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!
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).
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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.)
GOAL: Earn 3 chaos pips for each building destroyed.
(Battle ends when all buildings destroyed and all blips resolved). |
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).
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![]() 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.
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.
(Battle ends when all blips and renegades are resolved). |
![]() 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).
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
GOAL: If any of your forces are wounded but
survive the game, earn +1 Experience.
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![]() 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).
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.
(Battle ends when all blips resolved). |
![]() 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).
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...)
SMOKE AND FIRE: At the
end of each turn, roll a red die and a white die for each model inside
a building:
GOAL: To clear a building, reveal the last
blip in the building. Earn 1 Exp. for every 2 buildings cleared (round
up).
(Game ends when all blips resolved). |
![]() 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).
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
(Game ends when all models have exited or been killed).
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![]() ![]() 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:
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.
(Game ends when all Iron Warriors are killed, or when all player models
are killed or have escaped through the teleporter.).
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![]() ![]() 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
HAZARD 1-2: Power Lines- OO vs. Armor, Stun, Kill=KO
GOAL: Charnel: worth a minimum of 1 gold. (Game ends when all blips are resolved).
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![]() ![]() 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.
GOAL: each hold token taken is worth 1 Gold. (Game ends when all Hold tokens have been taken).
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![]() ![]() 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).
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).
HAZARD 1-2: LASER GRID. 3" A. OO S vs.
armor.
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.
(Game ends when all Cultists and Civilians are resolved).
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![]() ![]() NAME
SUMMARY SETUP: SPECIAL:
GOAL:
(Game ends when ).
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