MEGA
Warhammer
40k “Daemon World”
Contact: Matt
(You’ll have to replace the “at” with @ and the “dot” with “.”)
New battle! Here's the Gallery for
August,2007! Read the captions for
more descriptions.
The battle is over! Check out the Gallery! Read the captions for more descriptions.
Forces:
25,136 Eldar vs. 22,879 Chaos
(not including the wall and the Defense Lance)
Highlights:
·
The Eldar Vampire
Raider jetting through the force field to drop off almost 30 Howling Banshees
and an Autarch! The Vampire took more
than four rounds of shooting from the entire Chaos side before finally being
destroyed!
·
The Phoenix Lord Karandras leaping out of the Webway
Portal dropped by the Autarch, climbing up the still-smoking ruins of the
Vampire to open a second Webway Portal deep in Chaos
territory.
·
The Harlequins,
doing so well at killing whatever they assaulted, letting themselves wide open
to be shot at in the next Chaos turn.
The Daemonettes were too intimidated to assault without the Harlequins
having been thinned down a bit first!
·
The swarm of
Eldar super-heavies, finally being able to take down the wall.
·
The Reaver titans being able to clear the field of just about
any infantry.
·
Fulgrim taking over Karandras’ mind
and forcing him to assault a unit of Bonesingers.
Conclusion:
Warp storm activity
increased, forcing both armies to withdraw from the battle.
Fulgrim released his
grip on the mind of the Eldar Phoenix Lord Karandras,
allowing the Scorpion to retreat back into the Webway
with the rest of his kin. “His body
wouldn’t survive the coming storms anyway,” thought the daemon. Even though some of his underlings were
deriving great pleasure from torturing the abandoned spirit stones, the former
Space Marine Primarch wasn’t interested in interrogating an empty suit of
armour, not when he had Slaanesh’s prize to claim.
Slithering
his way through the ruined building, Fulgrim found
the sorcerer whom had been entrusted with the Sight during the battle, but
where was the device? He reached down to
pluck the sorcerer off of his feet, but found that his hand was stayed. The sorcerer was encased in a stasis
field! Supporting his weight on his
lower arms, Fulgrim closed his eyes and unleashed the
full extent of his hyper-advanced senses.
He could sense a series of dark trails through the room; the
unmistakable stench of a group of psychic nulls! Of course!
The only thing that could slip onto this planet beneath both his and the
enemy’s senses and interact with the Sight without being overwhelmed is
something that has no psychic presence at all.
Whether it was a fool Imperial Assassin or a soulless Necrontyr, he did not know.
It did not matter, for Fulgrim was immortal,
and he had all eternity to reclaim the Sight of Morai-heg
for his masters.
<Encryption
key accepted, access granted>
Imperial
Report:
Subject:
Xenos device recovered.
My
lord;
As ordered, the strike force from the
We should arrive at the fortress in
approximately 270 sols, providing the warp travel goes as expected.
May the Emperor keep you!
Inquisitor Farif
Ordo Xenos
Next battle: Saturday, August
25th, 2007!
A
former Eldar homeworld contains an artifact of great
power; a psychic amplifier designed to grant the user tremendous insight along
the many twisting paths that the future might take. It was created in the last days before The
Fall and used only once, by a Farseer who had helped design it. Unfortunately, none of the designers
anticipated the device's worst side effect.
"The
Sight of Morai-heg" did amplify the Farseer's precognition, as expected. However, it also amplified her natural
empathy. Being a time when most of the
Eldar race were pursuing the most debauched activities, the Farseer was
overwhelmed as she felt the emotions of all the Eldar on the planet pour into
her mind, as well as seeing quite clearly their coming deaths. The Fall was inescapable by that time, and
the Farseer saw her own soul, devoured by the still-incubating god, existing as
part of She Who Thirsts for all eternity.
Feeling
the full emotions of all Eldar in the planetary vicinity increased the Farseer's presence in the warp by a factor of more than
several billion, enabling her to send out a final psychic cry across the entire
galaxy before being overwhelmed by the birth pangs of Slaanesh. It is debated amongst those Eldar who still
survive from that time if her cry was actually responsible for waking the
daemon god, thereby fulfilling The Sight of Morai-heg's
own prophecy or if it was simply a final tragedy of a cursed age.
In
the present, the twisting warp storms that surround the Eye of Terror have
abated, exposing the crone world to the material universe for the first time in
more than 10,000 years. Remote sensors
have been activated through the webway, and report
that The Sight still exists intact. It
is assumed, should it be recovered and used properly (and in isolation) by a
prepared Eldar seer, it could show the best path for the Eldar race to take in
the future.
