They come in 5 colours and each has a base attached. The number of spikes on the base represent the rank (strength) of that unit.
Imperial Units (grey):
3 Adeptus Arbites - Rank 2
3 Adeptus Custodes - Rank 4
3 Adeptus Mechanicus - Rank 2
24 Imperial Army - Rank 1 (These can turn Traitor)
12 Imperial Tank Divisions - Rank 2 (These can turn Traitor)
3 Imperial Titans - Rank 4
4 Imperial Fists Space Marines - Rank 3
4 White Scars Space Marines - Rank 3
4 Blood Angels Space Marines - Rank 3
Chaos Units (Red for Khorne, Green for Nurgle, Blue for Tzeentch, Purple for Slaanesh):
2 of each Chaos Cultists - Rank 1
2 of each Chaos Warband - Rank 2
2 of each Chaos Thunderhawk Flight - Rank 2
1 of each Chaos Titan - Rank 4
2 of each Daemon Horde - Rank 3
4
Death Guard Chaos Space Marines - Rank 3
4
World Eaters Chaos Space Marines - Rank 3
4
Emperor's Children Chaos Space Marines - Rank 3
4
Thousand Sons Chaos Space Marines - Rank 3
A unit is destroyed if the damage on it ever equals or exceeds its rank.
Eliminated units are removed from the game except for Army, Tank Division and Imperial Titans, which go back into the Imperial stockpile.
Unit Movement:
Most units have a move of 2. Exceptions are Space Marines and Tanks (3 each) and Thunderhawks (5). When executing an order that says "move" you spend movement points. It costs 1 to move from area to area, unless crossing a crevasse (the lines of flaming lava on the map) which costs 2. Units can move through friendly and neutral areas.
Flying units (Thunderhawks) can move over crevasses for 1 point and can fly over enemy/contested areas, as you would expect.
Units with the Flying Transport ability (Thunderhawks again) can carry a payload of 2 units (its rank) while moving. These transported units can be taken from the any areas the Thunderhawk starts in or moves through, unless the area contains an activation marker. It can pick up and drop off multiple times during the flight as long as the in-flight payload never exceeds 2. Payload must be unloaded at the end of the flight.
These markers have 2 sides, normal and routed. Units may not be given orders if they are in an area with one of your markers. Note, unlike Runewars, you CAN activate an area more than once, but if there's already one of your markers there you do not add a new one. Effects that move units that do not originate from an order card ignore the marker restriction unless they say otherwise. Activation markers are normally removed during the Refresh phase. Routed activation markers are flipped to the normal side when removal time comes around.
Event deck construction is done by Acts and is based on the scenario selected for the game. From the Events, 10 are used to create the Event deck; one for each event space on the Initiative Track. I'll list the Acts' events so you can plan for the possibilities.
Corruption: The Traitor has the opportunity to corrupt Imperial Army and Tank Divisions before the start of the game. This can be done a set number of times based on the selected scenario. For each corruption check, choose an Army or Tank on the main board and draw a bombardment card for it: Eagle = no; Chaos Star = Yes. If Yes the unit turns Traitor and is placed on a black base but left in the same area. Each corruption attempt must target a different unit. Cards drawn are discarded normally.
Bombardment: The Traitor opens the battle with an orbital bombardment. For each allowed bombardment, choose any unfortified area (e.g. not factories, fortresses or the palace) and declare 'reckless' or 'precise'. Draw a bombardment card and apply the results. The same area may be chosen multiple times.
Order cards: Starting order cards (they have a start symbol on them) are taken in hand, any special scenario fiddling is done, and any other orders are shuffled to create the order deck.
Posts
The order being executed instructs the attacker to choose a target area, the one that is being attacked. A legal target area must include at least one enemy unit or Hero. The order being executed also informs the attacker about the number of origin areas from which he may attack. A “Firefight” order, for example, allows the attacker to attack the target area from one area only. An origin area must be adjacent to the target area (i.e., they must share a border) and must contain at least one of the attacker’s units. If the attacker has units in the target area, it becomes an origin area automatically, but does not count against the order’s limit on the number of origin areas that may be chosen.
