A co-operative campaign for 2-4 players and Game Master by Corias
Sector Carthagenica, Crimson Corsairs wage an all-in invasion against the corpse-emperor's pawns. You are a member of the dozens of Heretic Astartes warbands participating. Somewhat the imperial military call a Chaos Space Marine.
Slay your enemies, gain boons of Chaos, and, who knows, maybe you'll be the next Chosen of the Gods. Go your own Path to Glory (or death).
Each player is represented by a single Chaos Space Marine operative, with a starting profile as follows:
CHAOS SPACE MARINE | APL | MOVE | HIT | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 | 6" | 3+ | 3+ | 14 |
Name | Atk | Hit | Dmg | WR | |
Fists | 4 | - | 3/4 | - |
|
At the start of the Scenario the operative must select the Mark of Chaos it will have for the scenario. If the operative is PSYKER, it cannot select KHORNE. The Mark of Chaos will have effect during the Scenario. The operative will have both the Blessing and Curse of the respective mark until the end of Scenario.
Mark of Chaos oppositions:
KHORNE: Wrathful Onslaught
NURGLE: Disgusting Vigour
SLAANESH: Unnatural Agility
TZEENTCH: Empyreal Guidance
UNDIVIDED: Vicious Reavers
ANATHEMA: Punishing Palm
ANATHEMA: Revenge Of The Small
ANATHEMA: Know The Fear
ANATHEMA: Aura Of Betrayal
Boon points (BP) is your currency to get all the stuff.
Players gain 5 BP each time they complete scenario primary objective, if not stated differently in scenario rules. Players gain 1 additional BP each time their HERETIC ASTARTES operative incapacitates an enemy operative, and 1 additional BP if that enemy operative had 12 or more Wounds stat. For some actions the Campaign Master may grant additional BP.
Players can spend BP for prayers, equipment or recruiting henchmen. However, when their BP stash reaches zero, the Dark Gods are angered - all 4 curses will be in effect in the next scenario.
Before or after scenario, players can spend their BP to pray the Gods of Chaos. Pay BP and roll D10, the result is applied to the player's HERETIC ASTARTES operative. First time the player pray to the god, they pay 1 BP. Each subsequent time the player prays to the god, the prayer costs 1 more BP.
KHORNE
NURGLE
SLAANESH
TZEENTCH
UNDIVIDED
Whenever this operative is shooting with Bolt weapon, if it did not inflict any damage as a result of that attack, repeat the attack. That new attack does not generate additional attacks.
Note that effects of similar abilities on different friendly operatives are not cumulative, but effects of abilities are cumulative with effects from other sources.
For each 3 different Prayer effects (excluding 'God is angered' effect), the operative receives a Gift from Dark Gods. Next time you perform Prayer, in addition to prayer effect, select 1 Gift from those described below. After selecting a Gift for the operative, roll a D10, subtracting the total number of Gifts already received from the result (to a minimum of 1). On a roll of 1, the operative becomes the CHAOS SPAWN, and this effect cannot be undone by any means.
Condition: The operative is equipped with Sonic weapons, Sonic Rounds or has any number of Boons of SLAANESH
This operative is always equipped with Sonic Rounds. Whenever an enemy operative performs the Fall Back action within control range of this operative, roll a D6, on a result of 3+ inflict D3 damage on that operative. This operative cannot be equipped with ranged weapons other than Bolt and Sonic weapons.
Condition: The operative is equipped with Combat Blade (or its variations), and with a ranged weapon with the Silent weapon rule.
The operative can perform the Charge action while having the Conceal order. Whenever a shooting attack is made against this operative when it is in Cover, it can retain two normal successes (instead of one) or a critical success. The oprative cannot be equipped with Chain weapons, Power weapons or ranged weapons that don't have the Silent weapon rule (excluding weapons that are result of having other abilities).
Condition: The operative is equipped with Meltagun, Plasma gun or Heavy bolter.
Improve the operative's Hit stat by 1. The operative is equipped with Meltagun, Plasma gun and Heavy bolter, and cannot lose them from being incapacitated at the end of Scenario. The operative cannot be equipped with any other ranged weapons.
