The Hammer of War!
Plot:
The Hammer of War has emerged from the Warp a Space Hulk, still carrying the secrets of the Black Templars.
Suggested number of players:
Two (2) - Six (6)
Supplies:
Two (2) Warhammer 40,000 Armies (Space Marine and Chaos Space Marines suggested. Point values should be agreed upon by participating parties pre-game.)
Two (2) Battlefleet Gothic fleets (Space Marine fleet and Chaos fleet suggested. Point values should be agreed upon by participating parties pre-game.)
Two (2) gaming boards (one (1) Space Hulk or
similar gaming board and one (1) star map/space field)
Standard Warhammer 40,000 and Battlefleet Gothic paraphernalia
Player Goal:
Secure the relics, gene-seed and wargear from the Hammer of War.
Game Overview:
The game will be broken into three (3) parts: Spearhead, Landing and Acquisition.
Level Overview:
Spearhead:
The spearhead of the landing will consist of forces of Chaos attempting to land upon the Hammer of War as Space Marine forces attempt to fend them off. Uses Battlefleet Gothic. Three (3) Chaos fleets will attempt to land against three (3) Space Marine fleets.
Landing:
The forces of Chaos and the Space Marines have landed on the Hammer of War and are now making their way towards the vaults buried deep within.
Acquisition:
The vaults have opened and the Chapter's relics, wargear and gene-seed are now ripe for the taking.
Turns:
Players roll during each of the three phases to decide turn order.
Player forces:
Spearhead:
Three (3) Battlefleet Gothic fleets
Landing:
Compulsory:
One (1) HQ
Two (2) Troops
Three (3) Elites
Acquisition:
Compulsory:
One (1) HQ
Two (2) Troops
Three (3) Elites
Deployment:
Spearhead:
Both Players deploy on standard Battlefleet Gothic gaming tables under Battlefleet Gothic standard deployment rules.
Landing:
Player(s) deploys on long ends of Space Hulk or similar style gaming table.
Conquest:
Chaos player(s) deploy inside of the Vault.
Imperium player(s) deploy at long end of Space Hulk or similar style gaming table.
Level keys to victory
Spearhead:
As the forces of Chaos, you are tasked with landing, at least, fifty percent (50%) of a single fleet. Fleets do not combine and, if more then fifty percent (50%) of each fleet is destroyed, the war is lost. Ships which come into contact with the Hammer of War are considered "have landed".
As the forces of the Imperium, you are tasked with stopping the forces of Chaos from landing upon the Hammer of War. Fleets do not combine.
Landing:
As the forces of Chaos, you are tasked with moving your troops though the corridors of the Space Hulk and towards the Vault.
As the forces of the Imperium, you are tasked with stopping the forces of Chaos from reaching the Vault.
Acquisition:
As the forces of Chaos, you are tasked with keeping the Imperiums forces at bay for four (4) turns. If all units are killed before four (4) turns is up, the war is lost. Once four (4) turns have expired, you are tasked with taking the acquired relics, wargear and gene-seed back to your starting position.
As the forces of the Imperium, you are tasked with killing all the forces of Chaos.