For battles begun by an attack order, once the attacker identifies the battle’s origin areas, he designates which units in the origin areas will engage in the battle. He also designates which Heroes in the origin areas will engage. He may engage units and Heroes freely from among those present in the origin areas, up to and including all of them. The advantage of engaging a particular unit or Hero is that doing so brings its capabilities to bear. The disadvantage is that engaged units and Heroes may be damaged or eliminated. All units and Heroes in the target area, whether belonging to the defender or attacker, become engaged automatically.
For coexistence battles, the Traitor player is always the defender and the Imperial player is always the attacker. The area of coexistence is considered both the target area and the origin area in coexistence battles. All units and Heroes in the area count as engaged.
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Flying Units Joining Battle
Drawing Combat Cards
Each player who has at least one engaged Hero also draws two cards from his Hero combat deck and adds those cards to his combat card hand. (However, if all engaged Heroes on a player’s side are wounded, only one Hero combat card is drawn. Even though Hero combat cards have a different back than regular combat cards, they function just like regular combat cards in battle, save that they are discarded to a separate discard pile when used.
Note that it is always obvious to a player’s opponent which card(s) in his hand were drawn from his Hero combat deck and which were drawn from his regular combat deck, since they have distinct backs. A player is entitled to choose or avoid cards of a given type with full knowledge of which is which when carrying out special effects such as that of the “Attrition” card, which allows a player to discard random cards from his opponent’s hand. Obviously, in a hand with mixed card backs, the selection is not entirely random.
Iterations
1) The active player plays cards or retreats: You can reveal a number of cards equal to the current iteration number. If it's not the first iteration you may retreat. You may also pass, which skips to step 6. If you have zero cards you must pass.
2) The active player carries out special effects: From the combat cards played, choose one special effect to resolve. If it has a counter cost, the defender can discard combat cards with the appropriate number of shields to cancel the effect. The active player may then choose any number of free effects to resolve (those with a '+' are free.)
3) The active player totals regular damage: Add up the strength of all the combat cards played by the attacker.
4) The passive player resists regular damage: Discard cards for their shield value. Each shield reduces regular damage by 1.
5) Acive player assigns damage: Any regular damage left is assigned to the passive player's units by the active player. If the passive player has no units remaining damage may be applied to engaged Heroes.
6) Iteration is advanced and roles switch.
Retreats
If the defender retreats, he must choose one friendly or neutral area adjacent to the target area and move all of his engaged units, and any Heroes present, there. Exception: Only flying units may retreat across a crevasse. The destination area of the retreat is marked with one of the retreating player’s routed activation markers. (If that area already had an activation marker with its activated icon face-up, simply flip it over. If that area already had a routed activation marker, don’t add a new one.) If there is no adjacent friendly or neutral area, the defender may not retreat.
If the attacker retreats, he does not move any units from their origin areas. All of those origin areas (i.e., those that contain units that were engaged when the retreat was announced) are marked with routed activation markers as described for the defender, above.
In both cases, the battle ends immediately.
Routing
End of Battle
-All of one player’s engaged units and Heroes have retreated, been eliminated, or been otherwise removed from the battle (such as by being routed).
-A new iteration would begin, but neither player has any combat cards or Hero combat cards remaining.
-The number of iterations specified on an attack order have been exhausted, or a coexistence battle exhausts eight iterations.
Any of these conditions end a battle immediately; any remaining steps or effects of the battle (save those described below), even in the current iteration, are not applied. For example, if all of a passive player’s units rout due to special effects, regular damage is not applied, because the battle ends before that step.
If battle ends and no defending units remain in the target area, the attacker may move all, some, or none of his surviving engaged units and Heroes into the target area. Otherwise, surviving engaged units and Heroes simply remain in their respective origin or target area.
When a battle ends, any unused combat cards and Hero combat cards are discarded. Finally, remember to discard (or recycle) any attack order that initiated the battle.
