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Friday, June 4, 2010

The Battle for The Cathedral of St Patius

Here is a Scenario for 40K

The Battle for The Cathedral of St Patius


Overview:
Eire III is a small Agri-World in the Europa System. Its capital city Duvling is famous for the Cathedral of St Patius, a local hero who died shortly after the Horus Heresy. Unfortunately Eire III has recently fallen to the Forces of Chaos. A small but powerful renegade fleet lead by the Chaos Lord Artouris Regius assaulted the planet and quickly over-ran the local PDF Regiments. Artouris’ associate the Chaos Sorcerer Merling is currently performing a ritual on the ruins of the great Cathedral while the forces of the Imperium race to stop him.

Forces:
Chaos: 2000 points Chaos Marines + 1 chaos sorcerer & 500 points Chaos Daemons (See special rules)
Imperial: 2000 points Imperial Guard + 1 Inquisitor Lord, Retinue & Rhino Transport

Special Rules:

Gathering of Imperial Might: The imperial player may take 0-1 Troops from any other Imperial Army list (Space Marines, Daemon-hunters, Witch-hunters Etc.) as an Elites Choice at the normal point cost.

Warp Field: Until the ceremony is finished Merling is protected by a powerful Warp field giving him a 2+ invulnerable save against all shooting. The field also reduces the strength of any shot fired at Merling by 2 (Lasgun now Str 1, Lascannon Str 7 etc) But as soon as the ceremony is finished the Warp field drops. The final effect of the warp field is that any units from either side that are summoned, Teleported, deep struck, deployed by drop pod or scatter to within 12” of Merling automatically roll on the Deep Strike mishap table.

Ceremony of Summoning: Merling is attempting to open a permanent warp-gate. To do so at the end of every imperial turn roll a d6 per turn played (Turn 1 = 1d6, Turn 2 = 2d6 etc) add the result to the number of models that have been killed so far in the battle (Not including vehicles) on both sides. If the result is greater than 30 then the ceremony is successful and the entire tables becomes a giant icon allowing the daemon force to arrive anywhere on the table (except within 1” of enemy unit or 12” of Merling (See warp field) Until the ceremony is finished Merling can take no part in the battle. If Merling is killed before the ceremony is complete; add an additional d6 to the next roll. If it is not successful then the ceremony fails and the daemons never arrive.

Chaos United: This ceremony is so important that the Chaos gods have temporarily put aside their age old enmity. To represent this for every unmarked unit or vehicle included in the chaos army you must include a unit with a mark of one of the chaos gods. No two units may have the same mark until all 4 marks have been used.

Victory Conditions: This is a Kill point Mission With the following exceptions:
1. All kill points scored by the Daemons and the inquisitor & his retinue are doubled.
2. If Merling is killed and the daemons don’t arrive he is equal to the kill points of the daemon force + 1 for himself. If he is killed otherwise he is worth only 1.
The side with the most KP’s wins.

Chaos sets up first, Imperials go first, Chaos can’t steal initative. Game lasts 1d3+1 turns after daemons arrive or Merling is killed. Deployment is Pitched Battle.

BTW you can view a battle report of when i fought this battle with one of my mates:

http://dakeryus-blogofwar.blogspot.com/2010/03/sit-rep-40k-battle-for-cathedral-of-st.html


KD

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