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[FG]
HUNT
Hunting is a popular sport on a Daemon World, and capturing the prey alive makes it even more rewarding..

SETUP: Put out  3 ambush blips per player, plus 5 random blips per player. 

SPECIAL: When an ambush blip is revealed, roll a white die and add 1: place that many ambushing beasts! 
ENEMY M A H Melee Notes
Beast 8t 1 2 OOOO+2  W Stealth.  Cornered.  Lowly.
Stealth: A beast may hide for free if they don't attack. 
Cornered: Beasts add +1 to their melee when defending!  (they do NOT parry). 
Pips: hits on a beast earn chaos pips as normal. 

SPECIAL: CAPTURE.  Beasts must be KOed to be captured.  Whoever KOs them gets the credit- they do not need to be carried. 

GOAL: Earn o worth of gold for each beast captured. 

(Game ends when all blips are resolved). 
 

[F]
RAZE
Local Renegade activity can be reduced by destroying their hideouts...

SETUP:  Place lots of buildings- at least 2 per warband.  Place 3 blips per warband anywhere but inside a building.  Clearly establish which terrain counts as a building (and is thus eligible for destruction). 

SPECIAL: BUILDINGS.  The typical building should have armor 2, 7 hits (indicate any that have different values due to massive size, composition, etc.)
DAMAGING BUILDINGS.  You may damage a building by shooting it.   Pistol and Basic weapons will do a maximum of 1 point of damage per shot.  Remember that area and line effect weapons add +1 to their rolls.  You may also damage a building by meleeing it from the inside (roll vs. armor).  Melee attacks will do a maximum of 2 points of damage per attack.
COLLAPSE.  Any buildings that have 1 hit left will take an additional 1 white die of damage at the end of each turn, and may collapse as a result!  (last band to attack it gets credit for destruction).  Once all the hits are gone, the building will immediately collapse- anyone inside or adjacent will take OO vs. armor (stun).  Any hits taken from the collapse are credited to the last band to damage the building for the purpose of earning pips!
SURPRISE INSIDE:  Once a building is knocked down, immediately place 3 random blips on the rubble.

GOAL: Earn 3 chaos pips for each building destroyed.
GOAL: Collect goods from the ruins.

(Battle ends when all buildings destroyed and all blips resolved).

[G]
CROSSROAD
You've found a burial ground in enemy territory that is rich with chaos-rich charnel, but you'll have to cross your enemy's path to get it out...

SETUP: Place 6 random blips per player.  Treat all bogus blips as CHARNEL.  If the table isn't square, start on any board edge that faces across the short width of the table.

SPECIAL: You must drop your Charnel off the board edge OPPOSITE the one you started on. 

GOAL: Each charnel you get off the opposite board edge is worth 1 white die of exp. in addition to any gold earned. 

(Game ends when all blips are resolved). 
 

[EFG]
STRONGHOLD
A stronghold of renegades has been discovered deep in the wastes, under the leadership of a powerful renegade Sorceror.  Warbands that can capture the renegades could persuade them to join, and the Sorceror could be a good source of Warpstone if captured...

SETUP:   Place plenty of high ground.  Place 5 blips per player,  at least 6" away from the nearest board edge.

SPECIAL:  Treat bogus blips as ambushers.  All ambush blips at ground level are Chaos Spawn. 
The first ambush blip found above ground level and at least 8" away from a board edge is the Sorceror
All other ambush blips are renegades:  Place o+1 renegades (on a roll of 3, place a Raptor instead). 
 
ENEMY M A H Melee Ranged
Sorceror 8F 2 2+P OOOOO+1 RO W Lightning: OOO * S  Zap.  Stealth. Ambush. 
Raptor 8F 2 1 OOOOOO R W (X) Plasma Pistol: OO W (X) 8" Line
SORCEROR:  Flies.  Armor 2, plus a force field.  Hits=2, +1 for each warband in play.   Zap: any models killed by a lightning attack are sent into the warp instead (as per Trap blip). Stealth:  May hide for free, once per turn.  Ambush: may ambush each time he is revealed!  H 

CAPTURE: If you can KO or CONTROL a model, treat them as captured.  Remove captured model from the board unless noted below. 

