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    Z 40k RULES HE URN

    1 Te Movement Phase 2 Te Shooting Phase 3 Te Assault Phase

    MOVEMEN PHASE

    In antry6 models must stay within 2

    Jump In antry12- move ends - difficult terrain, take Dangerous Terrain test.

    Jet Packs6 Move phase & 6 Assault phase even if dont assault.

    Bikes12 entering/moving difficult terrain - Dangerous Terrain test.

    JetbikesBegin/end move - difficult terrain, take Dangerous Terraintest. Dont end move over models/impassable terrain.

    BeastsMove like infantry.

    ArtilleryMust be one crewman per gun to allow unit to move.

    VehiclesCombat Speed - 6Cruising Speed - 6 - 12Flat Out - 12-18 - Fast Vehicles onlyRoads - 24 but nothing else-cannot shoot

    SkimmersBegin/end move - difficult/dangerous or imassable terrain,take Dangerous Terrain test. Dont end move over modelsterrain.

    WalkersAs infantry. If fail Dangerous Terrain test-immobilised.

    SquadronsRemain within 4 or abandon immobilised/stunned. Anyabandoned left behind are destroyed.

    Di cult errain test Roll 2xD6, select the highest.

    Dangerous errain test Roll 1xD6 for each model-suffers a wound on roll of 1, noarmour or cover saves allowed.

    Dangerous errain test /VehiclesCombat speed=1xD6 - Fail - vehicle halts immediately.Cruising Speed=2xD6 - take highest- 1 fail - Immobiliseddamage result, 2-6= carry on moving. If both dice roll 1 thevehicle is irretrievably bogged down/destroyed.

    HE SHOO ING PHASE

    1. Check line of sight

    2. Check range. Measure if the target is within range.3. Roll to hit. Roll a D6 for each shot fired.

    Firers BS 1 2 3 4 5

    Score to hit6 5 4 3 2Roll of 1 always misses

    Rapid Fire WeaponsMoving - Up to 12 = 2 shotsStationary - Up to 12 = 2 shots/1 shot@maximum range.Cannot assault in close combat.

    Heavy weaponsMust remain stationary to shoot

    win-linked WeaponsRe-roll the dice to hit if they miss.

    ArtilleryGuns -ArmourRating 10. Penetrating/glancing hit destroygun. Crewmen killed guns removed as well. May not run.Hit inflicted: on a 1-4 gun is hit, on a 5-6 crewman is hit.Roll to wound crewmen/penetrate gun armour separately.If Pinned, no additional protective effect on the units guns

    Gets Hot! Roll a 1 to hit, weapon overheated-make an Armour Saveor suffer a wound.

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    Pinning Take a Leadership test -1 modifier if below half strength

    BarrageDont need line of sight - roll two dice for the scatterdistance and pick the highest.

    VehiclesStationary - all weaponsCombat Speed - 1 weapon & defensiveCruising Speed - may not fire.Ordanance - stationary only-no other weapons that turn

    Fast vehiclesStationary & Combat speed- all weaponsCruising Speed - 1 weapon & defensiveFlat Out - may not fire.

    SkimmersCruising Speed/Flat Out = Obscured-5+cover save.Immobilised skimmers-crash/destroyed at Cruising orFlat Out, otherwise forced landing and immobilised.

    WalkersStationary- all weapons.Combat Speed -1 weapon.Run - may not fire-cannot assault in Assault phase.

    SquadronsFire all weaponry at a single target - cannot shoot throughmembers of their own unit

    Rending Wound roll of 6 automatically wounds as AP2.Vehicles armour penetration roll of 6 add 1xD3 to the total.

    Sniper Wound on a roll of 4+. Vehicles, roll 2D6 for armourpenetration

    MeltaRoll extra D6 to penetrate vehicles Armour Value at halfrange or under.

    LanceCount vehicle Armour Values higher than 12 as 12.

    Monstrous CreaturesCan fire up to two weapons a turn

    Jet packsMove & fire rapid fire & heavy weapons as stationary canassault after firing.

    Bike1 weapon for each rider

    PsykersMust make a Psychic test/L. Fails-No power that turn.Pass-the power may be used-must be able to see the target-cannot run and use a psychic power.On a roll of 2 or a 12-peril of the warp attack-suffers awound no saves,on a roll of 2 power still works

    4. Roll to wound.

    Toughness1 2 3 4 5 6 7 8 9 10

    1 4+ 5+ 6+ 6+ N N N N N N2 3+ 4+ 5+ 6+ 6+ N N N N N3 2+ 3+ 4+ 5+ 6+ 6+ N N N N4 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N N

    5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

    Armour penetrationRoll a D6 + weapons strength compare to Armour ValueTotal less - the shot has no effect.Total equal- the shot causes a glancing hit.Total is greater - the shot scores a penetrating hit.

    Blast Markers/ VehiclesThe centre of the Blast marker ends over the vehicleshull. The armour penetration roll is resolved against thearmour value facing the firer, using the full Strength ofthe weapon.

    Part of the marker covers the vehicles hull. The armour

    penetration roll is resolved against the armour value facingthe centre of the marker, using half the Strength of theweapon (rounding down).Ordnance Weapons and Armour Penetrationroll two D6 instead of one, and pick the highest result.

    Effects of damage results on passengersCrew Shaken-may not shoot from vehicleCrew Stunned-may not disembark or shootWeapon destroyed and Immobilised-no effectDestroyed/Wrecked-disembark & take a pinning test.Destroyed/Explodes-suffer a Strength 4 AP hit-survivorsdisembark and then take a pinning test.

    W e a p o n s

    S t r e n g

    t h

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    5. Allocate Wounds.

    6. ake Saving Trows.Armour /Cover or invulnrability Saving Rolls

    Armour piercing weapons:weapons AP value equal to or lower than the modelsarmour Save = no save at all.weapons AP value is higher = save as normal.

    Invulnerable saves:If a hit normally ignores Armour Saves, an invulnerablemodel gets to try to make a Saving throw as normal.

    Cover saving throws:Cover Type SaveHigh Grass/Crops/Bushes/HedgesFences/Railings 5+

    Logs/Pipes/Crates/Barrels/Hill crestsWoods/Jungles/Wreckage/Craters/RubbleRocks/Ruins/Walls/Buildings/TrenchesGun pits/tank traps/Emplacements/Sandbags 4+

    Wrecks/Bunkers/Fortified buildings 3+

    7. Remove casualties.

    8. Check Morale

    A unit losing 25% or more must pass a Morale check at theend of that phase, or fall back. Roll 2D6 equal to or underthe units Leadership value, = passed - higher = failed andthe unit will immediately fall back, A score of double oneon the 2D6 always indicates a unit has passed its Moralecheck, regardless of modifiers.

    Vehicles never take Morale checks for any reasonank Shock

    Morale check, with the appropriate modifier, to seewhether or not it falls back.

    Fall Back Fall back 2D6. towards the players/closest table edge.Unaffected by difficult terrain, tests for dangerous terrain

    are taken as normal. May move through friendly models, Iftheir move would end on top of friendly models, continueto move them until they are clear, placing them in basecontact with the friendly model they would have been ontop of.

    If a models Fall Back move takes it into contact withimpassable terrain, the table edge or any enemy model, thefalling back model is removed (when a unit is falling backfrom a lost combat, enemies that were locked in that fightare ignored and can be moved through). As this is workedout model by model, sometimes it may cause some of themodels in a falling back unit to be destroyed, while otherscontinue to run.

    Firing while alling backTroops who are falling back may not Go to ground andautomatically pass Pinning tests. Troops who are fallingback may continue to shoot, but are obviously moving.They may of course choose to run instead of firing, butif they do so it must be towards the closest tabled edge,subject to all the rules for Fall Back moves.

    Assaults while alling backA falling back unit may not launch assaults. A unit that

    is assaulted, or consolidated into, whilst falling back mustimmediately execute another fall back move in an attemptto avoid contact, before any assaulting or consolidatingmodels are moved. If the unit moves far enough for theenemy not to be able to reach it, it is safe. If the unit fails tomove out of reach, it is scattered and destroyed.

    Friends Falling BackIf a falling back unit moves through friendly squads, firstresolve their fall back move and then take a Morale test forevery friendly unit they moved through. If they pass, theycontinue to fight on. If they fail, they are infected by thepanic of their comrades and begin to fall back. A unit thatis already falling back or is locked in close combat does nothave to take this test.

    Jump in antryFall back 3D6, as they will always use their packs. Theymove over any terrain and models when falling back, butif they end their move in difficult terrain they will stillhave to take a Dangerous Terrain test, and if they end theirmove in impassable terrain (including other models) theyare destroyed.

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    Bikesare so fast moving, they fall back 3D6, rather than 2D6.This move is not slowed down by difficult terrain, buttreats all difficult terrain as Dangerous.

    ArtilleryIf unit does not have one crewman per remaining gunmodel and is forced to fall back, the gun models withoutcrewmen are abandoned and immediately removed. Therest of the unit then falls back as normal. If an artilleryunit is forced to fall back from close combat and the enemyis free to make a sweeping advance, then the artillery unitautomatically loses the Initiative roll and is caught anddestroyed by the victor.

    Regrouping A unit falling back can attempt to regroup by taking aRegroup test in the Movement phase just before it is itsturn to move. This is a special type of Morale test, whichfalling back units can attempt only if:1. The unit is not below half strength.2. There are no enemies within 6. When testing forregrouping, the Leadership of the falling back unit ismodified by the following factors:+1 If no enemy units are visible.+1 If the majority of the unit is inside area terrain.If the unit successfully passes its Leadership test, it stopsfalling back and regroups. The unit can immediatelymove up to 3 unaffected by difficult terrain, butdangerous terrain test are taken as normal. Once a unithas regrouped, it cannot otherwise move during thatMovement phase, but otherwise it behaves as normal. If theunit fails its Leadership test, (or cannot regroup because

    of the restrictions given above), then it must immediatelycontinue to fall back.

    ASSAUL PHASE

    1. Pick a combat.

    2. Models roll to hit, wound and take Saving throws in Initiative order.

    Number of Attacks = Number of Attacks on profile,+1 Assault Bonus: +1 Two Weapons:

    Roll to Hit

    Targets Weapon Skill1 2 3 4 5 6 7 8 9 10

    1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+4 + 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+

    Roll to wound.

    Toughness1 2 3 4 5 6 7 8 9 10

    1 4+ 5+ 6+ 6+ N N N N N N2 3+ 4+ 5+ 6+ 6+ N N N N N3 2+ 3+ 4+ 5+ 6+ 6+ N N N N4 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N N5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

    ake savesCover does not provide protection in close combat If amodel becomes a casualty before it has an opportunity toattack, then it may not strike back. When striking blowssimultaneously, you may find it more convenient to resolveone sides attacks and simply lay wounded models on theirside to remind you that they have yet to attack back.

