The Eternal Night: Thewarlords 1St Company
The Eternal Night: Thewarlords 1St Company
T HE E TERNAL N IGHT
THE WARLORDS 1ST COMPANY
WINTER CAMPAIGN 2012
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Introduction
By Andy Bate Welcome to The Warlords First Company Winter Campaign 2012, The Dark Eternal Night. This booklet is a campaign expansion for the core Warhammer 40,000 rulebook, and it allows you to battle to the death in a devastating planetary assault over the world of Pyraxia Secondus. Whether you tear the planet from your opponent's grasp or annihilate the crazed invaders raining out of the skies, your actions can determine the fate of an entire world. Contained within these pages you will find everything you need to participate in the Eternal Night Campaign, custom missions, detailed army lists and engaging background stories. So don your armour Warlords, chamber around in your boltgun or charge your Gauss Blaster. For in the 41st millennium.
CONTENTS
Introduction Story- Part 1 Campaign Flow Story- Part 2 An Article for Everyone Fitting an Article into a Tight Space The Elements of a Newsletter 1 3 4 5 3 3 5
The Campaign
The Dark Eternal Night Campaign will be fought over 2 days at Warhammer World on Saturday 2 nd and Sunday 3rd December. We will play 4 smaller missions on the Saturday which will effect directly the spectacular 20000 point Apocalypse style game played on the Sunday. Here is a brief summary of the missions. reported Xenos relics and artifacts. After observing increased human activity on the planet, the Necorn overlords order a small extermination squad to the surface to wipe out these human parasites and retrieve any Eldar technology that may have unsurfaced.
Mission 2: Random mission from the Warhammer 40000 rule book - 1000 points
First Contact - Imperial scout units investigate the site around Fort Pain to locate and secure
Forces Collide Imperial and Necron forces start to attack and counter attack. The eternal struggle for supremacy begins!
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Warlords Collide As the campaign unfolds, key battles must be won. In a desperate bid to turn the tide of war, the Imperium deploys its finest commanders to the front line. The Necron high commands observe this turn of events and respond in kind.
and devises a plan to turn the humans weapons of mass destruction upon themselves! Imperial forces consist of a squadron of super heavy tanks. Necron forces consist of 1500 points from the standard force organization chart.
Mission 5: Assault on Fort Pain - 10000 points Mission 4: Line Breaker - Special Group Mission 1500 points
Secret Strategies - As the campaign desperately continues, Imperial Guard heavy support units are sent to defend Fort Pain, the central base of command for the Emperors forces. As always the Necron high command observes this movement
Stranglehold Though the battle for the fate of the planet still rages fiercely, the Necron conquest is reaching its culmination at Fort Pain, the base of operations for the Imperium. If the Imperial forces cannot hold this fortification then all is lost
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The white and blue planet of Pyraxia Secondus came into view as the Thunder hawk made its decent. The unadorned silver a striking flash of colour against the back drop of the blackness of deep space. Inquisitor Stephanus De Norville turned from the view port of the Thunderhawk and began studying the data-slate he clutched in his armored gauntlets. The planets designation was Pyraxia and was relatively unremarkable. The planet was larger than Terra and had a slow rotation around a distant sun. It had a stable breathable atmosphere but was distinctly cold during the long winter months during its 48 Terran month rotation. There was no indigenous population but the assigned workers called the planet Eternal Night, as the fortress city, which was established during the great crusade to mine the area for ore and protect it against raiding xenos, was dark for years at a time. The fortress was located in the Northern hemisphere where the winters where less harsh but no less dark. The meager population of 8131 was purely that of scientists, workers, their families and a small Planetary Defense Force that maintained the fortress city and continued the drilling operation. The discovery of ancient Eldar technology made Pyraxia remarkable. With the discovery came the attention from the Inquisition, Mechanicum and Xenos. Raids by Eldar trying to secure the device had been resisted by the PDF with the support of a company of Blood Angels assigned to the region. What a sight that must have been mused the Inquisitor and he smiled at the thought. The Blood Angels home world is known for its harsh hot environment, though he doubted the cold would be new to them. The problems of the Eldar raiders was nothing compared to trouble caused by the insistence of the Blood Angels to remove the artifact once it was secured. A stale mate ensued as the PDF and Mechanicum forces encircled the device and pointed 4000 guns at the Blood Angels. A distress call was sent
by the Planetary Governor and received. Inquisitor De Norville. He was dispatched at once with orders to secure the device and dissuade the Blood Angels Librarian from rash action
Epistolary Jacob Macgiolla, Librarian of the Blood Angels was wary of the Inquisition. His chapter, cursed with the black rage that only blood could quench after the fall of thier Primarch Sanguinius by the hands of Horus. The Blood Angels hid their secret well but more and more there were instances of battle brothers losing control in the heat of battle. Crazed by visions of death they become mindless killing machines and inducted in the Death Company. The Blood Angels feared the discovery of their secret by the Inquisition most of all.