GOAL: Hits on the Sorceror are worth DOUBLE pips. 
GOAL:  Place o Warpstone for killing, or o+1 Warpstone for capturing the Sorceror (place next to the Sorceror)
GOAL:  +o Fame for each renegade captured (in addition to fame earned for pips).  Earn o+1 Fame for capturing the Sorceror. 
GOAL:  For each Raptor killed or captured, you may spend an action next to the body to check it: earn o Gold.  Remove the body once checked or at the end of your turn (can't be checked once body is removed).

(Battle ends when all blips and renegades are resolved).

[EF]
POSESSED
A bleak wasteland is inhabited by daemon spirits banished to the warp.  All they need is to find new hosts...

SETUP:  Place 6 blips per player anywhere on the board.  Get a pile of zombie, marine and spawn models ready too....

AMBUSH: Ambushers are Undead Marines (see below for stats). 
WARPSTONE: If Chaos spawn is rolled for warpstone, use a Dark Spawn instead (see below for stats). 

SPECIAL: DEAD BODIES.  When a model (not a daemon) is killed or KOed, leave them on the board, face down, even enemy models!  If the body is not destroyed, it may become posessed during the enemy turn!  To destroy a body, one of your troops (not a daemon) must spend an action adjacent to the body.   Models equipped with the following weapon types: Flamer, Plasma, Melta- may automatically destroy all adjacent bodies for free, once per turn (they must roll once for fail / ration checks though).  NOTE: Daemons never turn into dead bodies- they turn immaterial when killed or KOed and are removed from the board. 

WEAKENED HOST: At the start of the "enemy" turn, roll a red die for all WOUNDED models to represent their struggle with daemon spirits. 0=FEND OFF: Nothing happens.  1= LAPSE: If there is a model within 3" of the wounded, whether friend or foe, they will shoot it or move and melee it, and won't pull back in melee!  2= SUCCUMB:  Model dies!  Place face down (daemons are simply removed.). 3= POSESSED:  Model is removed (treat as killed), replaced (as noted below).  NOTE: Daemons are susceptible to Lapse and Posessed results! 

UNDEAD HOST: At the start of the "enemy" turn, roll a red die for all DEAD BODIES on the board.  0= INVIOLATE: Remove from the board. 1= RESISTANT:  Leave on board, check again next turn. 2-3 = POSESSED: Model is removed, replaced (see below). 

POSESSION CHART 
To use the chart, find the best match to the dead model under Source, and use the corresponding Result. 
SOURCE RESULT M A H Melee Ranged / Notes
Magus / Daemon / Leader Dark Spawn 8 2 2 OOOO+2 RO W Warp Blast: OO S  FT
Space Marine Undead Marine 6 2 1 OOOO+1 R KScythe Dark Bolt Pistol: oo+1 K X Snap
Cultist / Slave / Beastman Meat Puppet 6 0 1 OO W Mob Wound on a tie.
UNDEAD.  All the resultant  models are treated as undead: they will ignore W, KO results! 

GOAL: If any of your forces are wounded but survive the game, earn +1 Experience.
(Battle ends when all blips resolved).

[E]
WARPSTORM
Violent warp storms send burning chunks of warpstone raining down from the sky above...

SETUP:  Place 8 blips per player anywhere on the board.

SPECIAL: DUST STORM: When firing at targets over 1" away, subtract 1 from your die roll.  FLYING is prohibited this game! 

WIND: At the end of each warband's turn, roll a deviation die to tetermine WIND DIRECTION.   If you can get next to cover such that you are downwind of the cover, or can get inside a building, you may add 1 to your armor vs. wind. Ambushers ignore wind!   For each model in that warband, roll  2 White dice- if greater than your armor, move the model their base move -3"  in the direction of the wind (as KB, even vs. models that ignore KB).  Any models blown off a board edge are treated as KOed. 

HAIL: Any time you find a Bogus, Trap, or Warpstone blip, remove the blip from play and roll a Red Die +1,  vs. armor. (add +1 to your armor if under a bridge, roof, catwalk, etc).   Graze = stun.  Any damage greater than a stun is treated as IN THE WARP instead (see TRAP rules for details). 
--On a roll of 3+, you've been hit by a piece of Wyrdstone!  Place a Wyrdstone blip there for anyone to pick up (providing they can get to it...) 

HOARD:  Charnel blips are accompanied by an AMBUSH also (as Ambush blip).  This includes the possibility of models coming out of the warp! 

GOAL: All charnel is worth at least 1 gold.
GOAL: Earn warpstone as normal.

