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Some homemade Chaos Objectives, with rules


Pigeons

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Chaos Objective Counters:

 

Wounded Chaos Marine Holding Icon of Chaos:

 

The Chaos forces will attempt to recover this powerful Icon of their Gods at all costs, but will not risk accidentally destroying it.

 

Chaos Player Rules: Any units within 6" of the objective become Fearless for as long as Chaos forces control* the objective. This has no effect on units whom are already Fearless.

 

Opposing Player Rules: Any units within 6" of the objective gain +1 to their cover save for as long as Opposing forces control the objective. If the objective is in the open and the units around it would not normally get a cover save, they still receive no cover save. However if they go to ground, their cover save is improved by +1 as normal. This means a unit going to ground in the open would receive a 5+ save, instead of the normal 6+. Units with the Stealth special rule gain an additional +1 to their cover save. This means that a unit of Rangers within 6" of this objective placed in a ruin would receive a 2+ save for as long as they control it.(In fluff terms, this represents the unwillingness of the Chaos forces to risk shooting near such a powerful and venerated icon.)

 

Small Warp Rift:

 

It is vital that the Chaos forces control this Warp Rift before the enemy can close it. The longer it remains open and the larger it becomes, the more demons the Chaos player can summon to the battle.

 

Chaos Player Rules: At the start of any one Chaos turn in which the Chaos player controls this objective, roll a D6. On a 2+, roll a D6+4. The result of this second roll is the number of lesser demons you can summon that turn. The Demons are summoned directly from the Warp Rift, with no reserve role needed. They do not scatter. Each model must be placed no more than 3" from the Warp Rift, and remain in unit coherency. Any models that would end up within 1" of an enemy model are removed from play as normal. Note: this summoning may only be done once per game.

 

Opposing Player Rules: If the Opposing Player controls this objective at any time, immediately roll a D6. On a 2+, roll a D6+4. The result of this second roll is the number of lesser demons that are destroyed and immediately removed from play from any one unit of lesser demons on the table. The non-Chaos player gets to chose which unit takes these casualties. These casualties can not be saved in any way, and can not be returned to play in any way.(In fluff terms, this represents the opponent damaging or destroying the warp rift, causing some or all of the demons on the table to lose their grip on reality and dissolve back into the Warp.)

 

Damaged Tank Turret:

 

All that remains of the tank previously attached to it, this damaged tank turret sitting in a crater is considered a vital objective by the Chaos Forces. With Chaos held Forge-worlds few and far between, every bit of equipment is precious.

 

Rules for All Players: The combination of large, heavily armored tank turret and large crater that it rests in combine to give any unit inside the crater a 4+ cover save as if they were in ruins. Going to ground increases this save to 3+, to represent ducking down in the sloping walls of the crater. Any forces within the crater can claim this save, regardless of who controls it.

 

Dead Chaos Terminator:

 

Suits of Chaos Terminator armour are even more precious than tanks, and every single greedy little grubbin in the Chaos force would love to get his hands on the suit of armor to raise his status in his warband or legion.

 

No in game bonus is applied for either side for this objective. If the mission being played with this objective in it is part of a Campaign, then a Chaos force controlling it(regardless of whether they won or lost the game), may add a single free basic Chaos Terminator(combi-weapon and power weapon), to any squad of terminators in their army in any other missions in the Campaign. Conversely, any other force may add 30 points of models and/or wargear to its army for every game remaining in the Campaign. These bonuses ARE cumulative.

 

Chaos Temple:

 

This monument to Chaos is extremely terrifying to the enemy. As they attempt to assault it they are confronted by the strung up bodies of their own dead, blasphemous symbols that nauseate and confusion, and the knee-buckling sight of walls of iron spikes and the leering maws of dozens of heavy weapons barrels.

 

Chaos Player Rules: The Temple counts as a building with AV 12 on all sides, one access point at the rear of the structure, no firing points and four operational heavy bolters(one to each facing). The Heavy Bolters may be fired at separate units, and can only be fired if there are enough gunners to man them.(For instance: a squad of three would only be able to fire three of the bolters.) Any models carrying special or heavy weapons of their own may choose to fire either their own weapon or the heavy bolter, but not both. Weapon Destroyed results on the Damage Table destroy one Heavy Bolter each. Models may be placed on and fire from the roof. This will add +1 to any damage roll against the Temple as normal. In addition; any enemy units who wish to assault the building and are not Fearless must immediately take a Leadership test at -1, as if the building had a dirge caster. If they fail this test, they may not assault the Temple that turn, and count as Pinned for the remainder of the turn.

 

Opposing Player Rules: All the same rules apply for Opposing Forces occupying the temple, with the following changes: Chaos forces assaulting the Temple do not have to take a Leadership test to assault it, and any Opposing units inside it must take a Leadership test at the start of every turn, at -1. If they fail this test they immediately disembark from the Temple and carry out a fall back move as normal.(In fluff terms this represents the terrifying nature of occupying a demon-possessed monument to Chaos that's crawling with creepy-crawly things. The opposing force just wants to leave the Temple as soon as possible!)

 

 

 

*For all purposes in these rules, any unit is considered to "control" the objective if their are no enemy units closer to the objective than your own unit/s are.(For instance, if your unit is 2" from the objective, and an enemy unit is 1" from it, the enemy is considered to be controlling it that turn.) For buildings, they control it if they are occupying it, and no enemy forces are. It does not matter if an enemy unit is within 3", this only matters at the end of the game when calculating who won. As long as your side is closer, your side "controls" it and gains the bonus's from it, if any.

 

 

 

 

 

 

 

None of these objectives are really intended to be balanced, just to be fun and interesting and add a new facet to your games. They can of course all be used in either normal or Apoc games. Let me know if you guys like them, and i'll post the rules for the 5 "neutral" Objectives when they're completed. (The idea is you split evenly between Chaos objectives for your side, and neutral ones for your opponent. so if you roll for 4 objectives, you get to deploy two of the chaos ones, and the opponent deploys two of the neutral ones.)

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my view on this.

 

a) most chaos units are fearless . so it does almost nothing for a chaos player , but buffs the enemy if he gets closed enough.

 

b)small demon squads.... they give kill points .. they arent in most chaos builds . small unit of demons arent even good for the one chaos build that does use them [chaoszilla]. for the opponent its free kills . got a unit boged down in hth or demon screening something ? not anymore . hey if you roll high enough you could hit more then one unit.

c) most cover in 5th ed is +4 anyway. also does going to the ground plus the +3 save from turret is cumulative , because if not then it isnt very special.

 

d) the good one. no matter if there are chaos guys inside or outside it always buffs only one player.. but AV12 = death in city fight or planet strike . in normal games it goes puff to a 3 melta.

 

d) Campaign only . nuff said.

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