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Campaign Flow
The table above demonstrates how the campaign games will play on day 1 and how they will affect the final game on day 2.
Bombardment: A Warlord has the authority to call down a bombardment from a Strike Cruiser. This ability can be used his Shooting phase, providing that the warlord did not move in the preceding Movement phase (though he may later assault if the controlling player wishes). Calling down an orbital bombardment otherwise counts as firing a ranged weapon and uses the following profile:
RANGE Unlimited
STRENGTH 10
AP 1
TYPE
Ordanance 1 Barrage
Note that if an arrow is rolled on the scatter dice an orbital bombardment will always scatter the full 2D6" - the Warlords Ballistic Skill makes no difference.
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The Thunder Hawks thrusters bellowed out and sent a swirl of ice and snow out from its underside as it touched down within the Fortress walls. Within seconds the front hatch blew open. Inquisitor De Norville and his entourage marched down the ramp. The silver-grey ranks of marines carrying storm bolters and long halberds the signature weapons of the Grey knight. Planetary Governor Heimlich von Bathos looked on. The imposing human figure, a veteran of a thousand wars was dwarfed by the Blood Angels Librarian next to him, who stood like a statue of Red stone. The Grey Knights dispersed under sub-voxed command and stood at attention as the Inquisitor stalked towards the feuding pair. De Norville took the pair in with a glance. The Planetaty Governer was of stocky build and bore scares of battle on his leathered aged face. His eyes where a bright blue that spoke of determination, courage and valor. They showed no sign of fear of his situation but his hand tightly gripped the handle of his sheathed power sword told another story. Gentleman, I am Inquisitor Stephanus De Norville attached to the 3rd Company Grey knights and I have been sent here by the Ordo Xenos, and Ordo Maleus to settle this situation. You will both tell your men to stand down and surrender the relic to my custody. The Blood Red Librarian responded first gesturing at the Imperial Governor These fools seek to harness the power of this Xenos device and with it they will damn us all! I am in command here until I see something to tell me otherwise Inquisitor! He slowly drew his force sword, activated it with a gesture and pointed it at De Norville If you don't like that then I believe you can go to hell!. Suddenly storm bolters where racked and pointed in unison at the Blood Angels Librarian response to the perceived threat.
