Throne of Skulls: The Horus Heresy - Warhammer World

Transcription

Throne of Skulls: The Horus Heresy - Warhammer World
3RD – 4TH OCTOBER 2015
THRONE OF SKULLS
This is a Throne of Skulls event. Make sure you’ve
checked the Throne of Skulls Basics page CLICK HERE
for all the standard information about this event.
It is the time of the Horus Heresy.
THE SCHEDULE
SAT
9:00am Warhammer World main doors open
9:55am Welcome and event briefing
10:00am- 12:30pm Game 1
12:30pm - 1:30pm Lunch
1:30pm - 4:00pm Game 2
4:00pm - 4:30pm Break
4:30pm - 7:00pm Game 3
8:00pm Warhammer World closes
This weekend will focus around having fun and playing
games of Warhammer 40,000 set against the background
of the Horus Heresy. Like the Primarchs of old you must
choose your side, fighting on the side of the Emperor
or the Warmaster, striving to achieve their goals. The
objective of the weekend for anyone attending should be
to have fun and enjoy yourselves, whilst trying to gain
honour and renown for your chosen faction.
SUN
9:00am Doors open.
10:00am - 12:30pm Game 4
12:30pm - 1:30pm Lunch
1:30pm - 4:00pm Game 5
4:00pm - 4:45pm Break
4:45pm- 5:00pm Award Ceremony
5:00pm Event closes
The Great Crusade is over. It is a broken dream, a
memory, which even now is being overshadowed by the
single greatest war in humanity’s history.
EVENT ESSENTIALS
System: Warhammer 40,000 Horus Heresy - Age of
Darkness
Army Size: 2000-3000 points (read more on this under
the Games section!)
Number of games: 5
Army Selection: Use the rules presented for your army in
the appropriate Horus Heresy publication.
Scenarios in use: Maelstrom of War (randomly
determined).
Publications in use: All Horus Heresy publications from
Forge World, including all campaign books, experimental
rules and event programmes.
Additional: All miniatures in your collection must be
produced by Games Workshop and be fully assembled,
painted and based. Each model must fully represent
what you have presented on your army lists.
GAMES
ARMY SIZE
At this event, the minimum size army you should bring
is 2,000 points, but, if you happen to have more than that,
bring it along and if your opponents are up for it, you
can play a larger game. In general, you should expect to
play 2,000 point games, and anything larger than that is
a bonus - there is no upper limit so feel free to bring as
much as you like, the only restriction is the amount of
time you have to play the game.
MAELSTROM OF WAR
We will randomly select missions from the list on page
148 to 153 of the Warhammer 40,000 rule book.
Additionally, there are rules below which allow for the
character of the Legions to shine through during your
games. These changes are detailed in the section titled
“Tactical Advantage” below.
Additionally, we are going to use a modified set of
Tactical Objectives to make the games feel like they are
happening in the Horus Heresy. These cards will be given
to each player on the day. They will contain an extra six
unique Tactical Objectives for the weekend, as well as the
standard ones found in the rulebook. There will also be
extra points available if certain armies complete certain
Tactical Objectives. The rules for how this works is under
“Legion Specialities” below.
THE LEGIONS
The Legions were the mightiest warmachine ever
unleashed on the galaxy. They had many different styles
of warfare, reflections of their Primarch’s vision and
personality. Nonetheless, irrespective of individual flair,
ultimately the result was always the same; the enemies of
the nascent Imperium would be utterly smashed and the
galaxy conquered.
TACTICAL ADVANTAGE
To represent this in the Maelstrom of War, each army has
a Tactical Advantage they can make use of during their
games. Which Tactical Advantage you use is dictated by
your Primary Detachment. If your Primary Detachment
is from the Ultramarines Legion, then you use the
Ultramarines Tactical Advantage – easy!
DARK ANGELS
The first Legion were one of the most successful Legions,
second only to Horus (and some say Leman Russ) in terms
of worlds conquered for the Imperium. This is obvious to
any who fight against them.
If you complete all your Tactical Objectives in the same
turn then you gain an extra Victory Point.
EMPEROR’S CHILDREN
In their quest for absolute perfection the Emperor’s
Children were counted as one of the proudest Legions, their
individual skills second to none. Victory was celebrated
before battle and was rarely, if ever, proven wrong.
Once per game, choose a Tactical Objective you have
just completed that requires a dice roll to determine
the amount of Victory Points scored. You score the
maximum amount of Victory Points for that mission. For
example a D3 roll counts as a 3, a D6 roll counts as a 6
and so on.
IRON WARRIORS
Grim warriors all, the Iron Warriors were marked by a
genius for siege warfare and a dark bitterness which would
see all their enemies’ accomplishments ground
to dust.
Your Iron Warriors units will deny objectives that are
within 6”. All the normal rules for claiming objectives
apply. Note: this rule does override the Objective Secured
rule.
WHITE SCARS
Little was known about this Legion, save for their lethality
and swiftness. The truth was that they were merciless yet
noble warriors, honed to a razor’s edge by their Primarch
and his beliefs.