    A t t a c

    k e r s

    W e a p o n

    S k i l l

    W e a p o n s S

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    Monstrous CreaturesIgnore Armour Saves, just like those from a power weapon.Unless otherwise specified, Monstrous Creatures roll anadditional D6 for armour penetration (2D6 + Strength)when attacking a vehicle in close combat.

    BikesAssault moves are not slowed down by difficult terrain.However, each model entering or moving through difficultterrain, or assaulting an enemy who is standing in difficultterrain or behind an obstacle, must take a DangerousTerrain test

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    ArtilleryMay not launch assaults if they still have any gun modelswith them. If they are assaulted, the fight is resolved asnormal and the enemy models roll to hit as normal againstthe crews Weapon Skill while both crew and gun modelsare engaged. If only gun models are engaged, the enemieshit the guns automatically and resolve their hits onlyagainst the gun models. Engaged crew models can of coursefight back, but the guns do not.

    Force weaponsRoll to hit and wound as normal, allowing any InvulnerableSaving throws the victim might have. The Psyker maythen take a Psychic test to use the weapons power againstany one opponent that suffered an unsaved wound by theweapon in that player turn. If the test is passed, the enemymodel suffers Instant Death, regardless of its Toughnessvalue. This power has no effect against vehicles, models

    that are immune to Instant Death and any other model thatdoes not have a Wounds value.

    Vehicles and assaultsA unit can assault a vehicle in the Assault phase. The assaultmove is conducted just the same as when assaulting otherenemy units. Individual models can only assault the facingof the vehicle they were in at the start of their assault.As normal, all engaged models will attack. Rolling to hitagainst vehicles As the vehicle has no WS, the roll to hitscore needed depends on the speed of the target.

    Armour Penetration in Close Combat Armour Penetration is worked out as normal (D6 + theStrength of the attacker). Note that this means few troopscan actually harm vehicles, as even the lightest combatvehicle has an Armour Value of 10.

    arget D6 roll neededAttacking a vehicle that is immobilised Automatic hitor was stationary in its previous turn:

    Attacking a vehicle that moved at

    Combat Speed in its previous turn 4+Attacking a vehicle that moved atCruising Speed in its previous turn 6

    Combat ResultsWhilst vehicles can be assaulted, they cannot be locked inclose combat. The vehicle and the enemy are free to simplymove away on future turns.

    GrenadesEach model using them can only make one attack, regardlessof the number of Attacks on their profile, grenades havethe following Armour Penetration:Defensive grenades 4+D6Assault grenades 5+D6Krak grenades 6+D6Melta bombs 8+2D6

    ank Shock! Declare speed - Move -If no enemy unit is reached, justmove the vehicle-no special attack takes place. Otherwiseenemy unit takes a morale check.Tank Shock cannot beattempted if friendly models are in the way. Also, TankShock cannot be attempted against enemy units that arelocked in combat.

    Death or Glory

    If a non-vehicle unit has been Tank Shock & passes its test& does not fall back, one model can attempt to destroy itrather than move out of the way they get one attack at thevehicle the attack hits automatically, against the vehiclesfront armour. If attack fails the brave (foolish) model iscrushed & removed regardless of Wounds or saves.

    Ramming Tank must move at top speed towards one enemy vehicle.It may not shoot, non-vehicle units in the way of aramming tank are Tank Shocked as normal. Both vehiclesimmediately suffer a hit against the armour side wherethe other vehicle has impacted. The Strength of the hitinflicted is calculated as follows:Each point of armour above 10 at impact point: +1Each full 3 moved by the ramming vehicle: +1Tank: +1

    Assaulting ast vehiclesNeed 6s to hit all non immobilised Fast vehicles.

    Assaulting skimmersNeed 6s to hit all non immobilised Skimmers.

    Ramming WalkersWalkers rammed by Tanks can choose-either brace-collision is resolved as normal, or Death or Glory attacksame as nonvehicle-fail-hit rear armour.

    Walkers and Assault Close combat use rules for infantry-hits scored treat asvehicle. Grenades and melta bombs score a hit on a roll of6. Immobilised and stunned walkers fight in close combatwith one less attack than normal. Shaken damage results donot affect the way a walker fights in close combat.

    Defeated walkers do not take Morale Checks.

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    3. Determine Assault Results.Most wounds = winner.

    4. Loser Checks Morale. Pass Morale check or fall back.

    On top of the normal -1 for being below half strength,Leadership extra -1 Ld for each Wound their side has lostthe combat by.

    Fail Morale check-Breaking-o and Consolidation.

    The falling back unit and the winning unit compare theirInitiative characteristic + the roll of a D6. If the winnerstotal is equal or greater falling back unit is destroyed.

    If the falling back units total is higher, they break off fromthe combat successfully. Make a Fall Back move for the

    losing unit. The winners can now consolidate.Models with assault weapons can fire them in the Shootingphase and still assault into close combat in the Assaultphase. An assault weapon can always shoot the number oftimes indicated and up to its maximum range regardless ofwhether the model using it moved or not.

    If assaulting units had to take a Difficult or DangerousTerrain test during their Assault move, all of its modelshave their Initiative lowered to 1 for that turns closecombat.

    Pile In.After the combat has been resolved, including sweepingadvances, fall backs and consolidations, models in unitsthat are locked, but which are not themselves engaged incombat, MUST move up to 6 in an attempt to contactenemy that were in the same combat and may not movein the Movement phase. If, for some reason (masscarnage usually), the Pile In moves of the combatants areinsufficient to allow them to get any models engaged, theassault comes to an end. Both sides may make Consolidation

    moves instead.

    Repeat until all combats have been resolved.

    Consolidation

    If victors are no longer locked in combat with any enemy,they may move up to D6 in any direction, not slowedby difficult terrain and do not trigger Dangerous Terraintests. The Consolidation move may be used to engageenemy in combat, but only if the enemy units are notalready locked in close combat. When a unit consolidatesinto a fresh enemy, it must try and engage the enemiesin the same way described for an assaulting unit. Theensuing combat will then be resolved in the followingturn, and treated exactly like a combat that is continuingafter a draw the consolidating unit does not get an AssaultBonus. Sometimes a losing unit will only fall back a shortdistance from a combat and it is perfectly possible for aconsolidating unit to move straight back into contact withsuch slow-footed foes (or indeed with another falling backenemy). The falling back unit will react to this in the same

    way as to a normal assault.Units locked in combat may not fire weapons in theShooting phase. Likewise, while especially twisted andsoulless commanders may wish their warriors to fireindiscriminately into the middle of close combats in thehopes of hitting the enemy, this is not permitted. WhileBlast markers and templates may not be placed such thatthey cover any models locked in combat, they may endup there after scattering and will then affect friend andfoe. Units that are locked in close combat do not have totake Morale and Pinning tests caused by shooting; theyare considered to be much too focused on fighting to beworried about being shot at!

    Units immune to Morale checks for losing a close combat,or automatically pass them. ie Fearless do not take aMorale test and will not fall back. Instead, suffer a numberof wounds on how outnumbered by the opposition: ie- 1wound 1:1 2 Wounds outnumbered 2:1 etc. Armour andInvulnerable saving throws allowed. Walkers-glancinghits instead of wounds. Walkers & Monstrous Creature =10 models. Models with more than one Wound on their

    profile count as a number of models equal to the Woundsvalue shown on their profile

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    ZONE MORTALISDeadly Close-Quarter Battles In The Labyrinths And Vaults Of The 41st Millennium

    Inside contested buildings, tangled mineworks, lightless underhives, the prison-vaults of sundered forcitadels,labyrinthine industrial sewer systems and sacred catacombs, use the Zone Mortalis rules.

    Designating Te errainAll Zone Mortalis terrain should be designated as such during the games set-up and agreed between the players. Aof Zone Mortalis terrain should have a clear boundary edge if part of a larger battlefield, and it should have clear points where units can gain access.

    Bulkhead Doors & AirlocksChambers and corridors may be sealed off by the use ofarmoured bulkhead doors and airlocks. Depending onthe mission youre playing these doors may be locked,accessible or controlled. These doors should be representedon the table and moved to show whether they are open orclosed at any given time. A closed bulkhead door blocksline of sight and assaults may not be made through them.

    Locked: A locked door is inaccessible except bydestroying it or forcing or overcoming the lock in someway. In most cases only direct force will do (althoughparticular missions will offer alternates to this). Once abulkhead door has been destroyed, remove it from play.

    Accessible: An accessible door may be either opened orclosed by the first unit that moves into contact with it in aparticular turn, allowing a unit to pass through it, or shut itbehind them. A bulkhead door may only be used once

    per turn (either opened or closed), but may be destroyedat any time.

    Controlled: In the case of a particular door or doors beingcontrolled by one side in the game (as might commonlybe the case where one side represents a force defendingthe Zone Mortalis area from an attacker), the side whichcontrols the doors treats them as accessible by their units,but units belonging to other forces treat them as beinglocked.

    Destroying Doors: Bulkhead doors and airlocks arearmoured and reinforced structures and therefore difficultto destroy. Unless noted otherwise in a scenario, allbulkhead doors and airlocks are treated as being ArmourValue 13, and require a single glancing or penetrating hitto destroy.

    Deadly GroundFighting within Zone Mortalis terrain is a dangerous andtreacherous affair, and one in which even light vehiclescan flounder or damage themselves, unexpectedly crashingthrough buckled deck plating, getting crushed beneathfalling rubble, or contacting exposed power conduits withdeadly results.Only a model that can physically fit within the space onthe tabletop can move through or into a Zone Mortalis,regardless of its type. This is a common sense distinctionwhich must be followed.In addition the following effects apply by unit type:

    Bikes, Jetbikes, Artillery and Walkers treat all difficultterrain they encounter within a Zone Mortalis as dangerousterrain as well. Should any of these use a turbo boost,they must take a Dangerous Terrain test regardless of theground they cover. This overrides any normal rules theypossess to the contrary.

    All models classed as Jump Infantry which move more than6 in the Movement phase must take a Dangerous Terraintest every time they do so.

    All other vehicles, including Skimmers, treat a ZoneMortalis as both difficult and dangerous terrain.

    Infantry, Monstrous Creatures and Beasts treat ZoneMortalis as they would any other battlefield, i.e. wherespecific areas of difficult and dangerous terrain areencountered, they are subject to their effects, otherwise theZone Mortalis is treated as clear ground.

    Wrecked vehicles are both difficult and dangerous terrainif destroyed in Zone Mortalis areas.

    Reserves And Deep Striking The rules for Reserves, Scouts and Infiltrators remainunchanged (unless otherwise stated by a specific missiondescription), but entrance and exit points are still the onlyway these units can enter the Zone Mortalis.Only units which are described as being able to teleport or

    materialise from the Warp may use the Deep Strike specialrules. Any unit that deep strikes into a bulkhead suffers aDeep Strike mishap this makes deepstriking into a ZoneMortalis a dangerous proposition!

