment, first turn, seize the initiative and reserves as normal.

    Storm World-- Planet Rules: It's constantly raining. This makes it pretty muddy. -All terrain is difficult. For walkers, bikes,

    and jump units, all terrain is dangerous. -All units gain a +2 bonus to their cover saves. This is cumulative with

    everything. -Units called upon to take a pinning test must also test initiative or go to Ground. -Flamer-type weapons

    suffer -2 to their strength. -At the beginning of each of your shooting phases, roll 1d6 for each unit you control. On a 1,

    that unit gets struck by lightning and takes 1d6 S8 AP5 hits (on side armor). Points: Each player earns 10 points if they

    control one primary objective at the end of the game, and 25 points if they control both. Each player earns 5 points ifthey slay the opposing warlord. Any player who tables their opponent gets 10 bonus points. Attacker: The attacker may

    use any attack strategy or gain a single tactic for use only in this battle. The attacker places one Primary objective

    anywhere in their deployment zone. Defender: The defender may use any defense strategy or gain a single tactic for use

    only in this battle. The defender places one Primary objective anywhere in their deployment zone. Rules: Variable Game

    Length. Roll for deployment, first turn, seize the initiative and reserves as normal.

    Bastion World--Planet Rules: This planet has a Fortress of Redemption with all of the upgrades on it. The fortress is

    always placed in the perfect center of the map. If neither player is defending, roll for deployment as normal. Points: Any

    player who controls one of the bastion bunkers gains 5 points at the end of the game. Any player who controls the main

    tower gets 15 points. Each player earns 5 points if they slay the opposing warlord. Any player who tables their opponent

    gets 10 bonus points. Attacker: The attacker may use any attack strategy or gain a single tactic for use only in this battle.

    The attacker must set up all their units at least 24" away from the bastion. Defender: The defender must set up all of

    their units within 12" of the bastion; they may start with units in the bastion. They do not get a defensive strategy or

    bonus tactic. Rules: Variable Game Length. Roll for first turn; seize the initiative and reserves as normal.

    Void World-- Planet Rules: This planet has uncontrollable void storms that scour anything and everything from the

    surface of the planet, leaving valuable materials in their wake. -This game is played on a bare flat table with no terrain

    whatsoever. -Place a 4-7" diameter void storm at the center of the table on turn 0. It and all void storms have infinite

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    height, block line of sight, and annihilate anything they stop moving on. Any model they move over takes a S10 AP1 hit

    (side armor) that ignores cover. -At the beginning of each player turn, roll a scatter die and 3d6. Move the large void

    storm that far in that direction (use the small arrow if a hit is rolled). If the large storm leaves the board, move it back

    onto the board from the center of a random board edge a random direction 3d6 inches at the beginning of the next

    player turn. -At the beginning of each player's shooting phase, they place a small void storm (about 3" diameter)

    anywhere on the table within 6" of one of their own models, then scatter it 2d6" (don't move it on a hit). These storms

    remain stationary the rest of the game. Points: Each objective controlled at the end of the game is worth 3 points. Each

    player earns 5 points if they slay the opposing warlord. Any player who tables their opponent gets 10 bonus points.Attacker: The attacking player places 4 Mysterious Objectives anywhere on the table at least 8 inches from any other

    objective. The attacker may use any attack strategy or gain a single tactic for use only in this battle. Defender: The

    defending player places 5 Mysterious Objectives anywhere on the table at least 8 inches from any other objective. The

    defender may use any defense strategy or gain a single tactic for use only in this battle. Rules: Variable Game Length.

    Roll for deployment, first turn, seize the initiative and reserves as normal.

    Ice World-- Planet Rules: This planet is covered in thick ice. It's friggin cold. -All attacks with Strength 4 or higher gain

    rending. -All armour saves may be re-rolled. -Vehicles gain a 5+ cover save, or increase any cover or invulnerable save

    they have by 1. -Melta weapons only deal damage if they would be receiving their melta bonus (ie: at range or less). -

    Walkers, Bikes, and vehicles moving flat out treat all terrain as dangerous. -Non-flying, Non-skimmer Vehicles that movemust roll 1d6 after they have finished moving and move that far in the direction they are facing. This may cause

    inadvertent tank shocks. -Any unit that charges may move an extra d6 inches. They gain the hammer of wrath special

    rule until the end of the turn, but their charge is disordered and they strike at initiative 1. -Any unit that runs may move

    3d6 inches, but then be treated as if they had gone to ground. Points: Set up a relic as described on page 131. Whoever

    controls the relic at the end of the game earns 25 points. Each player earns 5 points if they slay the opposing warlord.

