Voila mon Idee pour un jeu narrativement.
Quand: 26 Janvier 2018
Qui: Ouro et aiolia contre Childerick et moi.
Battle on Rimenok
In a dangerous move, every warhost of Ulthwé is sent out across the galaxy, leaving the craftworld with few defences. The Seers Council states that need necessitates such daring, as the threads of fate must be twisted in many places simultaneously to avoid greater doom. Several of Ulthwé’s warhosts cross the Great Rift to enter the darkened galactic north. Upon the ice world of Rimenok they aid the beleaguered Imperial forces led by the Space Wolves and Dark Angels. The Ulthwé forces provide a distraction, allowing the humans to safely withdraw. This action preserves allies needed for future battles against Chaos.
/ Craftworld Codex, page 29 / Dark Angel Codex, page 23
The Craftworld and Space Marine forces fight as one force and share their turns. They can however be commanded by two cooperating players. Command points can be spent collectively. The Chaos player chooses a battle forged army of 2000 points. The Space Marine player chooses a battle forged army of 1000 points. The Craftworld player chooses a battle forged army of 1000 points.
The Space Marine army has been pushed back to their current position, where they plan to make a final stand. Their deployment zone should include more buildings and cover than the rest of the battlefield.
The Chaos army must be split before the battle into two roughly equal parts. The warlord is however kept separate (see “PROTECT THE WARLORD” section below). Randomly assign a deployment zone A or B to each part.
The Space Marine deploys his first unit, then the Chaos player deploys two units (one from each part). Repeat this procedure until all Space Marine and Chaos units have been deployed. Neither the Space Marine nor the Chaos player can use special deployment abilities that allow deployment of units outside of their respective deployment zones. This includes scouting abilities applied after deployment.
The Craftworld forces must be divided into three roughly equal parts before the battle starts. At the start of the first and second rounds randomly select a part of the army still in reserve that can be deployed during that round. The remaining part automatically arrives in the third round. Units can deepstrike at the end of the movement phase anywhere which is at least 9” from any Chaos unit. Alternatively they may be set up wholly within 6” of the short board edge above the Chaos deployment zone A and at least 1” from any Chaos units at the end of the movement phase.
The Chaos player has the first turn.
The battle lasts until there are no more Space Marine units on the battlefield.
PROTECT THE WARLORD
The Ulthwé seers have foreseen that the warlord of the Chaos army is going to be a character of great importance in the wars to come. His death would be a significant victory for all enemies of Chaos. For game play reasons the Chaos warlord must be deployed in and may not leave the Chaos deployment zone A.
The Ulthwé seers manage to persuade the Space Marine commanders that it will be impossible to prevent Chaos conquering the planet of Rimenok and that their remaining armies must be evacuated. At the start of the first round an 8”x8” landing area (X) is established fully within the space marine deployment zone. The exact location of the area can be chosen by the Chaos player. No scenery may be moved when establishing the landing area.
From the second round onwards before his movement phase begins the Space Marine player can evacuate any units fully within the landing area. The wound characteristics of units rescued in each turn when added together cannot exceed the value of 10. Dead models are not counted but damaged models use their starting wound value from their data sheets. Models with starting wound values above 10 cannot be evacuated. Space Marine units wholly within the landing area cannot fail moral tests.
The Chaos player is awarded two victory points for each Space Marine unit they destroy and one victory point for each Craftworld unit destroyed. The Space Marine / Craftworld player(s) are awarded two victory points for each Space Marine unit which is evacuated. The Space Marine / Craftworld player(s) are also awarded one victory point for each Chaos unit destroyed and three victory points if they destroy the Chaos player’s warlord.
You’ll have to sit on his lap
Space Marine Player Stratagem
The wound value limit for the transporter can be increased to 12 for one round (1CP).
Craftworld Player Stratagem
Use this stratagem at the start of your shooting phase when a Craftworld psyker is within 6” of the Chaos warlord. All Craftworld units who are within 6” of this psyker can target the warlord as if he weren’t a character (3CPs)
Respect my personal space
Chaos Player Stratagem
Use this stratagem at the start of the opponents turn. Units arriving from reserve this turn cannot be placed within 12” of your units (instead of 9”). (2CPs)
I can’t land there
Chaos Player Stratagem
Use this stratagem at the start of the opponents movement phase, but not before the end of the 3rd round. You may now relocate the landing area anywhere within the space marine deployment zone. The landing area must be placed so that the closest model is not a Chaos model (2CPs).