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    ATTACKER:

    DEFENDER:

    COMBATANT: (Neither side is the speci ed Attacker or Defender)

    TROOPS

    HQ

    ELITES HEAVYSUPPORTFAST ATTACK

    TROOPS

    HQ

    ELITES HEAVYSUPPORTFAST ATTACK

    TROOPS

    HQ

    ELITES HEAVYSUPPORTFAST ATTACK

    Barrage weapons cannot be used to fire indirectly within,into, or out of Zone Mortalis areas at all; only direct firecan be used.

    Firestorm & ShrapnelThe confined spaces of the Zone Mortalis can prove to bedeath traps to the unwary and certain types of weapons havetheir effectiveness increased by the environment, whileothers become more unpredictable.Weapons with blast markers and templates may re-rollfailed rolls to wound inside the confines of a ZoneMortalis, reflecting the lethal effect of explosives, flamingliquid and shrapnel in confinement. Additionally, if aScatter roll takes a blast markers centre point into contactwith a bulkhead wall, it detonates on contact with the wall;resolve the weapons effect from this spot. The portion ofthe blast that crosses & lies beyond the wall is lost.

    Nowhere o HideUnits that break and flee from combat within the confinesof a Zone Mortalis are far more likely than in most gamesof Warhammer 40,000 to be trapped in areas where theiravenues of retreat are entirely cut off, and due to theconfusion of corridors and passageways that may surroundthem, falling back may be a particularly deadly affair.Contrary to the usual rules for falling back, immediatelyon failing a Morale test, a units first fall back move isdirectly away from the enemy, and subsequent moves aretowards the nearest exit unblocked by the presence ofenemy models. If a unit is trapped while falling back byenemy models and cannot escape, then it is destroyed.

    Blind Panic: If while falling back a unit moves through(i.e.within 1 of) another of the players own units, the unitmoved through must take an immediate Morale test or fallback themselves. Fearless units are not subject to this.

    Objectives In Zone Mortalis GamesThese are generally assumed to be treated as impassableterrain and do not block line of sight. In addition, in orderto claim or contest them an eligible unit must have a modelin base contact with the objective, unless specified in aparticular mission.

    Force SelectionForces selected for fighting in a Zone Mortalis actionshould be chosen from their codex as normal with thefollowing exceptions: Units may not select DedicatedTransport options. No unit may have a starting size greaterthan 10 models, before being joined by IndependentCharacters. Vehicles other than Walkers may not bechosen unless their models are no more than 4 wide.*

    Monstrous Creatures needing more than a 60mm roundbase may not be chosen. Note: The terrain may stillconfine you, so caveat emptor!

    AttritionAttrition is a special rule which reflects the bloody natureof a Zone Mortalis conflict and affects the conditions ofvictory. Whenever a mission result is for any reason a draw,

    then the force which suffered the least number of destroyedunits is considered the victor.

    Catastrophic Damage Buried Alive!One of the perils of battle underground or within a buildingis the risk of bringing the roof down on yourself and beingburied alive or crushed under tonnes of earth or masonry.These effects are represented in the game by theCatastrophic Damage Buried Alive! table. When thisspecial rule is in effect, every turn after the first eachplayer should roll a D6 at the beginning of the turn, addthe scores together and apply the results on the following

    chart. In addition if any ordnance weapon has been used onthe preceding turn add +1 to the total.

    Note that this special rule brings a hugely unpredictable(and enjoyably dangerous) element to your games, andshould be treated as such. This rule should not be used inconjunction with Catastrophic Damage Void Ships &Stations.

    D6 Result 2-4 Stable no effect 4-7 Look Out!8-9 Tremor 10-11 Cave-in

    12+ Quake!

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    Look Out!: The players roll off, and the winner may placea single 5 template anywhere on the table to represent asudden deadfall. Roll for scatter just as for an indirect fireweapon. Any model caught under the template suffers aStrength 5 AP 4 hit. Units with an armour value are struckon their rear armour.

    Cave-in: The players roll off, and the winner may placeD3 5 templates anywhere on the table to represent a cave-in. Roll for scatter just as for an indirect fire barrage. Anymodel caught under each template suffers a Strength 5 AP4 hit and must take a Barrage Pinning check. Units with anarmour value are struck on their rear armour.

    remor: The ground shakes dangerously, walls shiverand dust billows down in choking clouds. All clear terraincounts as difficult terrain for this turn only.

    Quake!: Every model on the table must pass a Strengthtest or be removed as a casualty. Models without a Strengthscore are automatically destroyed (buried under tonnes ofrubble or earth), and independent characters may re-rollthis test if failed. If a 12+ is rolled again, treat this as havingno effect.

    Enemy UnknownWhile the Night Fighting rules as presented in theWarhammer 40,000 rule book represent fighting in levelsof low visibility over distance, this can be nothing compared

    to the abyssal darkness of fighting deep underground orwithin the tortuous confines of a space hulk, where eventhe finest auguries and sensors may prove utterly useless.The confusion of this kind of fighting can be representedby using counters on the table to represent units outsideof visual range of the enemy rather than models, as theenemys true disposition and strength will remain unknownuntil your forces are face-to-face in battle.The use of this optional special rule requires a little morework than usual and co-operation between the players, butcan make for very nerve-wracking and exciting games.Each side requires a set of numbered counters (or blips)

    sufficient for the number of units it has in its force. Eachnumber must correspond to a particular unit within theirforce, and which this is must be noted down before thegame begins. It is these counters that are deployed rather

    than the units on the table.As the game progresses, the blip counters are moved inplace of units until they move within line of sight of an

    enemy unit or the unit engages in shooting or close combatattacks. At this time the unit is revealed and the noteshowing the number and its corresponding unit is shownto the opposing player. The counter is then replaced withthe corresponding unit, which is deployed in coherencywith its centre where the counter was when revealed. If onsubsequent turns a unit that has revealed itself passes out ofline of sight of the opposing forces models, it is once morereplaced with its corresponding numbered counter (and itsup to the enemy to remember what it was until it becomesvisible again!).Independent characters which join units do not have a blip

    counter of their own while they are with a unit, but thisfact must always be noted down to avoid confusion orchicanery!

    Reaction FireThe confined spaces of a Zone Mortalis make for deadly,close range fire-fights, where a split second reactionmay be enough to gun down an enemy rushing out fromthe darkness before death strikes you down. In order torepresent this, this special rule allows units being assaulteda chance to fire their shooting weapons when they are

    assaulted if theyre fast enough!Only units not already engaged in close combat mayattempt reaction fire.

    Only pistol, assault and rapid fire weapons may be usedfor reaction fire attacks. Heavy weapons may only be usedfor reaction fire attacks if the model carrying them has theRelentless special rule.

    A unit may only make a single reaction fire attack againstthe first unit they are assaulted by in any given turn.

    A reaction fire attack is made after an assault is declared,but before assaulting models have moved. Casualtiesresulting from reaction fire may cause an assault to fail.

    Making a Reaction Fire Attack: In order to make a reactionfire attack, the unit in question must first roll equal to orunder its majority Initiative score on a D6. If successfulit may fire its weapons at the assaulting enemy, just as itwould in the Shooting phase but at -1 BS (minimum BS1). Template weapons are used as normal if the Initiativetest is successful.A unit may not use the Counter Attack special rule if it hasused reaction fire.

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    Te Cold VoidOne of the greatest dangers of fighting aboard the titanicstar vessels of the 41st Millennium is the icy hand of thevoid itself, and while many battles will be fought behindsealed bulkheads and within pressurised sections, otherswill not, and be all the deadlier for it as a ripped suit orbroken armour seal can quickly kill or disable their victim.This special rule can also be used to represent fightingin a Zone Mortalis filled with poisonous gas, chokingindustrial fumes or extreme heat.When the Cold Void special rule is in effect, the followingapply:

    Weapons and attacks which have the Blast special rule alsonow cause pinning if they didnt already.

    All weapons and attacks with a Strength of 4 or highernow cause the Rending effect, unless their target is VoidHardened, has an armour value (AV) or has a save of 2+. Inthe case of attacks against mixed units, apply these rendingwounds to the more vulnerable targets first.

    All weapons and attacks which already have the Rendingeffect now rend on a roll of 5 or 6, unless their target isVoid Hardened, has an armour value (AV) or has a save of2+. In the case of attacks against mixed units, apply theserending wounds to the more vulnerable targets first.

    Catastrophic Damage Void Ships & StationsWhen the Catastrophic Damage special rule is in effect,

    each player should roll a D6 at the beginning of each gameturn, the results of these rolls are added together and theresults on the following table apply for this turn:

    D6 Result 2-3 Hull Quake 4-5 Power Surge6-9 No Effect 10-11 Wildfire12 Structural Collapse!

    No E ect: Although the hull creaks and moans and thedistant thunder of explosions can be heard, the effect is notstrong enough to play a part in the battle this turn.

    Power Surge: The ships energy systems go into violentspasm, blowing out lighting arrays and either plunging thearea into darkness or flooding it with a blaze of sparks.If this result is rolled then the Night Fighting rules arein effect this turn (if they were already in effect they nolonger apply this turn as a power surge unexpectedly firesup the lights).

    Bulkheads: Additionally, if they are being used,bulkheads and airlock doors may either open or shut ontheir own on a D6 roll of 5+ .

    Hull Quake: The ships hull bucks and shakes, andgravity fluctuates wildly. All clear terrain is counted asdifficult for this turn, and already existing difficult terrainis counted as both difficult and dangerous terrain for thisturn.

    Wildfre: A series of secondary explosions blanket thearea of the battle as conduits erupt in flame, and areas of thedeck plating collapse or are blown in. Divide the board intosectors as shown on the Catastrophic Damage diagram.

    Roll D6+1 to see how many explosions occur in total. Randomise the location of the explosions, rolling a D6and referring to the diagram to find the starting point (with

    the 5 or 6 indicating the centre of the table), and thenuse the Scatter dice and 3D6 to determine where each oneoccurs. Explosions which scatter off the table are assumedto be lost. Place the large blast marker on the point whereeach explosion occurs. Any unit or model caught in theblast suffers a Strength 5 AP 5 Pinning attack.

    Structural Collapse! The hull screams and shuddersbefore part of it catastrophically breaks apart, eitherblasting out air and debris into the beyond or shattering

    around the unfortunate combatants. Roll a D6 and consult the Catastrophic Damage diagramopposite to determine in what area the collapse occurs, if a5 or 6 is rolled all areas are affected equally. All models with a Toughness score in the affected areasuffer an immediate Strength 4 Rending hit, and modelswith an armour value (including special terrain and so on)suffer a glancing hit on a 4+. From this point on the ColdVoid special rules are in effect for the rest of the battle ifthey were not previously.