    Any player who tables their opponent gets 10 bonus points. Attacker: The attacker may use any attack strategy or gain a

    single tactic for use only in this battle. Defender: The defender may use any defense strategy or gain a single tactic for

    use only in this battle. Rules: Variable Game Length. Roll for deployment, first turn, seize the initiative and reserves as

    normal.

    Uncontrolled Tyranid --World Planet Rules: This planet is home to a hive of Tyranids that have no guiding intelligence. -

    At the beginning of the game take turns placing one of the 5 objectives anywhere on the map, none may be placed in a

    player's starting zone. If this world is being defended, instead the defending player sets up all 5 anywhere, including in a

    starting zone. No 2 may be within 12" of each other. -Three objective are stationary Zoanthropes. They may not be

    damaged by anything, and fire off a S10 AP1 Lance attack, or a S5 AP3 Small Blast (roll randomly to decide) at the

    nearest unit to them each shooting phase, with BS4. If a player has any unit within 3" of the Zoanthrope, it stops firing

    randomly, and may be fired in either mode during that player's shooting phase at the target of their choice. -One

    objective is a control node for a brood of 5 rippers. These particular rippers cannot be killed, or harmed in any way, but

    do not lock units in combat with them either. However, their unit type is beasts instead of infantry. If the objective is

    uncontrolled, they move 12" in a random direction, and then charge the nearest unit. If any player has a unit within 3" o

    the control node, instead the rippers move as if they were a unit under that player's control. -The final objective is a

    spawning pool for termagants. At the beginning of each game turn, 10 termagants appear 12" away (roll for direction)

    from the pool. They then move toward the closest unit, and shoot at them. If a player has a unit within 3" of the pool,

    they control all termagants spawned by the pool on their turn as if they were their own units. -All psyker tests taken by

    non-Tyranid models must be taken on 3d6, and any double 1 or double 6 causes Perils of the Warp. Points: At the end of

    the game, each player earns 5 points for each objective they have a unit within 3" of, unless an opponent also has a unit

    within 3" of that objective. Each player earns 5 points if they slay the opposing warlord. Any player who tables their

    opponent gets 10 bonus points. Attacker: The attacker may use any attack strategy or gain a single tactic for use only in

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    this battle. Defender: The defender gains no further bonuses. Rules: Variable Game Length. Roll for deployment, first

    turn, seize the initiative and reserves as normal.

    Fleet Battle-- Planet Rules: A fleet battle may represent a lot of fights on one giant ship, or small fights on a lot of

    smaller ships. Either way, these battles take place in space while ships are firing deadly weapons at each other. -Before

    deploying any units or terrain, divide the board into 6 even segments. Leave some visual representation of the divided

    board. No units may for any reason cross the dividing lines, nor may they shoot through them, or see through them.

    They are treated as the table edge in all ways. Take turns adding terrain as you see fit, it may not cross any dividing lines-Roll for who places a unit on the table first, then take turns placing units until a player has no units left to place on the

    board. The other player then finishing placing the rest of their units. -For each unit placed on the board at the beginning

    of the game, either choose one of the six quadrants (sextants?), and then deploy the unit as if deep striking, using the

    normal deep-strike mishap rules, or roll randomly for which quadrant you must deploy in, then deploy anywhere more

    than 1" away from an enemy model. -Any units entering play from reserves must roll randomly for which quadrant they

    deploy into, then roll randomly for quadrant edge they enter from, or choose a quadrant to enter, then deploy by deep

    strike (even if they don't normally have that ability.) They may, however, move, shoot, and assault the turn they enter

    play if they don't arrive by deep strike. -Non-hovering flyers may never come onto the table. They may, however fire

    their weapons at any target on the table as if they were in range on turns 2, 4, and 6. -The game ends in victory when a

    player controls a majority of the non-destroyed quadrants with no enemy models present. -At the beginning of eachplayer turn, roll randomly for a quadrant, then roll on the table to determine what effect the space battle has on the

    boarded battle in that quadrant.

    1: Power Surge: This turn is taken with the night fighting rules in effect in this quadrant. Randomly select a unit in this

    quadrant; they take d6 S8 AP5 hits.