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Enough! barked the Inquisitor. Stand down all of you, Now!. Bolters fell back to the sides of the Grey Knights. Lower your weapon psyker! I have come here under direct order of the Inquisition and the imperial palace. Orders you WILL follow! De Norville passed the Blood Angels Librarian his dataslate with the order clear on. After several long moments the Blood Angel removed his helm. The Inquisitor was taken aback by the young and noble aspect that greeted him. This Epistolary Jacob Macgiolla looked about a day in title and obviously felt he had a lot to prove. The young Librarian lowered his sword. "My apologies, it seems I am relieved. Have your relic, but mark my words it should be removed from planet side and held in safekeeping .It is ancient and means so much to the Eldar we cant risk leaving it here undefended At this barbed comment the Planetary Governor spoke up It was under my guard and we did a fine job protecting it. We protected it from the Eldar and it seems we protected it from you! I think we can handle it dont you? The Librarian snorted and marched away from the commander barking orders at his men as he went before shouting back We will camp here with you until that damn thing is gone from here. The Planetary Governor let out a held breath before taking in De Norville Well Inquisitor shall I show you what all the fuss is about? and stalked off before awaiting a reply. Arrogance and fear surrounds these two De Norville thought to himself sadly as the human and space marine marched off. A fertile breeding ground for the taint of chaos! Once the relic is removed from this place successfully, I will have to deal with both Governor and Space Marine permanently! With a heavy heart he looked back down at his dataslate and entered a a single word. EXTERMINATUS
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Special Rules
Grenades: any grenades listed in your army list as assigned to the unit must be given to a single model.
No model can have more than 2 Wounds. No Special Characters. No 2+ saves. No vehicles with a total Armour value greater than 33. This is calculated by adding the Front, Side and Rear armour numbers. (Only count the Side once).
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Objectives
Set up one objective marker at the centre point of the table
time on a 4+ the game continues and game turn 7 is played. At the end of game turn 7, the game ends automatically. As soon as the game ends and before working out who controls which objective, all units that are falling back are removed and count as destroyed.
Primary Objective At the end of the game the player holding the fifth quarter gains 3 victory points. Secondary Objective At the end of the game each player receives 1 victory point for every 50 points of models destroyed.
Relic
The player deploying first will chose a standard table quarter placing all his appropriate models within a deployment zone created by measuring a 12 inch triangle extending along the both table edges from the corner. The opposing player will then place all appropriate models in the quarter diagonally across, also within a triangle 12 inches from the corner.
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Deployment
Split the table into four quarters, as shown in the deployment map, and roll-off to see which player picks which quarter to deploy in. The opposing player deploys in the opposite quarter. The player that won the roll-off deploys first. He must deploy all of his army in his deployment area, anywhere that is at least 9" from the centre of the table. His opponent then does likewise. Neither side may place any units in reserve in this scenario.
Army Selection
Each player must take a single named character, and then chooses additional units using the following force organisation chart to make the army up to the correct points total.
First Turn
Roll a D6. On a 2 or more the player that deployed first has the first turn. On a roll of 1 the enemy seize the initiative and go first.
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Victory Conditions
Keep track of the points value of any models killed by each player's named character during the game. Models that are part of a unit are assumed to have a cost equal to the points value of the unit divided by the number of models in it. At the end of the game each player must add up the value of the models that their named character killed, and then subtract the cost of the character itself. The player with the higher total is the winner. Instant Victory: If one player's Warlord slays the opponent's Warlord, then they instantly win the game.
Special Rules
Lead From The Front: You must bring your Campaign warlord to this battle Duel To The Death: In this scenario a named character may only be killed by an attack made by the opposing named character. If a named character is slain by any other method, they are left standing with one wound remaining. No Named Characters: If a player doesn't have a named character in their collection of Citadel Miniatures than they may use an independent character or monstrous creature instead. Once Your Dead, Your DEAD:If you lose your Warlord he may not be used Mission 5
Set-Up Summary
Roll-off for deployment areas. The winner of the roll-off deploys first, 9" from the centre of the table. The opposing player deploys second, 9" from the centre of the table. Neither player may place units in reserve.
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First Turn
The defending army receives the first turn.
Objectives
The Baneblades start at one side of the gaming table, and must attempt to exit from the
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Game Length
The game carries on until all the Super Heavy Tanks have either left the table or have been destroyed.
edge equates to one victory point to the Imperial forces. Each Super Heavy tank destroyed equates to one victory point to the Necron forces. The force with the most victory points chooses 2 of the Super Heavy Tanks played in this mission and may use them in mission 5. The losing force receives the remaining super heavy Tank. In the event of a tie both forces will take 1 Stormlord Super Heavy Tank for mission 5
Special Rules
Dawn Attack: The battle begins just before dawn, and so the Night Fighting rules apply on the first turn.