You gain an extra Victory Point every time you complete
a Tactical Objective that involves a unit of White Scars
Bikes or Jetbikes.
SPACE WOLVES
As the Emperor’s executioners, the Space Wolves trained to
not only use the myriad of weapons available to the Legion
itself, but also to bring their enemies’ weapons to bear
against them.
You may use your opponent’s Tactical Advantage.
IMPERIAL FISTS
The Emperor’s chosen defenders, recalled to defend Terra
during his hour of need, the Imperial Fists were the most
stalwart and tenacious of the Legions.
Your Imperial Fists units are able to claim objectives that
are within 6”. All the normal rules for claiming objectives
apply. Note that this does not override the Objective
Secured rule.
NIGHT LORDS
Dread warriors of horror, fear and mayhem, few foes
survived the mental onslaught of the Night Lords, let alone
when their Legionnaires actually attacked.
Once per turn, after drawing your Tactical Objectives,
you may treat any Tactical Objective as the Psychological
Warfare Tactical Objective, but may only ever score 1
Victory Point from it if they do so.
BLOOD ANGELS
Noble warriors marked by a tragic flaw and a dark fate,
the Blood Angels are forever haunted by a lust for more
than battle or glory.
You score double the Victory Points for any Tactical
Objectives or Secondary Missions which were achieved
during your Assault phase and involved the destruction
of enemy models with Blood Angel units. Remember that
any multiplication is always done before addition! So for
example if you gain double Victory Points from a mission
that gives D3 + 3 Victory Points, you double the dice roll
result, and add on 3.
IRON HANDS
The Iron Hands were implacable and cold, warriors
marked as much by what they had lost as by what they
had gained from their bionic implants.
You score double the Victory Points for any Tactical
Objectives or Secondary Missions which were achieved
during your Shooting phase that involved the destruction
of enemy models using only Iron Hands vehicles or
walkers. Remember that any multiplication is always
done before addition! So for example if you gain double
Victory Points from a mission that gives D3 + 3 Victory
Points, you double the dice roll result, and add on 3.
WORLD EATERS
Blood-soaked fighters, driven by barbaric implants to
increase their already heightened relish for bloodshed, the
World Eaters left very little alive in their wake.
Once per turn, after drawing your Tactical Objectives,
you may treat any Tactical Objective as the Blood and
Guts Tactical Objective for that turn, but may only ever
score 1 Victory Point from it if they do so.
ULTRAMARINES
Gifted tacticians all, every Ultramarine
commander could read the flow of battle like a book,
and react accordingly.
You may draw an extra Tactical Objective at the start of
each turn, and then discard down to the correct amount.
You may also discard an extra unwanted Tactical
Objective at the end of each turn, rather than one as
normal.
DEATH GUARD
Few tactics were held as taboo by this determined and
ruthless Legion, whose incredible resistance to poison and
disease led them to use barely sanctioned weapons as often
as could be tolerated. Their scorched earth tactics made
holding ground against them nigh on impossible.
You may pick one Objective in your opponent’s table half.
This Objective counts as being captured by your units at
all times; provided there are no enemy units within 3”
of it.
THOUSAND SONS
The Thousand Sons were sorcerer’s all – gifted psykers who
could manipulate time and space as simply as breathing
and walking.
Once per game, you may swap the assigned number of
two Objectives at the beginning of your turn. This effect
lasts for the rest of the game. For example, you could
make Objective 1 Objective 3, and vice versa. Just the
numbers change, any Mysterious Objective results, or
similar effects remain where they are.
LUNA WOLVES/SONS OF HORUS
The greatest of all the Legions were savage and unrelenting,
unwilling to accept anything less than victory for their
beloved Primarch. Their favoured method of warfare was
to decapitate enemy leadership before they even knew they
were fighting.
All Secondary Missions are worth D3 Victory Points to
you, rather than just one each, if they are completed by
Luna Wolves or Sons of Horus units.
RAVEN GUARD
Though famous for using ambushes and stealth to win
their battles, the Raven Guard’s most deadly weapons were
often their elite killers – assassins of the highest calibre,
from their Moritiats to their Seeker squads.
Once per turn, after drawing your Tactical Objectives,
you may treat any Tactical Objective as the Assassinate
Tactical Objective for that turn, but may only ever score 1
Victory Point from it if they do so.
WORD BEARERS
Widely believed to have been at the root of Horus’s
betrayal, the Word bearers have long held the favour
of darker powers for their accomplishments and
zealous worship.
You may re-roll the dice when determining how many
Victory Points you score from any completed Tactical
Objective.
ALPHA LEGION
Masters of deception, disguise and infiltration, no one was
safe from the predations of this secretive Legion, not even
themselves.
During your turn, you may treat one of the enemy’s
Tactical Objectives as your own in place of one you have.
The opposing player does not have to discard this mission
once it has been completed, but may do so if they wish. If
the Tactical Objectives are meant to be kept hidden, then
choose one at random instead.