    2: Hull Quake: All terrain is difficult and dangerous this turn.

    3: Wildfire: All models in this quadrant suffer a S5 AP5 hit (rear armor).

    4: Gravity Flicker: All units must pass an initiative test or go to ground. Vehicles suffer a glancing hit.

    5: Teleporter malfunction: Each player selects a unit in this section (friendly or otherwise), and then rolls a random

    quadrant, and immediately deep strikes that unit back onto the board in that quadrant. 6: Destroyed. This ship or

    section of ship is utterly destroyed. Remove all models. No player may control this quadrant. Re-roll any future eventsthat would affect this quadrant, so that they affect another quadrant instead. Points: A player who wins the Fleet Battle

    gains 25 points for themselves, but no points for their team. Each player earns 5 points if they slay the opposing warlord

    Any player who tables their opponent gets 10 bonus points. The team of the player who wins the Fleet Battle gains one

    orbital fleet bombardment in each turn of the final Apocalypse game. Attacker: Both players are attackers and gain no

    additional benefits. Defender: There is no defender. Rules: Roll for first turn, seize the initiative and reserves as normal,

    except where stated otherwise above.

    STRATEGIES/TACTICS-----

    Attack Strategies:

    Planet Strike: Your Infantry, Jump Infantry, and Monstrous Creatures gain Deep Strike. If they already had Deep Strike

    they may also assault on the turn that you Deep Strike. All of your units begin the game in reserve. You go first, and your

    enemy may not steal the initiative. Your reserves arrive on a 3+ on turn one, a 2+ on turn 2, and automatically on turn 3.

    Any modifiers affect this as normal. You also gain one Firestorm for every 500 points (round up) of your enemy's army.

    Firestorms occur after they have set up, but before turn one. They are S9 AP3 Ordinance Barrage Large Blasts.

    Darken the Skies: The Night Fighting rules are in effect for the entire game. Dawn Assault: Night Fighting rules are in

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    effect during the first game turn. Deathstorm: The Deathstorm is rolled for from reserves as with any other Deep Striking

    unit. On the turn that it arrives, all units on the board, friend or foe, take 3d6 S1 AP6 hits.

    Confusion: At the beginning of game turn 1, after both players have set up, but before any actions have been taken, you

    may swap the location of two of your enemy's infantry units with each other. This includes into and out of reserves, into

    different buildings, or transports, even when it would not otherwise be legal. The transport/building must be able to

    contain the number of models, however.

    Crash and Burn: At the beginning of game turn 1, place 4 objects, no more than 6" in diameter, anywhere on the board,

    then scatter them 3d6" (using the arrow in case of a hit). Any units they scatter on top of take 1d6+1 S9 AP4 hits, then

    are moved to be clear of the new piece of terrain. Desperate Last Push: You always take one last turn, even if you went

    first.

    Planetary Convocation.: At the beginning of game turn 1, pick a game turn from 2-7. On that game turn, your opponent

    rerolls all 6s.

    Smoke Shield: On Turn 1, all of your models have 5+ cover save. On turn 2, all of your models have a 6+ cover save.

    Supply Drop: Choose 1d3 units. They gain Offensive and Defensive Grenades, as well as Melta Bombs.

    Sustained Assault: Once per game, you may place one troops choice that has been entirely destroyed into your

    reserves.

    Stasis Bomb: Once per game, you may choose one vehicle or building and its inhabitants. For the remainder of this and

    the next player-turn, that unit is treated as if it does not exist in all ways (it cannot attack, move, or be harmed, it may be

    moved through and does not block line of sight).

    Terror: At the beginning of the game, all enemy units must make a pinning test. Laser Burn: Once per game, you makeselect two points within 8" of each other. Scatter both 3d6", then draw a line between the two points. Every model

    under that line takes 1d3 S10 AP2 hits.

    Planet Quake Bomb: Once per game, force all units to take a pinning test. All buildings take a S10 Hit. Meteor Strike:

    Once per game you may make the following attack; S10 AP1 Ordinance Barrage Large Blast with 3d6" scatter if a hit is

    not rolled. After the attack is made, place a suitably sized rock on the board where the meteor struck. Move any

    surviving models in the way the minimum distance to no longer be in the way. You must supply the rock. :-)

    Forward Elements: 1d3+1 of your units may deploy anywhere within 12" of your deployment zone.