Condition: The operative is PSYKER
First time the operative is incapacitated during the Scenario, in the Strategy phase of the next turning point, it can be revived with full wounds remaining. When you do so, it loses a random element of his equipment (count the equipment, and roll the dice re-rolling excessive results).
Condition: The operative is equipped with Chainaxe, Heavy Chainaxe or has any number of Boons of KHORNE.
Whenever the operative is fighting, it can use either: discard one enemy normal success without spending their attack dice, or end combat after striking with the critical success and make the enemy operative move up to 2" away from this operative.
Condition: The operative has the Wounds stat of 16 and more or is equipped with plague weapons.
Enemy operatives within 2" of this operative must re-roll their attack dice of the result that is equal to their Hit stat. Each time the scenario ends, roll a D10 for each item of wargear equipped by this operative, on a result of 1 that item is lost.
Condition: 2 or more Gifts of the first stage
Condition: The operative is equipped with the Jump Pack.
The operative's Move stat is 8", it can FLY when performing Charge and Fall Back, and cannot lose its Jump Pack from being incapacitated at the end of Scenario.
Condition: The operative is equipped with the Auspex.
This operative's weapons have the Seek Light weapon rule. This operatve cannot lose its Auspex from being incapacitated at the end of Scenario.
To be completed
CHAOS SPAWN | APL | MOVE | HIT | SAVE | WOUNDS | |||||
---|---|---|---|---|---|---|---|---|---|---|
3 | 7" | 4+ | 4+ | 17 |
Name | Atk | Hit | Dmg | WR | |
Hideous mutations | 6 | - | 4/5 | Rending |
Degenerated: This operative cannot perform Interact or mission actions, and cannot be equipped with any wargear or equipment |
As the scenario progresses, the Dark Apostle may appear on the players' battle barge. The Dark Apostle may provide some special blessings, of cause not for free. Each Dark Apostle Blessing is available once per player per inter-scenario interval.
Until the end of the next scenario, whenever this operative select its Mark of Chaos, do not apply the 'Curse' part of the selected Mark of Chaos ability.
Remove one Curse of the ANATHEMA from the selected operative.
Remove one Permanent Injury effect (except Slain) from the selected operative.
Remove one normal Injury effect from the selected operative.
An operative that is Slain is not Slain anymore, it gains another Permanent Injury instead (re-roll until you get the Permanet Injury that is not already in effect on that operative, re-roll result of Slain).
The operative regains 2D3 lost wounds.
The operative regains D3 lost wounds, increases its Move stat by 1 and is not injured until the end of the turning point. From the beginning to the end of the turning point after that, the operative's Move stat is reduced by 1.
NAME | ATK | HIT | DMG | WR | |
Frag grenade | 4 | - | 2/4 | Range 6", Blast 2", Saturate |
NAME | ATK | HIT | DMG | WR | |
Krak grenade | 4 | - | 4/5 | Range 6", Piercing 1, Saturate |
NAME | ATK | HIT | DMG | WR | |
Melta grenade | 4 | - | 4/2 | Range 6", Piercing 2, Devastating 3 |
NAME | ATK | HIT | DMG | WR | |
Diabolyk bomb | 4 | - | 4/3 | Range 6", Blast 2", Devastating 2, Saturate |
NAME | ATK | HIT | DMG | WR | |
Blight grenade | 4 | -1 | 2/4 | Range 6", Blast 2", Poison, Saturate, Severe |
Change the operative's Save stat to 2+.
Works for one Scenario. The operative gains the Auspex Scan ability for the battle:
Once per turning point, when a friendly operative performs the Shoot action and you’re selecting a valid target, you can use this rule. If you do, until the end of the activation/counteraction, enemy operatives within 8" of that friendly operative cannot be obscured.
Select a ranged weapon the operative is equipped with. Double its Ammo weapon rule. If the weapon does not have Ammo weapon rule, it gains Ammo 12 weapon rule.
Increase both Dmg stats of boltguns and bolt pistols the operative is equipped with.