SALAMANDERS
The Salamanders were marked by a nobility and kindness
which was largely absent in the other Legions. Nonetheless,
when their wrath was roused it was terrible to behold.
You score double the Victory Points for any Tactical
Objectives or Secondary Missions which were achieved
during the your Shooting phase and involved the
destruction of enemy models using nothing but template
weapons from Salamander units. Remember that any
multiplication is always done before addition! So for
example if you gain double Victory Points from a mission
that gives D3 + 3 Victory Points, you double the dice roll
result, and add on 3.
CULT ARMY LIST
Desperate to draw the attention of the Dark Gods,
the cults of chaos will go to extreme lengths in order
to improve their standing in the eyes of the pantheon
of chaos.
Once per game after drawing new Tactical Objectives,
you may discard any or all of your Tactical Objectives
and draw fresh ones.
MECHANICUM
Every cog in the machine is programmed to do the
Omnissah’s will. The will of the Machine God however, is
mutable, and each cog can be turned to his chosen purpose
with the press of a button.
You can choose one of your units at the beginning of
your turn. That unit gains the Objective Secured special
rule until the end of the turn.
SOLAR AUXILIA
The Solar Auxilia outnumber the very stars
themselves – a fact their enemies find out very quickly
upon entering battle.
Once per turn, after drawing your Tactical Objectives, a
Solar Auxilia player may treat any Tactical Objective as
the Overwhelming Firepower Tactical Objective, but may
only ever score 1 Victory Point from it if they do so.
MILITIA ARMY LIST
The Militia, formed not to capture territory but to hold
it, are largely defensive in nature, but fight with the vigour
and tenaciousness of those who are defending hearth
and home.
Once per turn you may treat any Tactical Objective as the
Hold the Line Tactical Objective, but may only ever score
1 Victory Point from it if they do so.
“LEGION SPECIALITIES”
Each Tactical Objective will be assigned a number of
different armies that specialise in that kind of warfare.
If that army completes that Tactical Objective, they gain
an extra Victory Point. The armies that gain the extra
Victory Point are listed on the Tactical Objective cards
themselves.
FACTIONS
Upon registration, you will need to declare your
allegiance - will you fight for the Emperor of Man, or the
rebellious Warmaster?
There will be a limited amount of places on each faction,
as we will need to keep them even - you will after all, only
be fighting against players from the other Faction! We
will be giving everyone their choice of preference on a
first come first served basis so the earlier you get there the
better! The choice of Factions are the very same from the
dawn of the Imperium: The Emperor’s Loyalists or the
Warmaster’s Traitors.
But I play Space Wolves and all my mates are Traitors!
What do I do?
Don’t worry. We will not be corralling anyone into a
faction unless we need to even up the numbers. You can
choose whichever you like regardless of army selection. It
is well known that even the actions of the righteous could
be turned to darker purposes, especially when there was
so much turmoil and uncertainty in the galaxy.
How will you decide which Faction wins?
We will declare a winning Faction at the end of the
weekend. Your total Victory Points will be multiplied
by your Favourite Game Votes - so every point and
vote matters. The resulting score will be added to your
comrades from the same Faction and the Faction with
the highest total will be declared the victor.
OTHER ACTIVITIES DURING THE EVENT
LEGENDS PAINTING COMPETITIONS
The Legends Painting competition gives you the chance
to show off your skills with single models and units rather
than with whole armies. Simply enter the relevant category
when it’s open; once all the entries are in, we will ask all
the players to vote for their favourites. Both players from a
team are free to enter. The player that earns the most votes
in each category will win the relevant prize. (please note:
only miniatures from one of your campaign armies may
be entered into this competition).
Hero of Legend: All types of Infantry, Cavalry, Bikes and
Jetbikes
Beast of Legend: Monstrous Creatures, Flying Monstrous
Creatures
Engine of Legend: All vehicles and Artillery.
Company of Legend: Any unit of 5 or less Infantry or
cavalry on 40mm bases or smaller or 3 or less Cavalry,
Bikes, Jetbikes or Infantry on 50mm bases or larger.
THE BEST ARMY COMPETITION
It’s not just the Emperor’s Children who like to put on a
show. Every Legion had the utmost pride in it’s heraldry
and history and would go to great lengths to ensure
that their weapons and armour were worthy of their
Primarch’s honour. For some this would mean polishing
everything to a pristine sheen, to others it was dousing
them in liberal amounts of enemy blood and viscera. To
celebrate this the Events Team will nominate exceptionally
well painted and/or converted armies from the event for
you to vote on during the Sunday lunch break. The team
who receives the most number of votes will earn the
coveted Best Army award.
CONTACT US
If you want to ask us questions, discuss the models you
wish to bring, or want to find out more about Throne of
Skulls, please feel free to get in touch with us:
Phone: 0115 9004994
Email: [email protected]
Post:Warhammer World Events Team
Games Workshop
Willow Road
Lenton
Nottingham
England
NG7 2WS
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