    56

    1 2

    3 4

    CATASTROPHIC DAMAGE DIAGRAM

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    Imperial records indicate that Pavonis is a valuable Imperial mining world, on the border of the North East SeInhabited by 500 million souls, most of the population is centered around the ore extraction mines, the procefactories and the major cities. There are 3 spaceports, a number of manufactoriums and small outlying farms to the

    It is well armed due to its proximity to the Orc world of Alsanta and its regular raids. The old and well respected Godied over three years ago and his succesor - his son (the self styled Valdro The Subjugator) is reported to have a ruthless regime. This is not normally a problem for the Imperium, however an initial Inquisitorial investigative partsent to ascertain the truth of rumours about excessive brutality, violance, disorder and possible trading with Aliensparty were never heard from again. Now Inquisitor Colm and his Imperial forces have entered the system to investig

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    PAVONIS

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    ARMY SELECTIONRoll 1 d8 On a roll of:

    1 - Necrons 2 - Eldar 3 - Blood Angels 4- Imperial Guard5 - Orcs 6 - Chaos 7 - Tau 8 - Tyranids

    The strategic map in the centre spread shows the planet of Pavonis with all important locations and terrain features.

    SELECTING BATTLE GROUNDWhen it is the players are allowed one move on the strategicmap. Movement can be done to any sector on the map. Thedistance travelled in Hexs doesnt matter as it is assumedthat the transportation network of the planet allows fastdeployment of troops. However, unless moving by air,the player must remain in Hexs he already controls unlessattacking them. Movement of troops can therefore be donein two ways:By Land: to a sector adjacent to one which is already incontrol of the player.By Air: to any sector, but this method has severaldisadvantages. This mode of movement restricts the usedunits to those which can deep strike.In this diagram the possible moves by land are shown as

    black arrows, while a possible move by air is shown in red.As mentioned above the move by air is not restricted to this,and it can go as far as the player decides.

    BATTLEAfter the battle ground has been selected, the battle can begin. This is dependent on whether the movement phase taattacking army into a sector with or without a Strategic Asset.

    STRATEGIC ASSETS

    When a player decides to conquer a Strategic Asset sector,this results in vicious street to street fighting. The battlesin the campaign make use of the Cities of Death rules. Thebasic rules are as follows:

    1. Play starts with the attacking player in a blank territoryon the edge of the map. This is determined to be as closeas possible to the compass direction from which theattacking player entered the square.

    2. Movement and attacking is the same as for the mainCampaign Map. All battles are resolved with a game of40K using the Cities of Death rules. The loser removestheir pin, and the winner then controls the territory. Ifthe game is a draw, both players remove their pin. If bothplayers have moved into the territory in the same map

    turn, then Escalation rules are used in the battle, andneither players gets the benefits listed for controllingthat territory in the game. (see below for benefits ofcontrolling specific territories)

    3. The campaign ends as soon as one side has control of thecity etc.

    4. 1xD6 - this is the force the player can pick from theArmy Lists in the appendix: 1=Force 1; 2=Force 2;3=Force 3; 4=Force 4; 5=Force 5 and 6=Allies.1D6 (1 rolls again) to randomly determine a Cities ofDeath mission,

    5. Some territories on the map have fortifications set up,represented by one to three dots on the map. If youare fighting a battle in one of these territories thatyou control (meaning you already had your pin in theterritory last turn, and a player on the other side placedtheir pin in it this turn), then you may make use of thefortifications. Each dot of fortifications grants the

    controlling player a free stratagem from the Obstaclesstratagems or the Fortifications stratagem. These arein addition to any stratagems normally allowed for thebattle.

    REGULAR TERRAINPlayers rolls 1xD6 - this is the force the player can pickfrom the Army Lists in the appendix: 1=Force 1; 2=Force 2;3=Force 3; 4=Force 4; 5=Force 5 and 6=Allies.The scenario is randomly selected from the WH40K BattleMissions book by utilising the 2D6 method.

    If the attacking player wins the battle, he takes over the

    sector and places a marker to show that it is his. If the playerloses the battle, his forces retreat from the sector and thebattle phase ends with no further actions. Losing this kindof battle counts against lost tanks etc.

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    CADIAN/LDF HQ:Gains an Imperial Guard Asset

    SQUARES:The controlling player gains a free sacred ground stratagem. Ifneither controls the location, then a building in the center ofthe table counts as sacred ground for both sides.

    BASILICA IMPERIALIS:The controlling player gains a free sacred ground stratagem. Ifneither player controls the location, then a building in thecenter of the table counts as sacred ground for both sides.

    POWER BUILDINGS:The controlling player gains a free power generatorstratagem.

    ACCOMMODATION / TRADER HOUSESEach player places D6 booby traps as described in thebooby traps stratagem. All booby traps will automaticallytrigger when any model moves through the city ruin levelor obstacle where they are located.

    GIBBET HILL / EXECUTION SQUARE:The controlling player gains the preliminary bombardmentand observation point stratagems.

    HAB BLOCKS:If a model is all on its own at the beginning of any turn,remove it from play as it is mobbed and murdered by a bandof armed scavengers. If you have all of these Hab-blocksunder your control, they are worth 8 Victory Points intotal.

    ENTRANCE GATE:Each gate section is considered to be adjacent to thecorresponding Fortification location directly to its West.The controlling player may re-roll any unsuccessful reserverolls when fighting a battle in the Sub Entrance Gate orany adjacent location.

    PALACES:The Grand Assault scenario from the Cities of Death bookis always played in this location. If a player loses control ofthe Palace, the player loses another D3 pins, which mustbe the pins of his nearest to the Palace, as well as the pinon the Palace.

    RAILHEAD DEPOTS/ TERMINUS:If you control either location, you may assault the CadianHQ and bypass the fortifications. So when fighting theImperial Army to capture the Cadian HQ, or an opponentthat alreadycontrols it, they will not get the extra stratagemsthat the fortifications would normally allow.

    WATER PURIFICATION PLANT:The controlling player gains a free sewer rats stratagem.

    When all the sectors are under one players control the gamemoves back to the main map.

    Territories on the map have the following special rules. Unless otherwise noted, all bonuses are gained only by a plaalready controls the location and only for a battle is being fought on that location. Bonus stratagems are in addition stratagems you would normally be allowed to take.

    RESTRUCTURING

    As both armies have limited resources and repairing

    machinery takes time, attrition is shown by the followingrules:

    Keep track of the forces lost in any battles. A player canrecover/repair 1 tank or squad per restructuring phase per

    strategic asset.

    EFFECTS OF STRATEGIC ASSETS

    There are three kinds of Strategic assets in the game and they all give varying bonuses.

    SPACEPORTS:Allow the player to bring/repair 1 aircraft or flyer perrestructuring phase per spaceport held by the player.

    CITY:Allow the player to bring/recuit 1 squad per restructuringphase per spaceport held by the player.

    FACTORY:Allow the player to bring/repair 1 tank etc per restructuringphase per factory held by the player.Also the player canconstruct defensive structures. every time one of his sectorsis attacked the player gets 1D3 defensive fences or gunturrets per factory controlled.

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    Infantry

    Frag Grenades; Close Combat Weapon(x7); Flak Armour; Lasgun (x6):24 Range;S3; AP-; RapidVox Caster:The first time a Renegade unit takes a Leadership test, rolla D6 and add 4. This is the squads Leadership for the rest of the game. This Leadershipcharacteristic is subject to all the usual modifiers. Vox-casters enable re-roll the secondresult must be used, even if it is lower ; Grenade Launcher (x1):Frag: 24 Range; S3;AP6; Assault 1; Blast. Krak: 24 Range; S6; AP4; Assault 1. Flamer:Template; S5; AP4;Assault 1

    Infantry

    Flak Armour; Frag Grenades; Lasgun (x3):24 Range; S3; AP-; Rapid ; Vox Caster; Flamer:Template; S5; AP4; Assault 1.Chaos Banner:renegades other than Chaos Marinesor Ogryns score one more wound when in 12 banner also re-roll failed Morale tests.

    Infantry

    Frag Grenades; Close Combat Weapon(x7); Flak Armour; Lasgun (x6):24 Range;S3; AP-; RapidVox Caster; Grenade Launcher (x1):Frag: 24 Range; S3; AP6; Assault1; Blast. Krak: 24 Range; S6; AP4; Assault1. Flamer:Template; S5; AP4; Assault 1.

    Enforcer

    Carapace Armour; Frag Grenades; Bolter:24 Range; S4; AP5; Rapid Fire Advisor;Summary Execution:Enforcer adds +1 to the Leadership characteristic of the squadleader. If Morale if failed, remove the squad leader.

    ARMY LISTS -Chaos Renegade Militia

    FORCE 2 - add the following

    Blood Brotherhood Patrol SquadEnforcer Carapace Armour; Frag Grenades; Bolter:24 Range; S4; AP5; Rapid Fire Advisor;Summary Execution:Enforcer adds +1 to the Leadership characteristic of the squadleader. If Morale if failed, remove the squad leader.

    Militia Renegade Armoured Fist SquadVeteran

    Flak Armour; Frag Grenades; Laspistol:12 Range; S3; AP-; PistolClose Combat Weapon

    Chimera/Amoured Truck

    ransport Capacity:12. Access Points:1. Fire Points:5. Heavy Bolter:36 Range; S5;AP4; Heavy 3.Searchlight; Smoke Launchers; urret Multi-Laser:36 Range; S6;AP6; Heavy 3. Amphibious:Ignores water features.

    Blood Brotherhood Renegade Militia PlatoonMilitia Company Command SquadChampion

    Carapace Armour; Frag Grenades; Re ractor eld Shotgun:12 Range; S3; AP-;Assault2.Close Combat Weapon.

    Militia Renegade Armoured Fist SquadVeteran

    Flak Armour; Frag Grenades; Laspistol:12 Range; S3; AP-; PistolClose Combat Weapon

    Chimera/Amoured Truck

    ransport Capacity:12. Access Points:1. Fire Points:5. Heavy Bolter:36 Range; S5;AP4; Heavy 3.Searchlight; Smoke Launchers; urret Multi-Laser:36 Range; S6;AP6; Heavy 3. Amphibious:Ignores water features.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 2 4 2 10 5+

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 2 4 2 10 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2 D6+4 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2 D6+4 5+

    N WS BS S T Wo I A Ld Saveo

    1 4 3 3 3 1 3 2 D6+4 5+N WS BS S T Wo I A Ld Saveo

    4 3 3 3 3 1 3 1 D6+4 5+

    N WS BS S T Wo I A Ld Saveo

    9 3 3 3 3 1 3 1 D6+4 5+

    N WS BS S T Wo I A Ld Saveo

    9 3 3 3 3 1 3 1 D6+4 5+

    Pavonis Planetary Defense ForceThe PDF follow the orders of the governer but he never knows until battle is joinedwhether his troops are true worshippers of the Chaos Gods, or are looking for the firstchance to run away or desert.

    N BS FA RA SAo

    1 3 12 10 10

    N BS FA RA SAo

    1 3 12 10 10

    FORCE 1

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    Disciples of ValdroChampion

    Carapace Armour; Frag Grenades; Bolter:24 Range; S4; AP5; Rapid Fire Advisor;Summary Execution:Enforcer adds +1 to the Leadership characteristic of the squadleader. If Morale if failed, remove the squad leader.