What
is unknown is why the planet, truly consumed in the Eye of Terror for
millennia, has surfaced so complete, so untouched. Surely Slaanesh remembers the psychic wail of
that doomed Farseer, or perhaps it is looking for a reminder. Possibly it chooses to draw the Eldar into a
trap. Any mortal devotee of Slaanesh
using The Sight of Morai-heg would be able to
experience the full physical and emotional sensations of every being within lightyears, and would serve as a psychic rallying call for
all those devoted to the Prince of Pleasure across the universe.
i. Download in either Word format or PDF. Copies will be provided on the day of the game.
ii. Write down a name or description for every unit you are running. You will use this sheet to track your units during the game.
i. No point limit.
ii. Must be a legal detachment per their army rules. You can, however, feel free to present a new army list as per The Most Important Rule.
iii. All players must submit two things at least two weeks before the game:
1. Number of Detachments
2. Number of points (to within 500 points)
iv. A single player can command as many detachments as he feels will be possible, as long as all of the detachments are on the same side.
v. A single player can submit lists for detachments on both sides of the conflict.
1. The player should list a preference of which side they would like to play on.
2. The player must be comfortable with someone else using their miniatures for the detachments that they are not playing.
i. Must be fully painted (at least two colors and look OK in an army-level picture).
ii. Must be WYSIWYG.
i. VDR/Monstrosity.
1. All VDR vehicles and custom Monstrosities must be approved before the game. You must include the complete rules and a picture of the model in question.
ii. Flyers
1. Expect new Flyer rules. The current rules were designed with 4x6’ tables in mind, not taking into account the scale of this game.
iii. Super Heavy Vehicles and Gargantuan Creatures
1. New rules can be found here.
i. In an effort to make infantry-based armies still useful, a large portion of the battlefield will be using the Cityfight rules and will be difficult for super heavy vehicles to navigate.
ii. Besides the more-prevalent use of the Webway portal (see below), additional transport options for infantry will be developed.
i. Some units get extra movement. The requirements are:
1. No enemy models within 48” of the unit at any point. Scout titans and models with the “Scout” special rule may ignore this condition.
2. No difficult or dangerous terrain tests are made.
3. No shooting may be attempted.
ii. An infantry unit may move double its normal movement rate. Models using the Fleet special rule roll 2D6 and add the results together. Bikes use the Turbo Boost rule instead of Open Ground Sprint.
iii. A vehicle may move double its normal movement rate. The same restrictions apply as if it is traveling on a road. If the vehicle is actually traveling on a road, the bonus 6” movement may also be doubled.
iv. A titan may move four times its basic movement rate, although it may not be within 48” of any enemy war machines, vehicles, or Monstrous Creatures. Infantry types (Infantry, Bikes, Jump packs, etc.) may be ignored.
i. The battlefield will be subdivided by the walls of an Eldar fortress.
ii. The side with the least amount of points will deploy within the fortress.
iii. Depending upon the point discrepancy, the fortress will start the game with varying levels of defenses active.
iv. Fortress Walls
1. AV13, 20 hits.
a. One ‘hit’ is destroyed on a Glancing 6 or Penetrating 4+.
b. Skimmers cannot fly over the wall.
2. Living Metal
a. Conditional Defense. Requires the ownership of at least one Plasma Generator.
b. Is destroyed along with the pertinent wall section. Obviously.
3. Eldar Field
a. Conditional Defense. Requires the ownership of at least one Plasma Generator
b. Provides the wall with a 4+ Invulnerable Save from all shots or close combat attacks.
c. Blocks all enemy Deep Strike from occurring behind the walls. Includes Orbital Strikes, Tunnelers, Drop Pods, and Teleportation.
i. If a player has a desire to participate in this game but does not have any models that would be legal for either side, they may be eligible to act as a stand-in player for a non-played detachment. This will likely be decided on the morning of the battle.
i. Chaos Space Marines
1. Only the Mark of Slaanesh is allowed, although unmarked is OK.
2. The only Legion rules in use are the Emperor’s Children.
ii. Dark Eldar
1. We’d love to see any VDR skimmers or, even better, gargantuan creatures based on ultra-massive Talos-type constructs!
2. Why would Dark Eldar fight with chaos? This is more about a siege of an Eldar position by multiple forces intent on claiming the artifact. The ‘psychic rallying call’ uncontrollably draws every being with even the slightest taint of Slaanesh in their hearts towards the planet, and the Dark Eldar would likely be the first ones there!
iii. Lost and the Damned
iv. Daemon World
1. Rules for Daemon World armies can be found here.
v. Traitor Imperial Guard
1. Must be appropriately modeled and painted for a traitor force, although some leeway will be granted.
vi. Traitor Space Marines
1. Perhaps the ‘psychic rallying call’ was the final straw on your already corrupt-but-not-yet-fallen Space Marine commander. This will allow you to use the majority of a loyalist Space Marine force on the traitor’s side.