Boltguns and bolt pistols the operative is equipped with gain Severe and Poison weapon rules.
Boltguns and bolt pistols the operative is equipped with gain Piercing 1 weapon rule.
Boltguns and bolt pistols the operative is equipped with gain Shock weapon rule. If the target's Save stat is 4+ or worse, they also gain the Stun weapon rule.
Boltguns and bolt pistols the operative is equipped with gain Blast 1" weapon rule. Decrease their Critical Dmg stat by 1.
Ranged weapons | ||||||
NAME | ATK | HIT | DMG | WR | BP | |
Bolt pistol | 4 | - | 3/4 | Range 8", Ammo 3 | 2 | |
Boltgun | 4 | - | 3/4 | - | 3 | |
Heavy bolter | 6 | |||||
- Focused | 5 | - | 4/5 | Ammo* 12, Heavy (Reposition only), Piercing Crits 1 | ||
- Sweeping | 4 | - | 4/5 | Ammo* 12, Heavy (Reposition only), Piercing Crits 1, Torrent 1" | ||
Inferno pistol | 4 | - | 4/2 | Range 3", Ammo 3, Devastating 3, Piercing 2 | 6 | |
Meltagun | 4 | - | 6/3 | Range 6", Devastating 4, Piercing 2 | 7 | |
Missile launcher | 6 | |||||
- Frag | 4 | - | 3/5 | Heavy (Reposition only), Ammo 1, Blast 2" | ||
- Krak | 4 | - | 5/7 | Heavy (Reposition only), Ammo 1, Piercing 1 | ||
Plasmagun | 6 | |||||
- Standard | 4 | - | 4/6 | Natural Reload*, Piercing 1 | ||
- Supercharge | 4 | - | 5/6 | Hot, Lethal 5+, Natural Reload*, Piercing 1 | ||
Plasma pistol | 5 | |||||
- Standard | 4 | - | 3/5 | Range 8", Ammo* 3, Natural Reload*, Piercing 1 | ||
- Supercharge | 4 | - | 4/5 | Range 8", Ammo* 3, Hot, Lethal 5+, Natural Reload* Piercing 1 | ||
Reaper autocannon | 7 | |||||
- Focused | 5 | - | 3/4 | Ammo* ∞, Ceaseless, Heavy (Reposition only), Punishing | ||
- Sweeping | 4 | - | 3/4 | Ammo* ∞, Ceaseless, Heavy (Reposition only), Punishing, Torrent 2" |
Melee weapons | ||||||
NAME | ATK | HIT | DMG | WR | BP | |
Combat blades | 4 | - | 3/5 | - | 1 | |
Chainaxe | 5 | - | 4/5 | Brutal, 1" Devastating 1 | 4 | |
Chainsword | 5 | - | 4/5 | - | 3 | |
Fell dagger | 5 | - | 3/4 | PSYCHIC, Life Syphon | 2 | |
Heavy Chainaxe | 5 | -1 | 5/6 | Brutal, 1" Devastating 1 | 4 | |
Power fist | 5 | -1 | 5/7 | Brutal | 5 | |
Power maul | 5 | - | 4/6 | Shock | 4 | |
Power spear | 5 | - | 4/5 | 1" Devastating 1 | 4 | |
Power weapon | 5 | - | 4/6 | Lethal 5+ | 4 |
Warpsmith can permanently enhance your wargear. If wargear is lost in action, all its enhancements are also lost.
Applies to: Combat blade, Chainsword, Chainaxe
The weapon gains Rending weapon rule.
Applies to: Power fist, Power maul, Power spear, Power weapon
Add 1 to weapon's critical Dmg stat.
Applies to: Combat blade, Chainsword, Chainaxe
This weapon gains Severe and Poison weapon rules, add 1 to its Atk stat (to a maximum of 5), and subtract 1 from its critical Dmg stat,
Applies to: Boltgun, Bolt pistol, Heavy bolter
The weapon gains Accurate 1 weapon rule.
Applies to: Ranged weapons except pistols
The weapon gains Punishing and Hot weapon rules.