    Armoured Sentinel Squadron

    Extra Armor:Vehicles equipped with extra armour count Crew Stunned results onthe Vehicle Damage tables as a Crew Shaken result instead. Autocannon:48 Range;S7; AP4; Heavy 2. Plasma Cannon:36 Range; S7; AP2; Heavy 1; Blast; Gets Hot! Lascannon:48 Range; S9; AP2; Heavy 1.

    Disciples

    Frag Grenades; Close Combat Weapon(x7); Flak Armour; Lasgun (x6):24 Range;S3; AP-; Rapid.

    Searchlight:Searchlights are used where the Night Fighting rule is in effect. If a vehiclehas a searchlight, it must still use the Night Fighting rules to pick a target but, havingacquired a target, will illuminate it with the searchlight. For the rest of the Shootingphase, any other unit that fires at the illuminated unit does not use the Night Fightingspecial rule. However, a vehicle that uses a searchlight, can be targeted during thefollowing enemy turn, as if the Night Fighting rules were not in effect, as the enemycan see the searchlight.

    FORCE 3 - add the following

    N WS BS S T Wo I A Ld Saveo

    1 3 4 3 3 1 3 2 9 5+N WS BS S T Wo I A Ld Saveo

    4 3 4 3 3 1 3 1 9 5+

    N WS BS S In At FA SA RAo

    3 3 3 5 12 10 10 3 1

    MinefieldIf the Renegade player takes a minefield, he gets six minefield markers, and these can be placed anywhere on the table outside the enemys deployment zone. They are deplnormal Troops. Mines are never in reserve, they are always deployed on the tabletop at the start of a game. In the Renegade players first Shooting phase, roll to see if the mminefield or a dummy. Roll a dice for each marker. On a 4+ it is a minefield, on a 13 it is dummy and removed with no further effect on the game. If a marker is a minefield tan 8 by 4 rectangle centred on the marker. Any enemy model moving over the minefield triggers a mine on a roll of 4+, taking a Strength 6 hit with no AP value. Vehicles takStrength 6 hit against their Rear Armour value, but all Penetrating hits are treated as Glancing hits only. Due to their proximity sensors, mines will affect jump troops and skwhich move over the minefield just like other units.

    FORCE 4 - add the following

    Rogue Psyker

    Flak Armour. Close Combat Weapon. Laspistol (x4):12 Range; S3; AP-; Pistol Psychic Powers:The Rogue Psyker has one D6 random psychic power for the game.1No usable power: 2 Protection o the Gods:Used at the start of enemy Shooting phase,one squad (not a vehicle) within a 12 range gains a 6+ Invulnerable save for that Shootingphase. 3 Warp Fist:Renegade Assault phase, considered to be armed with a powerfist forthis phase.4 Psychic Lash:At the start of the Renegade Assault phase gets D3 attacks(with no bonus for charging or additional close combat weapons) at S3, ignoring armoursaves, power remains in play until next Renegade Assault phase.5 Battle Fury:RenegadeAssault phase, one friendly squad (not walker or other vehicle) within 12 gains +1 WS.Unsuccessful: the squad suffer -1 WS instead.6 Lightning Arc:Lightning Arc Range24; Str: 3; AP: 6; Heavy D6.

    (Possessed).

    Daemonic Possession:If a Rogue Psyker suffers aPerils of the Warp attack while usinga psychic power then he becomes possessed. He will now have the possesed profile. Hegains a 5+ invulnerable save and has daemonic talons (giving him the Rending specialability). Once possessed he loses all his psychic powers and any equipment.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 2 4 2 10 5+N WS BS S T Wo I A Ld Saveo

    1 4 2 4 3 1 4 3 10 5+(i)

    Hellhound

    Leman Russ Battle Tank

    N BS FA RA SAo

    1 3 12 12 10 Heavy Flamer:Template; S5; AP4; Assault 1. In erno Cannon:Template; S6; AP4; Heavy 1.

    Battle Cannon:72 Range; S8; AP3; Ordnance 1, Large Blast.Searchlight. Smoke Launchers. Heavy Flamer:Template; S5;AP4; Assault 1. Heavy Flamer Sponsons (x2):Template; S5; AP4; Assault 1. Lumbering Behemoth:Vehicle may fire its mainweapon when moving at Combat speed, but only moves 6+D6 when at Cruising speed

    Renegade Ogryn Beserkers Berserker Attack:During Close Combat - D6 for number of attacks that turn. Roll eachtime Berserker fights. The Ogryn Berserker still gains +1 attack for assaulting.On Slaught:After the Berserker has finished his attacks, roll to see if he survives thedrugs. Equal to or greater than the number of attacks rolled, the Berserker is fine and maycontinue as normal. If less - takes the number of wounds equal to the difference.

    N BS FA RA SAo

    1 3 14 10 13

    N WS BS S T Wo I A Ld Saveo

    5 4 2 6 5 3 3 D6 8 5+

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    Chaos Space MarinesAspiring Champion-Aglaeca

    Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors:1: BerserkRage. 2-5: Stable Mutation. 6: Created a Monster. Mark o Khorne. Bolter:24 Range;S4; AP5; Rapid Fire. Power Fist. Plasma Pistol:12 Range; S7; AP2; Pistol; GetsHot!

    Rhino-Samil

    Chaos Marines

    Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors. Icon o Khorne:Unit gains benefits of the Mark of Khorne. Mark o Khorne:Extra attacks. Bolt Pistol (x9):12 Range; S4; AP5; Pistol. Bolter (x7):24 Range; S4; AP5; Rapid Fire.Close Combat Weapon (x9). Flamer (x1):Template; S4; AP5; Assault 1. Heavy Bolter: 36 Range; S5; AP4; Heavy 3

    Salamander Scout Squadron

    Deathstrike Missile LauncherN BS FA RA SAo

    1 3 12 10 12

    FORCE 5 - add the following

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4/8 4 1 4/1 2/3 10 3+N WS BS S T Wo I A Ld Saveo

    9 4 4 4 4 1 4 1/3 9 3+

    N BS FA RA SAo

    1 3 11 10 11ransport Capacity:10. Access Points:3. Fire Points:1.Searchlight . Smoke Launchers. Daemonic Possession:Ignores

    shaken/stunned. BS reduced.win Linked Bolter:24 Range; S4; AP5; Rapid Fire, Linked. Repair:If a Rhino is immobilzedfor any reason, then in subsequent turns the crew can attempt a temporary repair instead of tshooting. Roll a D6 on a 6 no longeimmobilised.

    Overcharged Engines. Autocannon: 48 Range; S7; AP4; Heavy 2Searchlight . Smoke Launchers.

    Deathstrike Missile:12 to Unlimited Range; S10; AP1;Ordnance Barrage,D3+3 Blast, One Shot Only. Heavy Bolter: 36 Range; S5; AP4; Heavy 3.Smoke Launchers:Once per game.-minus ve minutes to launch...and counting:Requires acountdown to fire its main missile, see C: IG, pg. 55.

    N BS FA RA SAo

    3 3 12 10 10

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    ARMY LISTS -Imperial Guard

    FORCE 1

    FORCE 2 - add the following

    35th Cadian - Finnigans 35th The Dirty FilthThe Cadian 35th are always given the dirtiest jobs to do - hence their nickname.Commander Theudas Idumea Finnigan has a reputation, richly deserved, for doing thinghis own way. This has resulted in conflict with the inquisition on more than one occasiobut his successes on the battlefield and his borderline insanity seem to have spared him

    35th Cadian Patrol SquadCommisar Gibeon

    Flak Armour. Frag Grenades. Bolter:24 Range; S4; AP5; Rapid Fire. Power Fist: Ignores armour saves, increases strength in close combat. Summary Execution:IfMorale if failed, remove the highest Ld model, other than the Commissar, and re-rollStubborn:Ignore negative Leadership modifiers.

    Armoured Fist Squad 190Sergant Troy

    Flak Armour. Frag Grenades. Laspistol:12 Range; S3; AP-; PistolClose Combat Weapon:+1 attack in close combat.

    Company Command SquadCommander Theudas Idumea Finnigan

    Frag Grenades. Re ractor Field:5+ Invulnerable save. Laspistol:12 Range; S3; AP-;Pistol.Carapace Armour:4+ Armour Save. Power Weapon:Ignores armour saves inclose combat.Senior O cer:The Senior Officer may issue 2 orders per turn with a 12command radius: Bring it Down, Fire on my Target!, Get Back in the Fight!, First Rank,FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move!

    Astropath En-haddah

    Frag Grenades. Close Combat Weapon. Laspistol:12 Range; S3; AP-; Pistol.Carapace Armour. elepathic Relay:+1 to friendly Reserve rolls and friendly unitsmay re-roll sides when outflanking.

    Master of Ordanance Gaius

    Frag Grenades. Close Combat Weapon. Laspistol:12 Range; S3; AP-; Pistol.Carapace Armour. Artillery Bombardment:Shooting Attack: Unlimited Range; S9;AP3; Ordnance Barrage 1.

    Chimera-Sepulchra

    ransport Capacity:12. Access Points:1. Fire Points:5. Heavy Bolter:36 Range;S5; AP4; Heavy 3.Searchlight. Smoke Launchers. urret Multi-Laser:36 Range;S6; AP6; Heavy 3. Amphibious: Ignores water features. Mobile Command Vehicle:Embarked Officers may still issue orders

    Infantry

    Frag Grenades:Models with these do not suffer the initiative penalty for assaultingenemies through cover.Close Combat Weapon (x7):If used with another close combatweapon, +1 attack in close combat. Flak Armour:Confers a 5+ Armour Save. Lasgun(x6): 24 Range; S3; AP-; RapidVox Caster:If an officer is attempting to issue an orderto a friendly unit and both the officers Command Squad and the chosen unit contain amodel with a vox caster, the Leadership test to see if the order has been understood can bere-rolled if failed.Sniper Rife (x1):36 Range; SX; AP6; Heavy 1; Sniper; Pinning

    Bodyguard

    Frag Grenades. Close Combat Weapon. Laspistol:12 Range; S3; AP-; PistolCarapace Armour. Look out - Arghh!:Bodyguards take the first Wounds against theCompany Officer.

    Squad 306

    Frag Grenades. Close Combat Weapon (x4). Lasgun (x3):24 Range; S3; AP-; Rapid. Carapace Armour. Medi-pack:While alive, the squad has Feel No Pain. Regimental Standard:+1 additional wound for purposes of close combat results. Any friendly unitswithin 12 re-roll failed Morale and Pinning tests.Vox Caster:If an officer is attemptingto issue an order to a friendly unit and both the officers Command Squad and the chosenunit contain a model with a vox caster, the Leadership test to see if the order has beenunderstood can be re-rolled if failed.Heavy Flamer:Template; S5; AP4; Assault 1.