Victory Conditions
Each Super Heavy Tank that leaves the table
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This must be taken by us hissed Necron 1 pointing at the red lines the metallic blue of his body marking him out from the others , We must not let them have it again. Agreed spoke a red bodied Overlord known as Necron 2 We must fight together. Take the Technology and use it against the Old Ones spoke the third. The dark metallic of his body littered with white icons denoting his rank We must take this world and leave none to speak of it. Necron 2 studied his fellows, now bonded in an Alliance with him, and nodded once to confirm the plan of action. The most logical course of action is to deploy on the Southern hemisphere of this world they call Pyraxia and advance northward under cover of the long night and attack as one The other Necrons nodded agreement and the wire frame orb dispersed sealing the fate of world the Necron fleet silently approached, undetected, though the darkness of space. War was coming.
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Army Selection
The Necron and Imperial forces will be each be represented by a team of three players. Each player will bring a force of 3000 points as defined in the Warhammer 40000 rule book page 108 Any Super heavy tanks won by each team in Mission IV will be added to the relevant army list. In addition the Imperial forces will be given the Imperial Fortress Fort Pain as represented In Apendix I.I The Necron forces will be given The Necron Titan thingy as represented on page ** Several types of unit have the option to Deep Strike into the thick of things. Infantry, jump infantry, jetbikes and monstrous creatures can all Deep Strike. This is a fundamental difference from usual games of Warhammer 40,000, enabling you to plummet into the action and get on with the serious business of wresting
Units that may either enter play from the drop zone or by Deep Strike: Infantry Jump Infantry Monstrous Creatures Jetbikes Vehicles that have the Deep Strike special rule.
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The defender's planet, so he may now deploy his units anywhere on the board (he can keep some in reserve if he wishes - see below). Naturally, the defender can deploy his units within buildings. Buildings are essentially immobile vehicles that can be occupied by either side. The defender may keep as many of his units as he wishes in reserve. Units that you have kept in reserve cannot be affected by the attacker's preliminary bombardment (known as a firestorm), so they will enter play at full strength. Note that in games of Planetstrike the Scout and Infiltrate special rules confer no special benefits when deploying, but still allow units to Outflank as normal. This represents forces from elsewhere on the planet scrambling to the warzone as fast as they can.
Morale tests are never caused by a bombardment. However, Pinning tests are caused as usual, and units that 'go to ground' will be pinned for the first turn - they are assumed to have dived into foxholes or run for cover. Any template that lands wholly over open ground and does not hit any models or terrain may be replaced by a crater at the attacker's discretion. This crater remains in place for the rest of the game. Shock Tactics A planetary invasion is a desperate battle for supremacy where ground taken is more important than lives lost and the invaders rain down their forces directly upon the defense networks of the foe. The Deep Strike rule is always used in games of Planetstrike, with the following modifications: The attacker may always choose to deploy his infantry, jump infantry, jetbikes, monstrous creatures, and vehicles with the Deep Strike rule by Deep Strike. Attacking units with the Deep Strike special rule in their unit entry may assault the turn they enter play, providing that they fulfill all the normal criteria for an assault (within assault range, for example). Note that units that enter play from a deep striking vehicle do not count! For example, because it has the Deep Strike special rule in its unit entry, a Space Marine Assault Squad could both shoot its bolt pistols and launch an assault the turn it enters play. A Space Marine Tactical Squad could shoot, but not assault, because it does not have the Deep Strike rule.