(Battle ends when all blips resolved).


 
[EFG]
FIRESTORM
Daemonic fire is tearing through the Charnel Houses.  Can you collect the goods before they are burned to a crisp?

SETUP:  Place as many large buildings as possible.  It's very important to know whether you are inside a building or not, so clear this up before starting!  (For example, if buildings are based up, being on the base can count as being in).  Pull out all the bogus blips, then  make a pile of at least 4 blips per building, and mix in one bogus blip per pile.  Place the blips in their buildings.  Large buildings should have more blips than small ones, but no more than 7 blips per building please!

SPECIAL:  DARKNESS.  Due to the thick smoke, the entire board is treated as in Darkness (as cover).

BOGUS: Do not remove bogus blips when found- leave them face up as potential exits (see Ambush below).
HAZARDS: All hazards will only affect the revealer, and are then removed.
TRAP: CUT OFF. You are trapped inside the building!  You may not leave the building unless you are touching a bogus blip (exit).

AMBUSH: FIRE SPAWN.  Use the stats below.  A fire spawn will not leave the building it is discovered in.  It will melee the closest model in the building in an attempt to trap them inside (by stunning them).    If  it cannot melee any models, it will shoot at the nearest model instead.  Note that they have 0 hits- this means any graze will kill them (assuming you get past their armor or melee...)
 
ENEMY M A H Melee Ranged
Fire Spawn 6 3 0 OOO+3  S   Kill= Stun OO W FT Burn   Fail= Explode (kills user).
IMPERVIOUS: Flame, Melta, Plasma weapons are at -1 against Fire Spawn.

SMOKE AND FIRE:  At the end of each turn, roll a red die and a white die for each model inside a building:
The white die is SMOKE-- it ignores armor and stuns on a graze.
The red die is FIRE- it goes against armor and wounds on a graze.  RED HOT: Models with 2+ armor  will take a wound on a tie!

GOAL: To clear a building, reveal the last blip in the building.  Earn 1 Exp. for every 2 buildings cleared (round up). 
GOAL: Each Charnel blip collected is worth a minimum of 1 gold.

(Game ends when all blips resolved).

[EF]
DARKNESS
Darkness comes over the chaos wastes.  The paths dissapear.  And then the night hunters come...

SETUP: Place 7 blips per player, in places likely to be an exit off the board.  Make sure at least 1 bogus blip is in there.  Make a set of Lottery tokens. Cardboard chits work well- take two and write a "1" on them, another two with "2" on them, etc. until you have enough to give each player 2 unique numbers.  Take all the  tokens that have numbers matching all those held by players  and put them in a box to draw upon later. Use what you like for your ambushers (they don't need to be  tough to be a threat), but make sure you have a LOT of models whatever they are.  Renegades are a good choice, or try beasts (below).
ENEMY M A H Melee Notes
Beast 8t 1 2 OOOO+2  W Hits on a beast earn chaos pips as normal

SPECIAL: DARKNESS.   All models are treated as having cover, even if out in the open.

LET ME OUT! Each time a bogus blip is found, roll 2 red dice.  The number you must roll to find an exit depends on the number of models left in your warband....  4+ models: 6.   3 models: 5.  2 models: 4.  1 model: 3.  If not an exit, leave the blip there.  Once all the blips have been revealed, if the exit has not been found yet, you may spend an action adjacent to any bogus blip to attempt to find an exit again.  You may only leave the board by spending a full move adjacent to an exit.

LOTTERY OF DOOM: Any enemies still alive at the beginning of the enemy turn should be taken off the table and added to an "enemy pool".   Any grazes or hits on the ambusher are removed when they are placed in the pool!   If there are no ambushers in the pool, add 2 white dice worth of ambushers to the pool at the start of the enemy turn.  Now,  draw one lottery number for each ambusher in the pool.  Whoever has the corresponding number will be attacked by the ambusher.  Have the player to their left place and run the ambusher however they see fit, as long as they only attack members of that band.

PASS THE BUCK: If you kill an ambusher, you must give one of your lottery tokens to any other player you choose!  Yes, this increases their chances of being attacked by an ambusher.  You may not give away your last token- you should always have at least one, unless you get all your surviving members out- at that point, you must give away all your remaining tokens!

GOAL: Find any exits: +1 Fame 
GOAL: Get any of your members out: +1 Experience
CONSOLATION: Your replacement roll is assumed to be no less than the Fame you earned this game.
 