    Officer of the Fleet Mephaath

    Frag Grenades. Close Combat Weapon. Laspistol:12 Range; S3; AP-; Pistol. Carapace Armour. Intercept Reserves:-1 to enemy Reserve rolls and enemy units canbe made to re-roll sides when outflanking.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3/6 3 1 3/1 2 9 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2/3 8 5+N WS BS S T Wo I A Ld Saveo

    9 3 3 3 3 1 3 1 7 5+

    N BS FA RA SAo

    1 3 12 10 10

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 3 3 3/4 9 4+N WS BS S T Wo I A Ld Saveo

    2 4 4 3 3 1 3 2/3 7 4+

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4 1 2 1 10 4+N WS BS S T Wo I A Ld Save

    o

    4 3 4 3 3 1 3 1 7 4+

    N WS BS S T Wo I A Ld Saveo

    1 3 4 3 3 1 3 1/2 7 4+

    N WS BS S T Wo I A Ld Saveo

    1 3 4 3 3 1 3 1/2 7 4+

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    Arvus Lighterransport cap:12.Orbital Lander. Armoured Cockpit:Ignore crew shaken crew stunned or pilot stunned.Cha /Flare

    Launcher:Reroll Immobilised damage roll. Illum FlareN BS FA RA SAo

    1 3 10 10 10

    Infantry Platoon Squad AlphaPlatoon Command Squad 409

    Lieutenant Lysanias

    Flak Armour. Frag Grenades. Close Combat Weapon. Bolt Pistol:12 Range; S4;AP5; Pistol. Junior O cer:The Junior Officer may issue 1 order per turn with a 6command radius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move!Move!

    Infantry Squad 265Sergant Rhodes

    Flak Armour. Frag Grenades. Laspistol:12 Range; S3; AP-; Pistol.Close Combat Weapon.

    Heavy Weapons Team

    Mortar (x1):48 Range; S4; AP6; Heavy 1, Blast, Barrage. Frag Grenades. CloseCombat Weapon (x1). Flak Armour. Lasgun (x1):24 Range; S3; AP-; Rapid

    Infantry Squad 812Sergeant Festus

    Flak Armour. Frag Grenades. Laspistol:12 Range; S3; AP-; Pistol.Close Combat Weapon.

    Heavy Weapons Team

    Heavy Bolter:36 Range; S5; AP4; Heavy 3. Frag Grenades. Close Combat Weapon(x1). Flak Armour. Lasgun (x1):24 Range; S3; AP-; Rapid

    Infantry Platoon Squad BetaPlatoon Command Squad 707Lieutenant Thomas Paris

    Flak Armour. Frag Grenades. Close Combat Weapon. Bolt Pistol:12 Range; S4; AP5;Pistol. Junior O cer:The Junior Officer may issue 1 order per turn with a 6 commandradius: First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move!

    Salamander Scout

    ransport Capacity:12. Access Points:1. Fire Points:1.Overcharged Engines:Fast. Autocannon:48 Range; S7; AP4; Heavy 2Searchlight . Smoke Launchers.

    Infantry Squad 409

    Flak Armour. Frag Grenades. Close Combat Weapon (x4). Lasgun (x3):24 Range;S3; AP-; Rapid. Medi-pack. Platoon Standard. Vox Caster. Heavy Flamer:Template;S5; AP4; Assault 1

    Infantry

    Frag Grenades. Close Combat Weapon(x7). Flak Armour. Lasgun (x6):24 Range;S3; AP-; RapidVox Caster. Flamer (x1):Template; S4; AP5; Assault 1

    Infantry

    Frag Grenades. Close Combat Weapon(x7). Flak Armour. Lasgun (x6):24 Range;S3; AP-; Rapid.Vox Caster. Grenade Launcher (x1):Frag: 24 Range; S3; AP6; Assault1; Blast. Krak: 24 Range; S6; AP4; Assault

    Infantry Squad 707

    Flak Armour. Frag Grenades. Close Combat Weapon (x4). Lasgun (x3):24 Range;S3; AP-; Rapid. Medi-pack. Platoon Standard. Vox Caster. Meltagun (x1):12 Range;S:8; AP1; Assault 1; Melta

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 1 3 2/3 8 5+N WS BS S T Wo I A Ld Saveo

    4 3 3 3 3 1 3 1 7 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2/3 8 5+N WS BS S T Wo I A Ld Saveo

    7 3 3 3 3 1 3 1 7 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 2 3 2 7 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2/3 8 5+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 2 3 2 7 5+

    N WS BS S T Wo I A Ld Saveo

    7 3 3 3 3 1 3 1 7 5+

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 1 3 2/3 8 5+N WS BS S T Wo I A Ld Saveo

    4 3 3 3 3 1 3 1 7 5+

    N BS FA RA SAo

    1 3 12 10 10

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    Armoured Fist Squad 541Sergeant Jones

    Flak Armour:Confers a 5+ Armour Save. Frag Grenades:Models with these do notsuffer the initiative penalty for assaulting enemies through cover. Laspistol:12 Range;S3; AP-; PistolClose Combat Weapon:If used with another close combat weapon, +1

    attack in close combat.

    Chimera-Mortis

    Infantry

    Frag Grenades. Close Combat Weapon (x7). Flak Armour. Lasgun (x6):24 Range;S3; AP-; Rapid.Vox Caster. Plasmagun(x1):24 Range; S7; AP2; Rapid Fire: GetsHot!

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2/3 8 5+N WS BS S T Wo I A Ld Saveo

    7 3 3 3 3 1 3 1 7 5+

    N BS FA RA SAo

    1 3 12 10 10

    FORCE 3 - add the following

    ransport Capacity:12. Access Points:1. Fire Points:5. Heavy Bolter:36 Range; S5; AP4; Heavy 3.Searchlight. Smoke Launchers. urret Multi-Laser:36 Range; S6; AP6; Heavy 3. Amphibious. Mobile Command Vehicle.

    Inquisitorial Investigative TeamInquisitor Colm

    Sanctuary. Banishment, Hammerhand:doubles base strength Weapons. AnointedWeapon.Arti cer Armor . Concecrated Scrolls. Emperors arot. Holy Relic. Master Cra ted Weapon. Purity Seals. Re ractor Field. Sacred Incense. argeter. Unguentso Warding.

    RetinueFamiliar

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol.

    Rino - Honourer

    ransport Capacity:10. Access Points:3. Fire Points:1Smoke Launchers: Storm Bolter:24 Range; S4; AP5; Assault 2. Treated as an additionaldefensive weapon. Repair:If a Rhino is immobilzed for any reason, then in subsequentturns the crew can attempt a temporary repair instead of the vehcile shooting. Roll a D6in the Shooting phase, and on a 6 the vehicle is no longer immobilzed.

    Hierophant Priest

    Close Combat Weapon:If used with another close combat weapon, +1 attack in close Flak Armour. Close Combat Weapon. Frag Grenades. Rosarius:Confers a 4+

    Invulnerable save.Shotgun:12 Range; S3; AP-; Assault 2. Righteous Fury:The Priestand his unit may re-roll to hit when charging.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 3 3 3 4 3 10 3+

    N WS BS S T Wo I A Ld Saveo

    2 3 3 3 3 1 3 1 8 6+N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 2 7 5+

    N BS FA RA SAo

    1 4 11 10 11

    Acolyte

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol.

    Autosavant

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol.

    Death Cult Assassin

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol. Fearless. In ltrate. Invulnerable Save

    Warrior

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol.

    Mystic

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol.

    Eversor Assassin

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Laspistol:12 Range; S3; AP-; Pistol. Fearless. In ltrate. Invulnerable Save Exitus Rife:36 Range; hits0n2+ wounds on4+; AP2 Sniper rifle.

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 1 8 6+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 1 8 6+

    N WS BS S T Wo I A Ld Saveo

    2 5 4 4 3 2 5 2 8 5+N WS BS S T Wo I A Ld Saveo

    1 5 5 4 4 2 5 3 10 4+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 1 8 6+

    N WS BS S T Wo I A Ld Saveo

    1 3 3 3 3 1 3 1 8 6+

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    Ratling Squad

    HellHound Squadron

    Thunderer - Honorum

    Ogryn SquadBoneed Gur-baal

    Bulky:Models take two spaces in transports. Furious Charge:Add +1 to strength andinitiative, conditions apply.Stubborn:Ignore negative Leadership modifiers.

    Armoured Sentinel Squadron

    Destroyer Tank Hunter - Gloriam

    Ogryns

    Flak Armour. Frag Grenades. Ripper Gun:12 Range; S5; AP Assault 3.

    Extra Armor:Crew Stunned = Crew Shaken result instead. Autocannon:48 Range;S7; AP4; Heavy 2. Plasma Cannon:36 Range; S7; AP2; Heavy 1; Blast; Gets Hot! Lascannon:48 Range; S9; AP2; Heavy 1.Searchlight.

    FORCE 5 - add the following

    N WS BS S T Wo I A Ld Saveo

    1 4 3 5 5 3 2 4 7 5+N WS BS S T Wo I A Ld Saveo

    2 4 3 5 3 2 3 3 6 5+

    N BS FA RA SAo

    3 3 12 10 12

    N BS FA RA SAo

    1 3 14 10 13 Laser Destroyer:72 Range; S10; AP2; OrdnanceSearchlight: Smoke Launchers:Once per game. Dozer Blade:

    Heavy Flamer:Template; S5; AP4; Assault 1. In erno Cannon:Template; S6; AP4; Heavy 1.

    Demolisher Siege Cannon:24 Range; S10; AP2; Ordnance 1, Large Blast.Searchlight. Smoke Launchers:Once per game,

    Flak Armour. Laspistol (x6):12 Range; S3; AP-; Pistol.Sniper Rife (x6):36 Range;SX; AP6; Heavy 1; Sniper; Pinning. In ltrate:Deploy last within 12 or 18.Stealth: Improve cover save by +1.

    N WS BS S T Wo I A Ld Saveo

    6 2 4 2 2 1 4 1 6 5+

    N WS BS S In At FA SA RAo

    3 3 3 5 3 1 12 10 10

    N BS FA RA SAo

    1 3 14 10 13

    FORCE 4 - add the following

    Leman Russ Battle Tank Extermus Lascannon:48 Range; S9; AP2; Heavy 1.

    Heavy Bolter Sponsons (x2):36 Range; S5; AP4; Heavy 3

    Leman Russ Demolisher Metallus Demolisher Siege Cannon:24 Range; S10; AP2; Ordnance 1, Large Blast. Lascannon:48 Range; S9; AP2; Heavy 1 Multi-melta Sponsons (x2):24 Range; S8; AP1; Heavy 1; Melta.

    Storm Trooper Squad 005Storm Trooper Sergeant Chittem

    Carapace Armour. Close Combat Weapon. Frag Grenades. Hot-shot Laspistol (x1):6 Range; S3; AP3; Pistol. Krak Grenades:One attack with 6+D6 AP . Power Weapon:Ignores armour saves in close combat.Special Operations:Before deploymentselect one of the following Doctrines for the unit: Airborne Assault, Behind EnemyLines or Reconnaissance.