Applies to: Power armour
Whenever this operative is shooting with weapons it is equipped with:
Applies to: Boltgun, Bolt pistol
The weapon gains Silent weapon rule.
Applies to: Plasma pistol, Plasmagun
Change the weapon's Supercharge profile Piercing weapon rule to Piercing 2. After shooting with Supercharge profile of that weapon, when the operative is rolling D6 as the result of Hot weapon rule, damage is the result multiplied by three.
Applies to: Boltgun, Heavy Bolter, Bolt Pistol
The weapon gains Lethal 5+ weapon rule, but for each result of 1 and 2 the operative inflicts 1 damage on self.
Henchmen are paid per each scenario, they're not permanent. Any henchmen that were recruited for at least one scenario and not Slain, stay on your Base of operations. Give them names and write up their datasheets somewhere. You can buy them wargear. For CHAOS SPACE MARINE henchmen, you can do everything that you do for your main characters. Keep track on your henchmen' statuses as well as for your main character operative. If the henchman is Slain, remove its datasheet.
When henchmen perform actions normally giving them BP, the CHAOS SPACE MARINE operative that recruited them gains BP instead. If player's CHAOS SPACE MARINE operative was Slain or became a CHAOS SPAWN, the player can transfer their unspent BP onto one of his CHAOS SPACE MARINE henchmen of his choice (the player should recruit one before his character was Slain). That henchman becomes the player's operative then, no more wage is paid for his participation in scenarios.
Henchman | Starting wargear | Wage per scenario |
Chaos Space Marine | Select either: Boltgun and Fists or Bolt pistol and Chainsword. | 5BP |
Chaos Cultist | Laspistol and Combat blade | 1BP |
Traitor Militia Warrior | Lasgun and Bayonet | 1BP |
Traitor Militia Gunner | Gun butt and one of following: Plasma gun, Meltagun, Grenade launcher, Long-las, Diabolyk bomb | 3BP |
Traitor Militia Sergeant | Select either: Plasma pistol and Gun butt, or Boltgun and Gun butt, or Laspistol and Chainsword | 3BP |
Traitor Ogryn | Mutant claw and Power maul | 5BP |
Chaos Spawn | Hideous mutations | 4BP |
2D10 | Item |
0 | Garbage |
1 | Frag grenade |
2 | Auspex |
3 | Stun grenade |
4 | Astartes melee weapon |
5 | Booby trap: Roll a D6, on a roll of 1, the operative suffers D3+1 damage |
6 | Garbage |
7 | Krak grenade |
8 | Medkit |
9 | Booby trap: Roll a D6, on a roll of 1, the operative suffers D3+1 damage |
10 | Mines |
11 | Smoke grenade |
12 | Astartes ranged weapon |
13 | Garbage |
14 | Human weapon |
15 | Chaos relic: allows the operative to ignore curse effects from MARK OF CHAOS for D3 scenarios (including current) |
16 | Ladder |
17 | Rare equipment |
18 | Hiding guardsman: Roll a D6, on a result of 1 suffer 2 damage. Gain 1BP. |
D10 | Item |
0 | Combat blade |
1 | Power maul |
2 | Chainsword |
3 | Power sword |
4 | Power spear |
5 | Tainted chainsword |
6 | Demonic blade |
7 | Thunder hammer |
8 | Chainaxe |
9 | Accursed blade |
D10 | Item |
0 | Bolt sniper rifle |
1 | Flamer |
2 | Combi-bolter |
3 | Boltgun |
4 | Plasma gun |
5 | Grav gun |
6 | Volkite pistol |
7 | Plasma pistol |
8 | Heavy bolter |
9 | Missile launcher |
These weapons can only be equipped by your non-HERETIC ASTARTES henchmen
D10 | Item |
0 | Long-las |
1 | Flamer |
2 | Hot-shot lasgun |
3 | Boltgun |
4 | Plasma gun |
5 | Shotgun |
6 | Power weapon |
7 | Bolt pistol |
8 | Heavy stubber |
9 | Grenade launcher |