2. Use Codex: Space Marines with the following modifications:
a. May not use And They Shall Know No Fear. All models with this rule cost 3 points less.
b. May purchase the Mark of Chaos Undivided for 1 point or Mark of Slaanesh for 5 points. (Being +/- 2 points from normal).
c. No special characters.
d. No Chaplains.
e. No Power of the Machine Spirit, even on Land Raiders.
f. No Chapter Traits at the moment, although exceptions are possible if a convincing case can be made.
3. Please do not bring obvious pro-Imperial heraldry. It would be nice if you could convert one model to act as the chaos-tainted leader of your formerly loyal chapter.
ii. Standard Codex
iii. Ulthwe Strike Force
1. Use standard Eldar Codex with the addition of Webway Portals/Wraithgates as normal.
2. Black Guardians can be taken as Dire Avengers substituting a Warlock for an Exarch.
iv. Harlequins
1. Rules for Eldar Harlequins can be found in the new Eldar Codex.
2. An entire unit of Harlequins may be given Jetbikes for +20 points per model. The Death Jester upgrade puts his Shuriken Cannon on the Jetbike mount.
3. The Harlequin Transport, called a Venom, is purchased as if it is a Vyper using all point values and taking up a Fast Attack choice. For the purposes of this game it is simply a Vyper with the capability to transport 10 models.
4. Solitaires should use the codex entry for the Autarch.
5. The old Neural Disruptor weapon can be fielded by a Solitaire as the Callidus Assassin’s Neural Shredder at 20 points.
6. Harlequin Wraithlords may take a Distortion Cannon at +40 points. Harlequin Wraithlords use all other normal rules for Wraithlords and may only be taken if your detachment includes at least one unit of Harlequins.
v. Corsairs
1. Rules for Eldar Corsairs can be found in the new Eldar Codex to some extent. There is very little that the Corsair project brought to the table that the new codex does not cover. The only exception is Bonesingers, which are covered in the rules document.
vi. Exodites
1. Rules for Eldar Exodites can be found here.
Unit |
Rules |
#Attending |
Player |
Fulgrim, Daemon Primarch of the Emperor’s Children, special character |
Yes. |
1 |
Matt P |
Lucius the Eternal, special character Chaos Lord |
Codex: Chaos Space Marines |
1 |
Open |
Zarakynel, the Angel of Despair, special character Greater Daemon |
Yes. |
0 |
Open |
N’Kari, special character Daemon Prince |
Yes. |
0 |
Open |
Azazel, special character Daemon Prince (Fantasy Battle) |
No. |
0 |
Open |
Dechala, special character Chaos Lord (Fantasy Battle) |
No. |
0 |
Open |
Warlord Titan (Pleasurelord) |
In process |
0 |
Open |
Reaver Titan |
Yes. |
3 |
Open |
Warhound Titan |
Yes. |
3 |
Open |
Questor Titan |
Yes. |
1 |
Open |
Unit |
Rules |
#Attending |
Player |
Warlock Titan |
Yes. |
1 |
Open* |
Phantom Titan |
Yes. |
2 |
Open |
Revenant Titan, type 1 |
Yes. |
1 |
Open |
Towering Destroyer Knight |
Yes. |
1 |
Open |
Scorpion, type 1 |
Yes. |
2 |
Open |
Tempest |
Yes. |
2 |
Open |
Cobra, type 1 |
Yes. |
1 |
Open |
Void Dragon |
Yes. |
1 |
Open |
Vampire Raider |
Yes. |
1 |
Open |
Mega Distortion Cannon Defense Platform |
Yes. |
2 |
|
Pulsar Defense Platform |
Yes. |
0 |
|
Orbital Defense Lance |
Yes. |
1 |
N/A |
Eldar Fortress |
Yes (below). |
1 |
N/A |
Eldrad Ulthan, special character |
Codex: Eldar |
0 |
Open |
Jain Zar, special character |
Codex: Eldar |
0 |
Open |
Asurmen, special character |
Codex: Eldar |
0 |
Open |
Maugan Ra, special character |
Codex: Eldar |
0 |
Open |
Fuegan, special character |
Codex: Eldar |
0 |
Open |
Karandras, special character |
Codex: Eldar |
1 |
Matt J. |
Avatar of Khaine |
Codex: Eldar |
1 |
Open |
i. The player using the model marked with the * is the de-facto commander of their side.
ii. If you would like to play any of the open models, let us know and we’ll sign you up.
