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    Campaign Main Rules

    j-smuv
    j-smuv
    Administrator


    Join date : 2009-11-18
    Posts : 166

    The Waste Character
    Name: Ordesso Badatu
    Race: Minotaur
    Class: Fighter

    Campaign Main Rules Empty Campaign Main Rules

    Post by j-smuv 2010-01-10, 18:50

    Main Rules



    Each army contains 5000 points for the entire campaign

    l Individual games will never consist of all 5000 points. This list is simply a pool with which to generate future lists.

    l Vehicle and individual unit loadout is fixed over the course of the campaign, unless a card is played that allows a redistribution of points or gear.

    l Units have to follow minimum model number, until they are unable to do so. As the game progresses, some units will drop below this minimum. This is ok. However, like units may combine to make larger units, as long as the unit composition rules are adhered to. Once they are combined, however, they may not separate again.

    l Force organization should be adhered to in the creation of the 5000 campaign list



    Force organization, for individual battles, will be enforced unless the commander is unable to do so



    Non-troop units may occupy objectives, as long as they are not vehicles



    Destroyed friendly models, may be salvaged on a per-model basis by the winner, on the roll of a 6 on a d6.

    l All of these rolls may be forfeited to roll attempt the salvage of a single enemy vehicle or a single enemy unit’s wargear on the roll of a 6.

    l The salvaged wargear must be assigned to a specific unit.

    l The wargear shift for this unit is interchangeable from game to game, but the extra wargear is lost if the salvaging unit is destroyed.

    l All salvaged enemy vehicles and wargear fire at a -1 BS.



    Destroyed vehicle weapons, may be salvaged on a per-weapon basis by the winner, on the roll of a 3+ on a d6



    No named characters may be taken



    One Hero is required and it counts as an HQ

    • All Heroes start as a basic HQ choice, and are built according to those restrictions except for the optional powers and artifacts from the Hero Armory
    • A Hero may select up to 1 Artifact, 3 Psychic enhancements or 1 Army Power from the hero armory
    • A Hero must have a name and back-story
    • Artifacts and powers must be given names appropriate to the character and back-story
    • All Heroes are Independent Characters
    • All Heroes have the option of being Fearless for free
    • A Hero is never killed, but may be captured if they are downed and the battle is lost.

      • Hero units may be rescued through victory in a mission decided on a d3

        • 1-Firefight
        • 2-Rescue
        • 3-Kill-Team

      • Additionally, a card may be sacrificed, at random, to rescue a Hero. If the player has no cards, a rescue attempt cannot be made in this manner

    • Final ok, must be given by the GM










    Cards



    Cards add an element of surprise to the game. Each player starts with one card. Cards will be given at the end of each full scale conflict to the winner automatically, and to the loser on the roll of a 6 on a d6. Cards are given at random, and have the following rules. . .





    Gravity Bomb

    • All units under a large blast template must roll 1d6 for movement.
    • Gravity bomb is fired at BS--
    • Affected units must successfully roll their Leadership at the beginning of save to end the effects of the Gravity Bomb.






    Doomsday Device

    • Roll a d6 every turn the Doomsday Device is in play. Add the turn number to the number on the die. On the roll of a six or more, remove the device from play and every model on the table takes a Str10/- hit. Vehicles hit side armor.
    • Must have a model to represent the Doomsday Device
    • Doomsday Device may be held in reserve
    • The Doomsday Device has 13 armor all around, and may be destroyed. In the event the Doomsday Device is destroyed, every model on the table takes a Str10/- hit. Vehicles hit side armor.






    Gun Emplacement

    • Battle Cannon, Predator Cannon, Whirlwind Missile Launcher
    • Emplacements have 10 armor all around
    • Stunned, and Immobilized results count as Shaken
    • May be played at any time, before or during the game
    • Gun Emplacements are automated








    Salvaged Hardware

    · Either. . . you can re-loadout your vehicle with 100 extra points.

    · Or you can. . . roll a d6 on the following table

    o 1-tau

    o 2-eldar

    o 3-guard

    o 4-dark elder

    o 5-space marine

    o 6-opposition force



    · 1 alien vehicle weapon may be chosen to replace a weapon currently on an existing vehicle

    · Is used at a -1BS or -1WS

    · If the vehicle is destroyed roll a d6. . . on the roll of a 6 the hardware is re-salvageable for another vehicle

    · The change is permanent, once the card is played









    Fear Breeds Contempt

    • All friendly units gain twin-linked for shooting and assault phases for 1 turn
    • Played during the game








