| Space Wolves - Battle Reports |
|
The Final Battle Deployment and special rules
The game is played on a 8x4' table and lasts for 6 turns. The invaders will deploy all forces within the Landing Zones, determined randomly by dice. The arachnids will deploy a force at 1.2 times of the pointage of the invaders strength. They may split their forces along both short edge of the battlefield. There are no nukes in this battle. Strategic Effects Scenario A : Arachnids win. Every Troop choice of all invading armies begin the game with only half (rounded up) of the number of models. Scenario B : Arachnids win. Both of the Plasma Bugs will enter by deepstike, but are not lost on a roll of a double one. Scenario C : Invaders win. Raschak and Johnny will join any unit. 2 Stationary chain guns that will not jam may be deployed. The chain guns have a range of 24" and a 360 degree field of vision. Each chain gun must be manned by a model in base contact, and fires with the model's BS. The chain gun is Str6 AP6 Heavy 6. Scenario D : Draw. No effects applied. Victory Conditions Invaders and Arachnids : The side that causes the most casualties, in terms of points destroyed, wins. Special Characters Johnny
Master crafted bolt pistol, power weapon, carapace armour, refractor field, meltabombs, frag and krak grenades Johnny is fearless and the unit he joins becomes fearless. Raschak
Bolt pistol, master crafted powerfist, carapace armour, refractor field, bionics, meltabombs, frag and krak grenades Raschak is fearless and the unit he joins becomes fearless. Henchman of Fabius Bile
Bolt pistol, master crafted power weapon, power armour, daemonic strength, daemonic aura, daemonic resilience The henchman must be attached to a Chaos Lord/Lieutenant, hence becoming a unit. The henchman that kills 3 different type of arachnids (genus) would be considered victorious regardless of the final result. Only one model of each genus needs to be killed in close combat by the henchman. The Chaos force withdraws its entire force if the henchman is killed. The Chaos forces is then considered lost in this battle. Inquisitor Crynos
Storm bolter, power weapon, power armour, Book of Words, frag and krak grenades Inquisitor Crynos is fearless and the unit he joins becomes fearless. Book of Words : Once in the battle, Inquisitor Crynos may perform a psychic attack on any model, even if in close combat. This psychic attack has a range of 18". Both players roll a die. The player controlling Inquisitor Crynos may force a re-roll of either dice. If the die roll for Inquisitor Crynos is lower than the enemy model, Inquisitor Crynos dies immediately. If the die roll of the enemy model is lower than Inquisitor Crynoes, the enemy model dies immediately. Plasma Bug
Claws and jaws, counts as a Monstrous Creature, have the Horror psychic power. The Plasma Bug has 3 structure points. Each result of 'destroy' reduces 1 structure point and 1 Att. All other results including 'immobilisation' are ignored. The Plasma Bug is treated as a walker. Plasma breath : flamer template Str 4 Ap2 Assault 1 Synapse creature only to itself
|
Introduction
Background Gallery Army Heroes Battle Reports Space Wolves Liber Imperialis |
|
This site is optimised for Internet Explorer 6 1024 x 768.
Warhammer 40,000 is a registered trademark of Games Workshop and no infringement of intellectual property is intended by the existence of this website. |