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Scramble The Reserves rule is always used in the Assault on Fort Pain mission, with the following exceptions. All attacking units must start the game in reserve. None of the attacker's units will start on-table at all. Instead the attacker's units enter play either by Deep Strike as noted above, or by coming into play from the table edge the attacker has designated as his drop zone. Units held in reserve, be they attacker or defender, use the following table to determine when they enter play:
Turn 1 Reserves arrive on: 3+ 2+ Automatically Turn 2 Turn 3
Backs to the Walls: The defenders have nowhere left to fall back to. They are all Fearless. Demolition Crew: All of the attacker's infantry units are counted as having melta bombs. Denial: The defender has a free Ammunition Store stratagem. He may choose to detonate this ammunition stockpile in a last-ditch effort to deny their enemy victory. So long as at least one defender is on the table, the defender may declare in his Shooting phase that you are detonating the store. Every unit within 2D6" of the building containing the ammunition store takes D6 Strength 8 AP 4 hits, and the building is automatically destroyed (explodes!).
Note that the attacker's reserves enter play either by Deep Strike or from the designated drop zone, whereas the defender's reserves can enter play from a random board edge. Defending units use the normal Deep Strike rules. All other defending units roll on the following chart when they enter play from reserve: D6 Roll 1-2 Defending unit enters play: From the table edge opposite the attacker's drop zone. From any table edge touching the attacker's drop zone (defender's choice). From the attacker's drop zone.
3-4
5-6
Necron High command has assailed the enemy strongholds with a terrible electronic affliction, causing the automated weapons systems of Fort Pain to malfunction and even jam at critical moments.
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40 (160) POINTS
1 twin linked autocannon RANGE 48" STR 7 AP 4 TYPE Heavy 2, Skyfire, Interceptor
Two towers have been upgraded to include a Hydra turret with the following profile HYDRA FLAK CANNON (X2) 50 (100) POINTS
WARGEAR WEAPON Autocannon 2 twin linked autocannon RANGE 72" STR 7 AP 4 TYPE Heavy 2, Skyfire, Interceptor
Each Wall section has 4 Structure Points. A unit may be deployed to the ramparts on top of the wall, gaining a 3+ Cover save. A destroyed Wall becomes rubble, giving a 4+ cover save and is treated as difficult terrain. Any model on or in a Wall section when it is breached takes a single wound (armour save as normal). TOWER (X5) 75 (375) POINTS Each Tower has 6 Structure Points. A single unit of up to twenty models can be deployed inside the tower just as if being transported in a vehicle, and may use 5 fire points in any direction. If the Wall is breached then any unit inside the bunker is destroyed in the collapse.
Three towers have been upgraded to include a Vulcan Cannon turret with the following profile VULCAN CANNON (X3)
WARGEAR WEAPON Vulcan Mega Bolter Sustained fire - Once per game the Vulcan mega bolter can fire a sustained burst! The weapon may fire twice that turn (at the same target). Vulcan Mega Bolter RANGE 68" STR 6 AP 3 TYPE Heavy 15
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15 (90) POINTS
GATE (X2)
150 (300)POINTS
A Gate has 3 Structure Points. The Gate may be open or closed at the start of any of the owning players' turns. Once destroyed, the Gate is open and troops can move through it as normal. Models caught on the ramparts, suffer 1 wound. No armour saves apply. A unit may be deployed onto the Gate's ramparts gaining a 3+ Cover save. Each Gate also has two towers (with 6 Structure Points each, etc), one on either side.
six towers have been upgraded to include a buttress mounted Sentry Gun with Twin-linked Heavy Bolters. TWIN LINKED (X2) LASCANNON 25 (50) POINTS
two towers have been upgraded to include a buttress mounted Sentry Gun with Twin-linked lascannon. All Fort Pain weapons are used at BS 2. If the weapon is mounted on a tower you may use the BS of the unit within when occupied.
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Bathos picked up his magnoculars to begin fire control calculations when a series of sonic booms echoed across the dawn skies. On pillars of fire the blood red flyers came, speeding towards the ground at an impossible angle. Behind them red torpedo shaped pods, glowing hot from atmospheric entry, screamed towards the earth like vengeance from the God-Emperor Himself. He watched as, from one aircraft, side hatches slammed open and gold coloured warriors fanned out into the rushing air with a blaze of shining armour, flash of white pinioned wings and a roar of supersonic fury. The Angels of Death. The Emperor Protects indeed.
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