    Preliminary Bombardment

    • 2 x STR8/AP3 large blasts may be fired at unlimited range with no line of sight required
    • Used before the 1st turn, and after the enemy deployment
    • May be fired at multiple units
    • Fire at BS--






    Survival of the Fittest

    • Surviving troops/heavy/fast attack/elite choice may be used in the next full scale battle scenario at no point or force organization cost.
    • Must be at the identical strength it was at the end of the previous game
    • Must have the identical equipment it had at the end of the previous game
    • Must have documentation of the above conditions






    Scavenged Weaponry

    · Either. . . you can re-load out a non-vehicle unit using 50 extra points

    · Or you can. . . roll a d6 on the following table

    o 1-tau

    o 2-eldar

    o 3-guard

    o 4-dark elder

    o 5-space marine

    o 6-opposition force



    · Alien weapons may be chosen to replace the weapons currently on an existing unit of the same unit type

    · Unit composition rules apply

    · The weapons are used at a -1BS or -1WS

    · If the unit is destroyed roll a d6. . . on the roll of a 6 the hardware is re-salvageable for another unit

    · The change is permanent, once the card is played













    Hero Armory



    Artifacts



    3+ armor with 1-3 of the following abilities (may select abilities more than once)

    • Assault and defensive grenades 2
    • Eternal warrior 5
    • Fleet 20
    • -1 attack to enemy in base contact 10
    • +1 I 10
    • +1 BS 20
    • +1 WS 10
    • +1 S 12
    • +1 W 40
    • +1 T 25
    • +1 A 15
    • Feel No Pain 30
    • Upgrade to 2+ armor 15
    • 5+ Invulnerable Save or -1 to existing Invulnerable Save (minimum of 2+) 20
    • Move as: Jump Infantry 30
    • Move as: Bike 30
    • Move as: Jet Bike 35
    • Move as: Calvary 35
    • Infiltrate 25
    • Move Through Cover 5
    • Stealth 10
    • Damages wounding enemies 4/- 15
    • Aura Blast 4/- 25








    Weapon that is a combination of 1-3 of these abilities (may select abilities more than once)

    • Force Weapon 10 Pair 20
    • Power Fist 15 Pair 30
    • Power Weapon 5 Pair 10
    • Power Claw 10 Pair 20
    • Chain Fist 20 Pair 40
    • Flamer 5
    • Melta 10
    • Bolter or equivalent -
    • Twin-linked bolter or equivalent 5
    • Heavy flamer 15
    • Multi-melta 20
    • Heavy Weapon (as per army)
    • +1d6 attacks 35
    • Furious Charge 10
    • Hit and Run 20
    • Ignores Invulnerable save 20
    • Ignores Cover Save 20
    • Counter-Attack 15
    • Rending 20
    • Preferred Enemy 35
    • Relentless 5
    • AP 3 Shooting Attack 15
    • AP 2 Shooting Attack 25
    • AP 1 Shooting Attack 35
    • Tank Hunter 15
    • +1 Shooting Attack 15






    Psychic Powers: up to 3 of these abilities (may select the same power more than once)

    • Psychic powers are rending 20
    • Psychic powers gain pinning 15
    • 1 additional Psychic Power 5
    • Psychic powers do not count as psychic powers for purposes of resistances, but the pyscher must still take psychic tests 50
    • May use a specific psychic shooting attack twice a turn 30
    • May use psychic abilities against multiple targets 30






    Army Powers

    Ø Army Powers are taken at two points costs.

    Ø The first point cost is the initial cost of the power for the campaign army list.

    ² To be added to the base cost of the hero HQ for the initial campaign army list

    Ø The second point cost is a floating percentage of the per-battle-fielded-army.

    ² To be calculated and added to the base cost of the hero HQ for each battle

    Ø Commanders must be fielded for army powers to be in effect.





    • Gives whole army ATSKNF and Combat Tactics 125 / 5%
    • Gives whole army Preferred Enemy 225 / 10%
    • Gives whole army Counter Attack 200 / 7%
    • Gives whole army Twin-Linked with Weapon type (i.e. bolters, flamers, meltas, blast etc.) 250 / 15%
    • Vehicles and Weapon Emplacements gain +1 BS 225 / 10%
    • Vehicles +1 armor all around 225 / 10%
    • Fearless and Stubborn 175 / 5%
    • Heavy Weapons Squads gain “Tank Hunter” and +1 BS 75 / 5%
    • Gives one unit per game: Infiltrate; another one: Scout and both of these units gain Move Through Cover and Stealth 200 / 7%


    Last edited by j-smuv on 2010-01-28, 13:02; edited 2 times in total (Reason for editing : Rule Edit (1/13/9))

      Current date/time is 2024-03-28, 14:06