    Defense Strategies:

    Ammo Stores: Once per game turn while making a shooting attack, you may re-roll any number of any type of dice with

    any one unit you control.

    Command Center: All Units in your deployment zone, or within 6" of your warlord gain Counter-attack and may use

    your warlord's leadership in place of their own. Power Generator: Once per game turn while making a shooting attack,

    you may re-roll any number of any type of dice with any one unit you control.

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    Void Shield: One unit you control starts the game with vehicular armor value 12. Once that unit has taken a single

    glancing or penetrating hit, it is treated as normal for the rest of the game.

    Fortified: Chose a vehicle or building you control at the start of the game. That unit may ignore the first wrecked or

    explodes result it would take (in the case of a vehicle, the hull point loss simply isn't applied for that hit). If it is a

    building, it instead ignores the first Catastrophic Breach, Total Collapse, or Detonation result it would take.

    Krak Attack: If an enemy unit arrives via Deep Strike, roll 1d6. On a 1 or 2, that unit immediately takes 1d6 S6 AP4 hits

    (rear armor). If that unit arrives in a transport, roll once for the transport and once for the unit inside.

    Trench Network: Each of your units that has not moved has a 5+ cover save. Replacements: Once per game, place one

    entirely destroyed unit into your reserves.

    Tactics -----------

    Sniper Ambush: Once per game, during the enemy movement phase, you may have each model that entered play this

    turn take a hit from a weapon with the Sniper special rule. Alternately, you may hit each model in a single unit thatentered play this turn with an AP3 Sniper hit.

    Careful Planning: You may roll for reserves on turn one as if it were turn 2.

    Camouflage: Your army has cover save 5+ on turn one.

    Flank march: All your reserves enter from the table edge of your choice.

    Recon: You may reroll all difficult and dangerous terrain tests.

    Strategic Redeployment: Once per game, you may move all of your units an unlimited distance, so long as they do not

    end that movement within 12" on an enemy model. None of those units may shoot or assault this turn.

    Tunnels: Place 1d6+3 tunnels anywhere on the board at the beginning of the game (they should be 1" diameter or less)

    Your reserved infantry units may treat these tunnels as your edge of the board as long as there are no enemies within 1"

    of them.

    Minefields: At the beginning of the game before any units are deployed, place 3 6" by 12" strips (which you must

    supply) anywhere on the board. These strips are difficult and dangerous terrain, and if a wound is taken from them, they

    are pinning.

    Disruptor Beacon: You choose the table edge your enemy's non-Deep Striking reserves enter from. If they have Flank

    March, determine randomly which of you gets to choose.

    Blind Barrage: Once per game, at the beginning of a game turn, pick 2 points up to 36" apart, then scatter both. The line

    between those points blocks line of sight. If they would scatter off of the board, they stop at the board edge.

    Ack-Ack (Anti-Aircraft Battery): Once per game per enemy flyer, if that flyer would enter play, its controller must place i

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    back in reserves immediately, or place 3 S8 AP 3 hits on its side armor.

    Orbital Bombardment: Once per game, you may make a S8 AP3 Large blast Ordinance Barrage attack anywhere on the

    board. It scatters 3d6 inches, or 1d6 inches in the direction of the small arrow in case of a hit.

    Precision Strike: Once per game, pick a unit. All shooting attacks made against that unit this turn are made at Ballistic

    skill 5, regardless of the firer's actual skill.

    Surgical Raids: At the beginning of the game, each single-model enemy unit takes a S5 AP2 hit on its side armor.

    Disengage and Return: Your flyers that leave the table return with their one-shot weapons replenished.

    Holy War: All your units gain Rage and Relentless while in the enemy's deployment zone.

    General Staff: You may roll 3d6 for your leadership tests, and pick the 2 dice to use. If something would make you roll

    more than 2d6 for a leadership test, instead roll an extra d6 and discard one of the results.

    Tank Riders: Your infantry units who have not yet moved this turn with a model within 2" of a tank who has not yetmoved this turn may move as many inches as that tank moves this turn, so long as they end their move with all of their

    models within 6" of that tank. Heroic Stand: All units within your deployment zone, or within 6" of your warlord have

    Fearless and Counter-Attack.