1. For the time being, a player may only sign up to play one Special Model supplied by the organizer. I’m sure this will change in the final two weeks before the game.
2. The player gets to choose whether to use their own Special Model or the one supplied by the organizer.
iii. If you would like to take on the responsibility of creating a new model or rule set for anything labeled “No” or “In process,” let us know. You will get first dibs on using that model in the game.
iv. All Super Heavies must be declared before hand and will be listed in the above tables.
v. Any VDR or custom models will have their information posted or linked-to in the above tables.
i. All Keepers of Secrets have Daemonic Speed (including Zarakynel).
ii. Daemon Fiends of Slaanesh from Codex: Daemon World.
iii. Sonic Carcophany. If more than 100 points of strength worth of sonic weaponry or daemons are with 12” of each other, a Warp Rift may be created instead of shooting or assaulting into close combat. The contributing models cannot be engaged in assault.
1. Strength Calculations
a. Doom Siren = strength of 4
b. Sonic Blaster = strength of 6 (Assault) or 8 (Heavy)
c. Blastmaster = strength of 10 (Assault) or 12 (Heavy)
d. Other: Rate of Fire adds 50% to the strength. Small Blast adds 50%. Large Blast adds 100%.
e. Daemons count their base strength + attacks (including Dark Eldar Talos and possessed Dreadnoughts & Defilers).
2. Warp Rift
a. Functions as a Webway Portal for the armies of Slaanesh. Place a small template in base contact with one of the contributing Slaaneshi models and leave it there for the rest of the game. Units may enter a Warp Rift portal that was deployed before the start of the turn during the movement phase, and may exit any other rift on the following turns as if they had been kept in Reserve since the beginning of the game.
b. Warp Rifts are Icons of Slaanesh.
c. Only one Warp Rift may be created per turn.
d. Creation of a second Warp Rift within 24” of a pre-existing rift causes the first to expand into a large template instead of creating the second rift. Any non-war machine or monstrosity may use a large template Warp Rift with the normal restrictions.
e. Upon creation of a Warp Rift, all Eldar (not including Dark Eldar) units within 2D6x4” of the rift must take an Instability test as if they were a daemonic unit. They roll 2D6 vs. the leadership of the unit, taking wounds for each point the roll is over the leadership by with no saves allowed. Non-attached Independent Characters roll 2D6.
iv. Drop Pods
1. Dreadclaw Assault Pods use Space Marine Drop Pod rules (except for weaponry).
i. Bonesingers.
ii. Webway Portal
1. Available to all armies in the Eldar force (one per detachment) for free. Follows all rules for the Ulthwe Strike Force Wraithgate or Dark Eldar Webway Portal.
2. Storm Serpent Vehicle Upgrade: Available as a Vehicle Upgrade to any Eldar Super Heavy tank (one per detachment). If the vehicle does not move or shoot in a turn the rear hatch may function as a Webway Portal.
3. Units may enter a Webway Portal that was deployed before the start of the turn during the movement phase, and may exit any other portal on the following turns as if they had been kept in Reserve since the beginning of the game.
4. Only Eldar Infantry, Vypers, Wraithlords, and War Walkers may use Webway Portals.
iii. Wraithgate
1. These terrain features function as Webway Portals with the addition that Eldar Tanks and Super Heavy Tanks can enter one Wraithgate during a movement phase and exit the other as if it had been kept in Reserves since the beginning of the game.
i. Please check out the galleries at Siegeworld. Some of my favorite pictures from past battles:
2. Eldar coming through the gate
3. A good titan fight at the gate
Last Modified:
10/8/2006: Lots of pictures, new Eldar Rule doc.
10/3/2006: Clarified rules on Webway Portals, Warp Rifts, and Combining Prism Cannons.
9/25/2006: Added location of event and some pictures.
8/3/2006: Added date of event.
3/3/2006: Included new rules for super heavy vehicles and gargantuan creatures. Confirmed Lucious’ rumor.
2/6/2006: Added rules for Zarakynel and Questor Titan, and Lucious’ rumor.
1/31/2006: Added rules for Sonic Carcophany, Open Ground Sprint, updated the Combining Prism Cannon rules and added links to the rules for the Eldar titans & Tempest.
1/30/2006: Initial Revision