(Game ends when all models have exited or been killed). 
 

[EG]
ASCENT
Iron Warriors Chaos Marines have control of a teleporter device that can get the warbands off the daemon world and on a Black Crusade.  But they won't give it up without a fight...

SETUP: Place defensive terrain (trenches, castles, fortifications) on the board, with a tower at the back to represent the Teleporter device.    Whichever warband is furthest ahead (in total points) should volunteer to run the Iron Warriors instead of playing their own warband.  Place models to represent the Iron Warriors in strategic positions all over the board.  They start hidden.   Use enough models to roughly equal the attacking forces' points totals:
ENEMY M A H Melee Ranged Notes Pts.
Iron Warrior 6 2 1 OOOO+2  W oo K X KB Rap. Marine 10
Terminator 6 3 1 OOOO+2  W Oo K X KB Rap. Heavy. 20
HW Terminator 6 3 1 OOOO+2  W As Any Hvy. Weapon Heavy. 30
Undead Marine 6 2 1 OOOO+4  W Scythe oo +1 K X 8" Snap Undead. 20
Warsmith 6 2 5 OOOOO+5 OO W M 8" Line Marine 50

SPECIAL: Iron Warriors go last.  To activate teleporter, must be at the top of the tower.  Spend an action and roll 2 red dice: a roll of 3 or more will activate the teleporter.  Once on, any models that move to the top of the tower will escape via the teleporter. 

GOAL:  +2 Gold for activating the teleporter. 
GOAL:  +1 Exp. for getting all your surviving models through the teleporter. 
CONSOLATION:  Add +5 to your Replacement roll for this game! 

(Game ends when all Iron Warriors are killed, or when all player models are killed or have escaped through the teleporter.). 
 

[FG]
CLEANSE
The Warbands have managed to appropriate a Space Hulk- only to discover it is already inhabited...

SETUP: Use Space Hulk boards, or dense industrial terrain to represent the hulk.  Place 8 blips per player.

SPECIAL:  May not summon Greater Daemons this game.  Blips work as follows: 

BOGUS: O+1 Hybrids ambush 
CHARNEL: as Charnel, plus 1 Hvy Weap. Hybrid ambush 
WARPSTONE: Alien Artifact.  As Warpstone, but earn Gold instead of Exp.  Roll a 4 = in the Warp, no gold earned (do not turn into chaos spawn). 
TRAP: As normal trap. 
AMBUSH:  OO+1 Genestealers ambush!  If a Leader character reveals the blip, place 1 Magus and OO hybrids instead! 
 
ENEMY M A H Melee Ranged Notes
Hybrid 8 1 1 OOO oo K X KB Rap.
Hvy Weap. Hyb. 6 1 1 OOO Any Heavy Weap.
Magus 8 1 O 3 OOO+2 Mind Blast: OO FT Psy. Force Field.
Genestealer 8 1 1 OOOO Mob 2! Frenzy, Wild.

HAZARD 1-2: Power Lines- OO vs. Armor, Stun, Kill=KO 
HAZARD 3-4: Steam Pipe- OO vs. Armor, AP (+1 vs. armor 2+).  Max dam. = W. 
HAZARD 5: Entangled- ends all move that turn. 
HAZARD 6: Toxic- O, Ignores armor, W. 

GOAL:   Charnel: worth a minimum of 1 gold. 

(Game ends when all blips are resolved). 
 

[EFG]
HOLD
Warbands vie for control of the Space Hulk.

SETUP:  Place an objective structure such as an engine room or a bridge in the middle of a Space Hulk board.   Place "hold" tokens on the objective.  # of tokens to place=  1.5 x the number of players (round up).  Define one 8" width of board edge as an "entry point" per player.  Roll off for choice of start points.

SPECIAL:  May not summon Greater Daemons this game. 
REGROUP:  You may only bring 3 models onto the board each turn.  The models may only enter from the Entry Point.
WINDED: On the first turn that a model enters the board, they may not charge or take extra move.  They may move and otherwise take an action (like hiding or firing weapons). 
HOLD: Intelligent models may attempt to "hold" a part of the objective by spending an action while standing on the objective.  Roll 2 red dice: on a 5, take 1 "Hold" token.  On a 6, take 2 "hold" actions. 

GOAL: each hold token taken is worth 1 Gold. 