    Da Big Waaaaaaaaaagh!: On the turn where you declare a Waagh, you may double the distance of any run or assault

    rolls that you make, in addition to the normal benefits of the Waagh.

    Mek Workshop: You may place a Mek Workshop anywhere on the board. It may be any size you want, but you must

    supply the model. At the beginning of your shooting phase, you may target any vehicle within 12" of the workshop,

    friendly or enemy. If you do, roll 1d6. On a 4+ repair one hull point, or undo a weapon destroyed or immobilized result(but not the resultant hull point loss). On a 1, the vehicle becomes shaken and loses a hull point.

    Waygate: Any psyker attacks (friend or foe) with a Strength value add 1d6 to that value.

    Phantasm: At the beginning of the game, secretly choose up to 3 units. If you don't go first, if any of those units get

    attacked on turn one, reveal that they were chosen, and put those units in reserve, they take no damage. If you do go

    first, or if those units aren't attacked, during your first movement phase, reveal the chosen units. You may place those

    units in reserve. If you do, you may replace them with a non-flyer unit you had held in reserve. Otherwise, those units

    may move an additional d6 inches during their first movement phase.

    They're All Around Us!: Your opponent treats all difficult terrain as dangerous. Spore Chimney: You may place a marker

    up to 5" in diameter and of any height anywhere on the board before anyone deploys a unit. That marker is impassable

    terrain, and gives a +2 bonus to the cover save of all friendly units within 12". (You must supply the marker.)

    Scorched Skies: If you would get firestorms, gain 1d6 additional firestorms.

    Grand Pavane of Slanesh: You may only use this tactic while fighting for the side of chaos. Once per game, at the

    beginning of any phase roll 2d6x4. All enemy units within that many inches of your warlord, you may immediately move

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    1d6" as you please. (Roll the 1d6 separately for each enemy unit.)

    Mirage of Tzeench: You may only use this tactic while fighting for the side of chaos. Once per game, during your

    shooting phase, you may select any unit visible to your warlord and immediately shoot with that unit as if you controlled

    it. Alternately, you may have that unit make all of its normal melee attacks, but resolve them against itself.

    Plague Storm of Nurgle: You may only use this tactic while fighting for the side of chaos. At the beginning of the game,

    you may select any one unit on the board. They immediately suffer 2d6-Toughness unsavable wounds. If they suffer awound this way, they must make a toughness check with a -1 penalty. If they fail that toughness check, select another

    unit within 7 inches of where that unit was to immediately suffer the effects of the Plague Storm. Continue doing so

    until a unit takes no wounds, passes their toughness test, or there is no eligible unit within 7".

    Blood Thirst of Khorne: You may only use this tactic while fighting for the side of chaos. Once per game, you may roll

    2d6x3 at the beginning of your opponent's shooting phase. If you do, no enemy units with a model within that many

    inches of your warlord may fire this turn. Instead they must run towards your warlord during the shooting phase, and

    then, if they are within 12" of him, they must declare a charge against him during the assault phase (this supersedes the

    normal disallowance of running and charging in the same turn). Your warlord and any unit he is attached to may fire

    overwatch at all units who charge them this turn.

    Chaos Altar: Place a marker of any height and up to 7" radius anywhere on the board before anyone has deployed a

    single unit. All models within 12" of that marker gain +1 to their invuln saves. You must supply the marker.

    Reconstruction Scarabs: One unit per player turn of your choice passes all Reanimation Protocols and Ever-Living tests

    on a 3+. Solar Pulse: One player turn per game, you may make the Night Fighting rules be in effect or not in effect. Veil

    of Darkness: Once per game, during your movement phase, you may remove any model you control from the board and

    immediately Deep Strike it onto the board.

    Chronometon: Once per game you may re-roll any single d6 roll, or have your opponent re-roll any single d6 roll.

    Strike of the Serpent: Once per game, all of your units may run 3d6 inches this turn during the shooting phase. If they

    do, and you roll doubles, that unit takes a number of wounds equal to the sum total of your run move. If you roll triples,

    those wounds are unsoakable.

    Supreme Goal: At the beginning of the game, before any model has been placed, you may designate one point objective

    available to you. If you end the game gaining points from that objective, you gain double that many points.

    Webway Assault: You may re-roll all Deep Strike scatter dice. Hellish Cacophany: You may only use this tactic while

    fighting for the side of chaos. Enemy models reduce their Leadership score by an amount equal to what turn it is.