    Valkyrie Assault Carrier

    Storm Troopers

    Carapace Armour. Frag Grenades. Krak Grenades. Close Combat Weapon(x9). Hot-shot Lasgun (x7):18 Range; S3; AP3; Rapid Fire. Flamer (x1):Template; S4;AP5; Assault 1Grenade Launcher (x1):Frag: 24 Range; S3; AP6; Assault 1; Blast.Krak: 24 Range; S6; AP4; Assault 1.

    N WS BS S T Wo I A Ld Saveo

    1 3 4 3 3 1 3 2/3 8 4+N WS BS S T Wo I A Ld Saveo

    9 3 4 3 3 1 3 1/2 7 4+

    N BS FA RA SAo

    1 3 12 10 12 Deep Strike:Unit may arrive by Deep Strike.Grav Chute Insertion:Special passenger deployment.Scouts:May move at the startof the battle before the first turn,ransport Capacity:12 Models. Extra Armor:Vehicles equipped with extra armour Crew Stunned= Crew Shaken result instead.Searchlight. Multilaser:36 Range; S6; AP6; Heavy 3. Hellstrike Missiles (x2):72 Range; S8; AP3;Ordnance 1, One Shot Only. Heavy Bolter Sponsons (x2):36 Range; S5; AP4; Heavy 3

    Leman Russ Squadron

    Leman Russ Battle Tank Imperius - Commander Zeruiah Battle Cannon:72 Range; S8; AP3; Ordnance 1, Large Blast.Searchlight. Smoke Launchers. Heavy Flamer:Template; S5; AP4; Assault 1. Heavy Flamer Sponsons(x2):Template; S5; AP4; Assault 1. Dozer Blade:Vehicles equipped with dozer bladescan re-roll a failed Difficult Terrain. Lumbering Behemoth:Vehicle may fire its mainweapon when moving at Combat speed, but only moves 6+D6 when at Cruising speed

    N BS FA RA SAo

    3 3 14 10 13

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    ARMY LISTS -Chaos Marines

    FORCE 1

    FORCE 2 - add the following

    Ravana-azazel The Ravaners WarbandDaemon Prince-Ravana-azazel the Ravaner also known as the Tyrant of Amaziah is a special mission for Abaddon to locate and retrive a precious lost artifact. He is usingthe Orc warlord to distract the Inquisition whilst he achives his goal - the arrival of theBlood Angels has seriously cramped his style.

    Chaos Search PatrolChaos Sorcerer - Nukpana

    Frag Grenades. Krak Grenades. Familiar:Additional psychic powers. Mark o zeentch:Invunerable save. Bolt Pistol (x1):12 Range; S4; AP5; Pistol. Force Weapon

    (x1):Ignores armour saves in close combat. If a model takes a wound but is not killed,make a psychic test; if you pass, it dies. Use against one model per combat round. Independent Character. Sorcerer:A Sorcerer is a psyker and must have one psychicpower. Doombolt:18 Range; S4; AP3; Assault 3.Warptime:Re-roll all rolls to hit andwound.Wind o Chaos:Any models partially/fully under template are wounded on a4+, vehicles take a glancing hit on a 4+ .

    Chaos Space MarinesAspiring Champion-Aglaeca

    Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors:1: BerserkRage. 2-5: Stable Mutation. 6: Created a Monster. Mark o Khorne. Bolter:24 Range;S4; AP5; Rapid Fire. Power Fist. Plasma Pistol:12 Range; S7; AP2; Pistol; GetsHot!

    Daemon Prince-Ravana-azazel

    Khorne BerzerkersSkull Champion-Chernobog

    Frag Grenades: Krak Grenades: Power Armour:Confers a 3+ Armour Save. Marko Khorne:Extra attacks. Power Weapon:Ignores armour saves in close combat. Plasma Pistol:12 Range; S7; AP2; Pistol; Gets Hot! Fearless:Automatically pass all moraletests, Furious Charge:Add +1 to strength and initiative.

    Rhino-Samil

    ransport Capacity:10. Access Points:3. Fire Points:1. Searchlight . Smoke Launchers. Daemonic Possession:Ignores shaken/stunned. BS reduced.win Linked Bolter:24 Range; S4; AP5; Rapid Fire, Linked. Repair:If a Rhino is immobilzed forany reason, then in subsequent turns the crew can attempt a temporary repair instead oftshooting. Roll a D6 on a 6 no longer immobilised.

    Chaos Marines

    Frag Grenades. Krak Grenades. Power Armour. Enhanced Warriors. Icon o Khorne:Unit gains benefits of the Mark of Khorne. Mark o Khorne:Extra attacks. Bolt Pistol (x9):12 Range; S4; AP5; Pistol. Bolter (x7):24 Range; S4; AP5; Rapid Fire.Close Combat Weapon (x9). Flamer (x1):Template; S4; AP5; Assault 1. Heavy Bolter: 36 Range; S5; AP4; Heavy 3

    Monstrous Creature.1) Have Move Through Cover. 2) Fire two weapons per turn andhave Relentless. 3) Close combat wounds ignore Armour Saves. 4) Armour penetration2D6+Str. Mark o Khorne:Extra attacks.Close Combat Weapon:If used with anotherclose combat weapon, +1 attack in close combat.. Eternal Warrior:Immune to InstantDeath. Fearless:Automatically pass all morale tests.

    Khorne Berzerkers

    Frag Grenades: Krak Grenades: Power Armour:Confers a 3+ Armour Save. Markof Khorne: Extra attacks. Bolt Pistol (x10):12 Range; S4; AP5; Pistol.Close Combat Weapon (x10):If used with another close combat weapon, +1 attack in close combat. Fearless:Automatically pass all morale tests. Furious Charge:Add +1 to strength andinitiative.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4/8 4 1 4/1 2/3 10 3+N WS BS S T Wo I A Ld Saveo

    9 4 4 4 4 1 4 1/3 9 3+

    N BS FA RA SAo

    1 3 11 10 11N WS BS S T Wo I A Ld Saveo

    1 5 5 4 4 3 5 3/4 10 3/5+

    N WS BS S T Wo I A Ld Saveo

    1 7 5 6 5 4 5 4/5 10 3/5+

    N WS BS S T Wo I A Ld Saveo

    1 5 4 4 4 1 4 3/4 10 3+N WS BS S T Wo I A Ld Saveo

    10 5 4 4 4 1 4 2/3 9 3+

    FORCE 3 - add the followingFabius Bile

    erminator Armour. Needler (x1):18 Range; S D62+; AP6; Assault 3.N WS BS S T Wo I A Ld Saveo

    1 4 4 5 4 3 4 5 10 3+Chaos TerminatorsTerminator Champion-Osvaldus

    erminator Armour:Confers a 2+ Armour save and a 5+ Invulnerable save. Power Weapon (x1). Combi-melta (x1): Bolter:24 Range; S4; AP5; Rapid Fire. Melta:12Range; S8; AP1; Assault 1; Melta; One shot.

    Chaos Terminators

    erminator Armour. Deep Strike:Unit may arrive by Deep Strike. win Linked Bolter (x1):24 Range; S4; AP5; Rapid Fire, Linked.Lightning Claw (x1):Ignoresarmour saves in close combat. Re-roll failed to wound rolls. +1 Attacks in close combat. Power Fist (x1):Ignores armour saves, increases strength in close combat.Reaper Autocannon (x1):36 Range; S7; AP4; Heavy 2; Linked. Chain Fist (x1):Ignoresarmour saves, strikes last, doubles strength, 2D6 + strength for AP.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4 1 4 3 10 2/5+N WS BS S T Wo I A Ld Saveo

    9 4 4 4 4 1 4 2 10 2/5+

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    RaptorsAspiring Champion

    Jump In antry. Frag Grenades. Krak Grenades: Melta Bombs: Lightning Claws(pair): Ignores armour saves in close combat. Re-roll failed to wound rolls. +1 Attacksin close combat.

    Havoks

    Greater DeamonBlood Thirster

    ChosenAspiring Champion-Mukesh

    Wings:Move like jumpack infantry. Frag Grenades: Krak Grenades: Power Armour: Bolt Pistol (x1):12 Range; S4; AP5; Pistol. Bolter (x1):24 Range; S4; AP5; Rapid Fire. Lightning Claw: Ignores armour saves in close combat. Re-roll failed to wound rolls.+1 Attacks in close combat.. Infltrate: Deploy last within 12 or 18.

    Chaos BikersTrazael Biker Champion

    Frag Grenades. Krak Grenades. Power Armour. Bolt Pistol: 12 Range; S4; AP5;Pistol. Close Combat Weapon. Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire,Linked.

    Defiler

    Raptors

    Jump In antry. Krak Grenades. Power Armour. Bolt Pistol (x5):12 Range; S4; AP5;Pistol. Close Combat Weapon (x5):+1 attack in close combat.Flamer (x1): Template;S4; AP5; Assault 1.Deep Strike: Unit may arrive by Deep Strike

    Heavy Bolter (x1): 36 Range; S5; AP4; Heavy 3. Lascannon (x1): 48 Range; S9;AP2; Heavy 1. Missile Launcher (x1):Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak:48 Range; S8; AP3; Heavy 1. Multi-Melta (x1): 24 Range; S8; AP1; Heavy 1; Melta. Auto-cannon (x1): 28 Range; S7; AP4; Heavy 2. Power Fist. Deep Strike. Fearless:Automatically pass all morale tests.

    Monstrous Creature. Fearless. 4+ Invulnerable save

    Chosen

    Frag Grenades. Krak Grenades. Power Armour. Bolt Pistol (x1): 12 Range; S4;AP5; Pistol. Bolter (x1):24 Range; S4; AP5; Rapid Fire. Lightning Claw: Ignoresarmour saves in close combat. Re-roll failed to wound rolls. +1 Attacks in close combat.. Infltrate: Deploy last within 12 or 18.

    Bikers

    Frag Grenades. Krak Grenades. Bolt Pistol: 12 Range; S4; AP5; Pistol.CloseCombat Weapon: If used with another close combat weapon, +1 attack in close combat.Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire, Linked.

    Daemonic Possession: Ignores shaken/stunned. BS reduced.Searchlight. Smoke Launchers. 2x Dreadnought CCWs:Strength 10; Ignores armour saves in close combat. Battle Cannon: 72 Range; S8; AP3; Ordnance 1, Large Blast. Reaper Autocannon:36Range; S7; AP4; Heavy 2; Linked. Twin Linked Heavy Flamer: Template; S5; AP4;Assault 1; Reroll wounds.Fleet: May assault in the same turn as running.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 5 4 1 4 2/3 10 3+

    N WS BS S T Wo I A Ld Saveo

    5 4 4 4 4 1 4 1 9 3+

    N WS BS S T Wo I A Ld Saveo

    5 4 4 5 4 1 4 1/2 9 3+

    FORCE 4 - add the following

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4 1 4 2 10 3+N WS BS S T Wo I A Ld Saveo

    4 4 4 4 4 1 4 1/2 10 3+

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4/5 1 4 2/3 10 3+N WS BS S T Wo I A Ld Saveo

    3 4 4 4 4/5 1 4 1/2 9 3+

    N WS BS S In At FA SA RAo

    1 3 3 6/10 3 3 12 12 10

    N WS BS S T Wo I A Ld Saveo

    1 9 - 8 6 4 4 5 10 3/4+

    FORCE 5 - add the followingDreadnought Capritine

    Chaos Space Marines

    Chaos Space Marines

    Summoned Lesser DaemonsBloodletters

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Fearless:Automatically pass all morale tests.