Fortifications - Reduce regular damage and orbital bombardment damage to the defender by 2. No effect in coexistence battles since both forces are inside. An exception is Rogal Dorn's special power. Each border segment of a fortified area can be breached, or unbreached, independently of the other borders (fort markers are simply removed if they become breached). The defender only reduces damage by 1 if any of the attackers are coming through a breach (or if there is a breach at all when bombarded) OR if a Thunderhawk Flight is engaged in the attack. If ALL attackers are attacking across a crevasse, the defender gains the benefits of a fortification.
Bombardments
-If Orbital, choose an area and declare reckless (more damage, but more likely to miss entirely) or precise. Damage caused is assigned by the bombardier and must be assigned in its entirety, including on friendly units. This damage may not be assigned to Heroes. If a breach is also caused, it is applied first thus affecting the damage absorbed by a fortification.
-If Thunderhawk, draw a card and apply the damage listed, if any, as above. Note that this is damage from a 'special effect' and is not 'regular damage' so shields on combat cards cannot absorb it and fortifications do not reduce it.
Defense Lasers - When the Traitor executes a Drop Pod or Port Landing order he identifies the area for the landing, which troops will land, then the Imperial player(s) determine how many defense lasers (they're pieces on the board) are in or adjacent to the landing area. For each inbound unit, draw a bombardment card and reference the defense laser result. A 'hit' eliminates the unit. Heroes cannot be targeted (they are not units.) Defense Lasers are destroyed when the area they are in becomes friendly to the Traitor.
Hero Reference:
Sanguinius (SN)– Add the number of Blood Angels in the same area as Sanguinius to the quantity of regular damage you inflict in each iteration of combat where you inflict regular damage (max: 2 additional dmg.)
Rogal Dorn (RD)– When supported by at least 1 unit of Imperial Fists in a battle whose target area is an unbreached fortification, all units with Dorn count as being 1 rank higher than their regular value (max: 4) for this battle.
Jaghatai Khan (JK)– When an Imperial attack order is executed and a target area identified, Khan and any White Scars in his area can move adjacent to the target area from up to 3 areas away and engage in the battle (follow same rules flying units do when they engage from a distance.)
Fabricator General (Fb)– If this Hero is attacked in an area that is already fortified, remove 1 breach token (if any) from the area's fortifications at the start of the battle. If this Hero is attacked in an area that is not fortified, add a fort marker to the area at the start of the battle. The marker persists.
Horus (HR)- Immediately after drawing combat cards at the start of battle, you may discard any number of combat cards from your hand to draw the same number of replacements. (Not Hero cards.)
Magnus the Red (MR)– When attacking and supported by Thousand Sons at the start of a battle, declare reckless or precise. Then draw 2 bombardment cards and apply 1 of them (your choice) to the target area.
Mortarion (MT)– When supported by Death Guard, Imperial units engaged against Mortarion in battle have their combat rating reduced by 1 (min: 1). This effect applies first, if other effects also affect those unit's rank. This effect can immediately eliminate units, if their dmg equals or exceeds their new rank.
Angron (AG)– When attacking and supported by World Eaters, before you draw combat cards at the start of battle, look at the top 4 cards of your combat deck. Place each card on the top or bottom of the deck in any order.
Fulgrim (FG)– When Fulgrim enters battle (att/def) supported by Emperor's Children, draw 1 bombardment card for each Imperial Army and Tank Division opposing him. On each Chaos Star result, that unit turns Traitor and moves to Fulgrim's area.
- Place an Order (1 point): Place an order from hand facedown on the strategic map.
- Execute Order from Strategic Map (1 point): Execute an order from the top of a strategic map stack.
- Execute Order from Hand (0–3 points): Execute an order from hand.
- Bury an Order (1 point): Moves a stack’s top card to the bottom of the same stack.
- Draw an Order (1 point): Draw an order from reserve or order deck.
2. Advance Initiative Marker Step: Current player’s initiative marker is advanced on initiative track.
3. Change of Initiative Step (if necessary): If current player’s initiative marker passed opponent’s marker, coexistence battles are fought and stacking limits enforced. Note that even if a change in initiative takes place the "current player" does not change until the start of a new action step.
