Overview: The gods of Chaos have plucked your army from this reality and whisked to an arena in the Eye of Terror. Whether you settle some millennia old rivalry or are simply here for their demented amusement, you do not know. All you know is that you are forced to do battle on landscape where the laws of reality are in constant flux.
Special Rules: Random Game Length, Random Night Fight, Spatial Shifting, Variable Terrain, Victory Points.
Random Night Fight: In this foul realm, the sun (perhaps more than one) rises and sets without warning. Sometimes it races across the sky, sometimes it stand still overhead. The first turn is played in daylight. At the start of every following turn, roll a d6. On a 4+ the sun sets. Use Night Fight rules. If the sun sets, keep rolling at the start of every turn. On a 4+, the sun comes up and you use normal rules of sight. Continue this through the game. If its light, roll to see if it gets dark and vice versa.
Spatial Shifting: In this foul realm, space and
locations warp and bend without warning. Men who found themselves leagues away
suddenly find themselves within hitting distance of the enemy. At the start of every
players turn, roll a d6 for every unit in the army. On a 1, the unit is
teleported to some other location. Roll the scatter dice and 4d6 in the center of
the table. The unit is moved as many inches as is rolled in the direction indicated
(center the unit on the spot indicated). If this takes them off the board or in base
to base contact with an enemy model, roll again. If a Hit is rolled then
use the arrow at the top of the Hit marker to determine direction. This
happens before any movement or any special rules. However, this teleportation does
not count as movement.
Units that are teleported in this way must take a Leadership test or become
Disorientated. Units that are Disorientated count as being pinned. Vehicles
must make this roll as well (see the 40K rulebook for vehicle Leadership). Note, you
must use the Leadership of the unit and no special rules apply. You may use the
leadership of a character if hes with the squad, but wargear, standards, mob check
and other special rules do not apply. Fearless units must also test.
Note, units in hand to hand can be teleported out. Roll for each unit, with
transports being separate unit. If a unit is in a transport and the vehicle is
teleported, it leaves the squad behind. Similarly, if the unit inside the transport
is teleported, the transport is now emptied. Units that have their transport
teleported away from them must make a Disorient roll as above. Vehicles transported
into Impassable Terrain are immobilized, but are able to move freely if teleported out of
that terrain in future Turns.
Variable Terrain: Gravity shifts, demonic storms, sudden growth of underbrush that twines around the legs, this hellish battlefield seems to exist solely to confound the combatants. At the start of every turn, when youre rolling for Random Night Fight, roll a d6 for Variable Terrain.
1-2: The terrain becomes easier as gravity decreases or trees become ghostly and insubstantial. All units may ignore terrain when they move as though they had jump packs (bikes, vehicles, etc. dont have to take Difficult Terrain tests). Units that can Fleet of Foot may roll 2d6 and take the highest.
3-4: Conditions return to what could be called, under the circumstances, normal. Use the regular rules of movement.
5-6: Winds carrying demonic wails whip across the battlefield, gravity suddenly doubles, or trees and underbrush reaches out to entangle combatants. Open terrain counts as Difficult Terrain (2d6 move), while any terrain normal considered Difficult is now Impassable. Units that could normally Fleet of Foot can not do so. Units that normally roll a d6 for each model (bikes, cavalry, etc), roll a d6 for the entire unit. On a 1, they are entangled instead. They may not move or assault, but may shoot. Any unit caught in terrain now Impassable, is similarly entangled. Vehicles that would be destroyed by Difficult Terrain (i.e. skimmers) are Immobilized but not destroyed. Units inside transports that are Immobilized due to Variable Terrain may not disembark. If a unit, or any part of a unit, in hand to hand in terrain that becomes Impassable are held fast. Neither side may fight, nor do they take break tests or fall back. However, these entangled units may not be charged by any other units. This rule applies even if only part of the unit is in Impassable terrain (its assumed that the demonic terrain spills over to encapsulate the entirety of the combat). Units held fast or Immobilized by the terrain remain so until the Variable Terrain changes to another type, at which point they are released at the beginning of a Turn.
Set Up
1. Roll a d6 to determine Deployment Zones. On a 1-2, divide the table into 4
table edges like a Cleanse Mission. On a 3-4, each player use long table edges, with
deployment zones being up to 12 from their table edge. On a 5-6, players
deploy in the corners of the table, half the length each way, up to 12 from the
edge. No unit may deploy within 18 of an enemy unit.
2. Each player rolls a d6. Whomever rolls higher picks which deployment zone
he wants. The loser takes the opposite table edge/side/corner.
3. Each player rolls a d6. Whomever rolls higher deploys first. Players
alternate deploying one unit at a time in the following order: HQ, Heavy Support,
Fast Attack, Elites, Troops.
4. Each player rolls a d6. Whomever rolls higher goes first.
Reserves: None.
Game Length: a random number of turns.
Line of Retreat: Units which fall back do so towards the nearest table edge of deployment zones.
Mission Objective: The Chaos gods want blood and carnage. You are here to fight and die for their enjoyment. Victory is life. Defeat is eternal toil and suffering. The player with the highest amount of Victory Points at the end of the game wins. If the difference is less than 200 Points, then the game is a draw.
copyright 2001, Corey Somavia