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| The Dark Angels were the last Warhammer 40,000
army released before the Chaos Space Marines, so
we thought it
would be fun to come up with a scenario that pitted
these two armies against each other. It is possible
with the new Codex: Chaos Space Marines to create
a Renegade Chapter themed around the Dark Angels'
mortal
enemies
and
greatest shame, The Fallen. |
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| This scenario is based on the Bunker Assault
Scenario on p. 194 of the Warhammer 40,000 rulebook.
The special
rules below have been created for this scenario
specifically and should not be used in regular
games
of 40K. |
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| Is
this unknown Chaos Marine one of
the Fallen? |
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|
fter
years of investigation into a growing number
of disturbing rumors, the Dark Angels have
stumbled
upon what appears to be a gathering of Fallen
Angels. These devotees of Chaos have taken
command of a backwater Imperial world and
enslaved its citizenry. To make matters worse,
many of them have repainted their armor
and are proclaiming themselves to be the
true Dark Angels. It is very rare for the
Dark
Angels to locate one of the Fallen, let alone
a group of them. However, according
to
the rumors, a mysterious leader
has somehow "called" these many
Fallen Angels to join him. Some claim this
leader could be the elusive "Voice
of the Emperor," but there is no
evidence to support that claim. Other Chaos
Renegades have been
drawn
here
as well. After months of planning,
the Dark Angels' Inner Circle has determined
that it is
time to "redeem" the souls
of these fallen brethren and purge their
Chaos allies. |
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| Victory is determined by normal Victory
Points and by the number of Fallen Angels
killed
in the game. Each Fallen Angel (Including
the Fallen HQ) is worth Victory Points
equal
to the points limit of the game divided
by the number of Fallen Angels in play
at
the beginning of the game, rounded up (e.g.,
in a 1,500-point game with 31 Fallen Angels,
each Fallen Angel is worth 49 Victory Points).
At the end of the game, add up the Victory
Points as normal. Then, for each Fallen
Angel captured by the Dark Angels, the
Dark Angels
are awarded their captives' worth of
points. Conversely, for each Fallen Angel
still
alive
at the end of the game, award the Chaos
player their survivors' worth of
points.
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| Both players roll a D6; the player who
scores highest chooses the long edge on
which he
will deploy. |
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| The Chaos player's Deployment Zone is up
to 18" onto the board. He may set up
fortifications anywhere in this zone and
must
include at least one bunker. Bunkers must
be placed at least 6" from any
table edge. |
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| The Chaos player deploys any of his Troops
and HQ units in his Deployment Zone. He
does
not have to deploy all these units but must
deploy at least one. All bunkers must be
manned.
Any units not deployed are in Reserve |
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| The Dark Angels player deploys his entire
army up to 12" onto the tabletop from
his board edge. |
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| The Dark Angels player resolves his Preliminary
Bombardment. |
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| Roll a D6. Highest score may choose whether
to go first or second. |
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| RESERVES. The Chaos
player's Reserves move on from his table
edge. |
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Deep Strike, Fortifications, Infiltrate,
Preliminary Bombardment, Reserves,
Victory
Points
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| Fallen Angels. For this scenario,
the Chaos player may designate any Chosen
Chaos Space Marine
squads and one Chaos Lord or Chaos Sorcerer
as Fallen Angel Marines (reveal your selections
to the opposing player). The Chosen may not
carry Icons, and the HQ may not be any
of the named characters.
The Fallen HQ unit must be attached to one
of the Fallen Angel Squads and may not join
any other units unless that unit is one of
the other Fallen Angel Squads. |
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| My Brother...My Enemy. All Dark
Angel Independent Characters (including
the
Master of the Ravenwing on Jetbike), units
with an Independent Character attached to
them, Deathwing Terminator Squads, and Venerable
Dreadnoughts gain a +1 to their WS,
only in close combat, against Fallen Angel
Marines. The Fallen Angels hate the Dark
Angels
with such a fiery passion that the Fallen
Angel Marines gain a +1 to their WS
against any Dark Angel unit that they fight
in close combat. |
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| Save Their Souls. Because of their
desire to gain the repentance of the Fallen
Angels, the members of the Inner Circle are
loath to let any Fallen Angel escape.
For this reason, Venerable Dreadnoughts,
and units that are in the Dark Angels army
that
are Fearless or have Fearless conferred on
them by a Chaplain, must assault the nearest
Fallen Angels unit if they are within Assault
range. Ravenwing Attack Squadrons are exempt
from this rule. This rules does not allow
Deathwing Units to assault immediately after
they Deathwing Assault or Deepstrike. |
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| Death Before Capture. The
Fallen Angels know that their only avenue
of escape is to kill every Dark Angel who
has besieged their outpost or die trying.
Every turn, all Fallen Angels must move their
full movement toward the nearest Dark Angel
unit unless they are already engaged in close
combat. Once they are within assault range
of any Dark Angels unit, the Fallen Angels
must assault it. |
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| - Written by Nathan
Bishop, with help from Stuart Spengler |
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