    N WS BS S In At FA SA RAo

    1 4 4 6/10 4 2 12 12 10

    Searchlight. Smoke Launchers. Extra Armor: Vehicles equipped with extra armourcount Crew Stunned results on the Vehicle Damage tables as a Crew Shaken resultinstead. Dreadnought CCW : Strength 10; Ignores armour saves in close combat..Twin Linked Bolter: 24 Range; S4; AP5; Rapid Fire, Linked. Plasma Cannon: 36 Range;S7; AP2; Heavy 1; Blast; Gets Hot!.Crazed: 1 - Fire Frenzy. 2 to 5 - Sane. 6 - BloodRage.

    Frag Grenades. Krak Grenades. Power Armour. Chaos Glory: Re-roll failed moralechecks. Bolt Pistol (x10):12 Range; S4; AP5; Pistol.Bolter (x8):24 Range; S4; AP5;Rapid Fire.Close Combat Weapon (x10):If used with another close combat weapon, +1attack in close combat.Meltagun (x1): 12 Range; S8; AP1; Assault 1; Melta. Missile Launcher: Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1.

    Frag Grenades. Krak Grenades. Power Armour. Chaos Glory: Re-roll failed moralechecks. Bolt Pistol (x10):12 Range; S4; AP5; Pistol.Bolter (x8):24 Range; S4; AP5;Rapid Fire.Close Combat Weapon (x10):If used with another close combat weapon, +1attack in close combat.Meltagun (x1): 12 Range; S8; AP1; Assault 1; Melta.Missile Launcher: Frag: 48 Range; S4; AP6; Heavy 1; Blast. Krak: 48 Range; S8; AP3; Heavy 1.

    Deamonettes

    Close Combat Weapon:If used with another close combat weapon, +1 attack in closecombat. Fearless:Automatically pass all morale tests.

    N WS BS S T Wo I A Ld Saveo

    10 4 4 4 4 1 4 1/2 9 3+

    N WS BS S T Wo I A Ld Saveo

    10 4 4 4 4 1 4 1/2 9 3+

    N WS BS S T Wo I A Ld Saveo

    5 4 - 4 4 1 4 2 10 -/5+N WS BS S T Wo I A Ld Saveo

    5 4 - 4 4 1 4 2 10 -/5+

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    ARMY LISTS -Space Marines

    FORCE 1

    The Blood Angels Third CompanyThe Blood Angels have arrived at Pavonis in answer to Inquisitor Colm request for aid luckily they were in the vacinity.

    The Red Thirst: After forces have been deployed, but before any Scout moves are taken and the first turn begins, roll a D6 for each unit in your army that has this special rule (units left in reserve). On a score of 1, one or more members of the squad have succumbed to the Red Thirst and the entire squad is treated as having the Furious Charge and Fespecial rules instead of the And They Shall Know No Fear special rule for the duration of the game.

    Scout Squad AchaicusSergeant Achaicus

    Frag Grenades. Krak Grenades. Scout Armour:Confers a 4+ Armour Save.Combi- Plasmagun (x1):24 Range; S4; AP5; Rapid Fire (Bolter) 24 Range; S7; AP2; RapidFire; Gets Hot! (Plasmagun - once per battle)

    Scouts

    Frag Grenades. Krak Grenades:One attack with 6+D6 AP.Scout Armour. In ltrate:Deploy last within 12 or 18,Move Trough Cover:Roll an additional D6when moving through cover,Scouts:May move at the start of the battle before the firstturn.Sniper Rife (x4):36 Range; SX; AP6; Heavy 1; Sniper; Pinning

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4 1 4 2 9 4+N WS BS S T Wo I A Ld Saveo

    9 4 4 4 4 1 4 1 8 4+

    FORCE 2 - add the followingCaptain Machiui

    And Tey Shall Know No Fear:Automatically pass morale tests, can test if under50%, conditions apply. Frag Grenades. Krak Grenades. Iron Halo:Confers a 4+Invulnerable save. Power Armour:Confers a 3+ Armour Save. Bolt Pistol:12 Range;S4; AP5; Pistol. Power Sword (x1):Ignores armour saves in close combat.

    N WS BS S T Wo I A Ld Saveo

    1 6 5 4 4 3 5 3/4 10 3+

    Blood Angels Scouting PartyLexicanum Calistarius Independent Character: Psyker:Psykers can use one psychic power per player turn: Blood Boil:This power is a psychic shooting attack that hits automatically an enemy

    unit within 12. One model in that unit suffers a wound with no armour saves allowed.The victem of Blood Boil is chosen by your opponent, unless the total of the dice rolledfor the psychic test is 5 or less.Te Sanguine Sword:This power is used at the startof either players Assault phase. The Librarians close combat attacks are made at S10. Psychic Hood:Allows Librarian to nullify Psychic attacks by opponent. Force Weapon: Ignores armour saves in close combat. If a model takes a wound but is not killed, make apsychic test; if you pass, it dies. Use against one model per combat round.

    N WS BS S T Wo I A Ld Saveo

    1 5 4 4 4 2 4 2 10 2/5+

    Captain Machiuis Honour GuardBlood Champion Silvianus

    Frag Grenades. Krak Grenades. Power Armour. Power Weapon. Power Sword (x1):Ignores armour saves in close combat.Storm Shield (x1):3+ Invulnerable Save.

    Guard

    Sanguinary Novitiate

    Blood Chalice:All firendly units within 6 are subject to the Furious Charge and FeelNo Pain special rules.Frag Grenades. Krak Grenades. Power Armour. Bolt Pistol:12 Range; S4; AP5; Pistol.Chainsword:+1 attack in close combat. Feel No Pain:Ifwounded on a D6 roll of 4+ may ignore the wound. Furious Charge:Add +1 to strengthand initiative.

    Frag Grenades. Krak Grenades. Power Armour. Power Sword. Storm Bolter (x1):24 Range; S4; AP5; Assault 2.Company Standard:All friendly units within 12 of thestandard bearer re-rolls failed Morale and Pinning tests. In addition, while the standardbearer is still alive, the unit counts as scoring one extra wound in close combat for thepurposes of calculating the assault result.

    N WS BS S T Wo I A Ld Saveo

    1 5 4 4 4 1 4 2/3 9 3+N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4 1 4 2/3 9 3+

    N WS BS S T Wo I A Ld Saveo

    3 4 4 4 4 1 4 2 9 3+

    Tactical Squad InnocentiusSergeant Innocentius

    Frag Grenades. Krak Grenades. Power Armour. Chainsword. Power Fist (x1):Ignores armour saves, increases strength in close combat. And Tey Shall Know No Fear. Combat Squads:A ten-man unit has the option of breaking down into two five-man squads.

    Rhino-Arminumicum

    Troops

    Frag Grenades. Krak Grenades. Power Armour. Bolter (x7):24 Range; S4; AP5;Rapid Fire. Flamer:Template; S4; AP5; Assault 1. Missile Launcher: Frag:48 Range;S4; AP6; Heavy 1; Blast. Krak:48 Range; S8; AP3; Heavy 1.

    N WS BS S T Wo I A Ld Saveo

    1 4 4 4 4 1 4/1 2 9 3+N WS BS S T Wo I A Ld Saveo

    9 4 4 4 4 1 4 1 8 3+

    N BS FA RA SAo

    1 4 11 10 11ransport Capacity:10. Access Points:3. Fire Points:1

    Smoke Launchers: Storm Bolter:24 Range; S4; AP5; Assault 2. Treated as an additional defensive weapon. Repair:If a Rhino isimmobilzed for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehcile shooting. Roa D6 in the Shotting phase, and on a 6 the vehicle is no longer immobilzed.

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    Death Company LemartesLemartes, Guardian of the Lost

    Jump Pack:Jump Infantry. Frag Grenades. Krak Grenades. Power Armour. Rosarius:Confers a 4+ Invulnerable save. Blood Crozius:A master-crafted powerweapon allows the bearer to re-roll one failed roll to hit per player turn when using

    the weapon. Ignores armour saves in close combat. Bolt Pistol:12 Range; S4; AP5;Pistol. Black Rage. Descent o Angels. Fearless. Feel No Pain. Furious Charge. Fury Unbound:If Lemartes suffers an unsaved wound, but is not slain, his Strengthand Attacks both immediately increase to 5. Liturgies o Blood:On a turn in whichthis model assaults, he and all models in a squad he is joined can re-roll failed rolls to hit.Models in a Death Company can also re-roll failed rolls To Wound. Rage. Relentless.

    Rhino- Severius

    Death CompanyTroops

    Frag Grenades. Krak Grenades. Power Armour. Chainsword:+1 attack in closecombat. Bolter:24 Range; S4; AP5; Rapid Fire. Black Rage:Rage USR. The DeathCompany never counts as a scoring unit. Fearless. Feel No Pain. Furious Charge:

    Add +1 to strength and initiative. Rage:In the Movement phase move as fast as possibletowards the enemy, may choose to Run in the shooting phase, in the Assault phase mustconsolidate towards the enemy. Relentless:Count as stationary when firing rapid/heavyweapons. Jump In antry. Descent o Angels:A Blood Angels unit with this specialrule can re-roll failed reserve rolls if arriving by Deep Strike. Also, it scatters D6 less. Fearless:Automatically pass all morale tests.

    N WS BS S T Wo I A Ld Saveo

    1 5 4 4 4 2 6 2/3 10 3/4+N WS BS S T Wo I A Ld Saveo

    9 5 4 4 4 1 4 2/3 8 3+

    N BS FA RA SAo

    1 4 11 10 11ransport Capacity:10 models. Access Points: 3. Fire Points: 1.Smoke Launchers. Storm Bolter:24 Range; S4; AP5; Assault

    2. Treated as an additional defensive weapon. Repair:If a Rhino is immobilzed for any reason, then in subsequent turns the crewcan attempt a temporary repair instead of the vehcile shooting. Roll a D6 in the Shotting phase, and on a 6 the vehicle is no longeimmobilzed.

    Terminator Squad-LorenzoSergeant Lorenzo

    erminator Armour:Confers a 2+ Armour save and a 5+ Invulnerable save. Power Sword:Ignores armour saves in close combat.Storm Bolter:24 Range; S4; AP5;Assault 2

    Land Raider-Mortici

    Terminators

    erminator Armour. Power Fist (x2): Ignores armour saves, increases strength in closecombat.Storm Bolter (x3):24 Range; S4; AP5; Assault 2.Chain Fist (x1):Ignoresarmour saves, strikes last, doubles strength, 2D6 + strength for AP. Assault Cannon: 24 Range; S6;