(Game ends when all Hold tokens have been taken). 
 

[FG]
RAID
Warbands infiltrate an Imperial city to gather slaves.  But the supposedly defenseless city is now crawling with Arbites, trying to suppress a rebellion! 

SETUP:  Place lots of Imperial terrain.  Place 10 blips per player.  Players may start on any board edge.

SPECIAL:  May NOT earn pips off of civilians or cultists! 



TIME LIMIT:  More Arbites are on their way, so reveal those civilians before it's too late!
At the beginning of turn FIVE, treat all WARPSTONE blips found as Ambushes for rest of game.
At the beginning of turn SEVEN, treat all CHARNEL blips as Ambushes for rest of game.


BLIPS:  All blips have variant rules, listed below.  Stats for all models can be found below.

BOGUS: SNIPER!  Place a sniper model anywhere in LOS of the blip.  May immediately fire at revealer (as ambush).  Will stay in play until killed or another Ambush blip found (max 1 sniper on the board at a time).
TRAP: BOOBYTRAP!  Sets off a photon mine (vs. armor): OOO 3" A Max damage = KO.  Remove.
AMBUSH: ARBITES!  Select one of the following squads to place.  All members of the squad may move and attack immediately, and they do NOT have to attack the revealer- play them intelligently for a real challenge!

PATROL: Cmdr, GL, 3x Arbites.   RIOT: Sgt., GL, 2x Assault.      JUDGE: Judge, 2x Assault.

CHARNEL: CIVILIANS!   O +1 Civilians ambush, then run 9" in a random direction (use scatter die).  From then on, civilians will move 12" in a random direction.  If they make it to a board edge, they escape (remove).
WARPSTONE: CULTISTS! o+1 Cultists will move towards and attack he nearest Arbites models, in melee if possible.  If no Arbites present, they will take extra move in a random direction- if this takes them off the board, they escape (as Civilians above).  They will continue to attack Arbites until Killed or KOed.

HAZARD 1-2: LASER GRID.  3" A.   OO S vs. armor.
HAZARD 3-4: GRAV SNARE.  3" A.  OO+1 KO vs. base melee.
HAZARD 5-6: ALARM.  Roll 2 Red dice (add +1 if hidden, and add +1 if a Night Lord). 
0:  For the sake of the Time Limit rule above, INCREASE the # of turns played by 1!
1-3: Your warband may not earn any pips for the rest of this turn!
4-5: No Effect.
6+: Alarm disabled- remove hazard and REDUCE the # of turns played by 1!
 
ENEMY M A H Melee (snap) Ranged Notes
Civilian 6* 0 1 oooo Parry +2 oo K 8" Range Move in a random direction each turn
Cultist 6 0 1 OOoo K oo K 8" Range Must attack nearest Arbites model
Arbites 6 2 1 OOoo K  ooo R  S KB 1"A 12" R or:  oo K, Burn (Executor rounds)
GL 5 2 1 OOoo K OO R W 2"A Burn
Assault 6 2 O 1 OOOOO KO Photon Grenades Storm Shield (-O).  Parry at +2
Sniper 6 2 2 OOoo K O+1 R W Burn  Sniper
Sgt. 6 2 O 3 OOOOO+2 KO Photon Grenades Storm Shield (-O).  Parry at +2
Cmdr. 6 2 3 OOoo+4 K ooo+1 R  S KB 1"A 12" R or:  oo +1 K, Burn (Executor rounds)
Judge 6 2 O 5 OOOOO+5 R KO OO IA K 8" Bodyguard
All enemies may Snap Fireoo K J KB.   Add +1  to snap fire rolls  for models with multiple hits.
All enemy weapons Jam on a fail.  Photon Grenades: OOO 3" A Burn Max. damage = stun.
Sniper: Firing will not reveal hidden status.  May ignore range penalties if no move.
Bodyguard: Any arbites model within 3" may take all the damage from an enemy attack on you.

GOAL:  For each civilian or cultist KOed, earn 1 Gold.
GOAL: Earn pips off the Arbites (and other chaos forces) as normal.

(Game ends when all Cultists and Civilians are resolved). 
 

[EFG]
NAME
SUMMARY

SETUP: 

SPECIAL: 
 
ENEMY M A H Melee Ranged Notes
6 2 1 O o

GOAL: 
 

(Game ends when ). 
 

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