- Coexistence battles and stacking limits:
When stacking limits are checked, all fortified areas, including the command deck of the Vengeful Spirit, can hold 3 units. Other areas hold 6.
- Event Phase: Current player draws the top event card and carries out its instructions.
- Draw Orders Phase: Starting with current player, each player (a) discards any or all orders from his hand, (b) moves any or all orders from his reserve to his hand as long as he does not exceed six cards in hand, and (c) draws new orders up to a six-card hand. (Recyclable orders go into the reserve when executed which is faceup and public knowledge. Other orders may find their way into the reserve as well.)
- Refresh Phase: The players remove activation markers showing an activation icon and then flip all routed activation markers.
Also, there will be one house rule for this game: Players CAN retreat from co-existence battles. We will be using this handy dandy Hand Tracker website, since there are a large number of cards to keep track of, so I have made an account for the Empire and Traitor sides. When people have joined I will give them access to the accounts.
If the folks that sign up are mostly new players, we will play the starting scenario. If we get mostly people that have played the game before, then we will try one of the later scenarios that throw in a few tricks. I'd like teams of 2 per each side, possibly with a mentor for each side if we have enough interest.
The board will be kept here:
Vengeful Spirit Catacombs:1 Nurgle Daemon Horde, 2 Slaanesh Warbands, 1 Tzeentch Warband
Vengeful Spirit Command Center: Horus, 2 Slaanesh Daemon Hordes, 1 Emperor's Children Space Marine unit
Defense Lasers: A, B, G, Black Ministry, Fortress of Truth, Tower of Shadows
And the strategic map here:
And the initiative track here:
Forces of Chaos:
Icerimp
Mr. Mojo Risin
Forces of the Imperium:
blahmcblah
SeGaTai
Thanks to Mordenthral for the intro wrap up, and Adam Bloom for the Hand Tracker website.
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Also with any luck we will get an advisor for each side.
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Now I am sad!
1 more person for each team, possibly a mentor, and we'll be good to go. We'll most likely be going with the introductory scenario, unless Ice gets a partner with some experience with the game.
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Oh and: down with the false emperor, long live the Warmaster!
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Fine with starting-out scenario or other ones.
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Since the Chaos team is new to the game, we'll be doing the introductory Brother vs. Brother scenario. I'll be setting up the board accordingly. I'll let you guys know when we're ready to start.
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It was on the Thirteenth Day of Secundus that the bombardment begun..."
And the game has begun! The first thing to resolve is the corruption of certain forces on the ground by Chaos. The Chaos team chooses 12 ground units, either Imperial Armies or Tank Divisions. They then draw a Bombardment card for each one. If the bombardment card shows an Eagle, the unit fights for the Emperor. If the card shows a Star, the unit changes sides and fights for Chaos. If a unit resists corruption, they may not be targeted again.
Also, if anyone has issues discerning the different icons on the map, let me know. The photos came out a bit...dark.
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First Infantry in Tower of Shadows corrupts
Second infantry in Tower of Shadows corrupts
First armor in 14 stays loyal
Second armor in 14 corrupts
Infantry in 14 corrupts
First Infantry in Damocles corrupts
Second Infantry in Damocles corrupts
Third Infantry in Damocles stays loyal
Armor in Damocles stays loyal
First armor in 29 stays loyal
Second armor in 29 stays loyal
Infantry in Citadel of Justice stays loyal
Let me know if I did that wrong.
But in the meantime, Chaos can now perform the other pre-game step: Orbital Bombardments. Chaos chooses four areas to get softened up by some artillery(At this time, though, you cannot choose a fortification, factory or the palace). Before you draw a bombardment card for each area, declare whether your strikes will be reckless or precise. After you do so, draw a card for each region(You can alternate being reckless and precise if you so choose). The first number on the card is the precise damage, the second is the reckless. If there is a B on the card, you have breached any fortification that borders that area. If there is a D, there is no effect.
EDIT: Board is up to date.
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Reckless Bombardment on 29.
Precise Bombardment on 29.
Precise Bombardment on 14.
Reckess 29 miss
Precise 29 hit. 2 damage on a Titan.
Precise 14 hit. Kill the infantry.
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