The Art of Ivanor go live gallery: here.- BTGR - ACT 21 - pag 1 PDF format- BTGR - ACT 21 - pag 2 PDF format- BTGR - ACT 21 - pag 3 PDF format- BTGR - ACT 21 - pag 4 PDF formatIstanor - The neverending night (THE TRAP) - act 17. Istanor. The eye of the needle.3rd chapter and Beyond the green river Campaign ending<< Ok, folks. I would say that it is useless to remind you: last fourteen hours, and then, at least here, and therefore also for you, the curtain falls. >>Admiral Nalin Sampath on Starcruiser Ophelia at allies HQ in King Minos III palace.When the traitor's hand strikes,
it strikes with the strength of a legion.
Horus - attributed
OST - W.a.s.p-overtureOST - Prayers Before Battle - "The 13th Warrior"BATTLEFIELD LAYOUT AND RULES
ARMY - aprox 40.000 pts per factionDue to the battle'size this time the army comparsion pdf file will not be updated with the status of the losses.Supreme Commander reroll-ability.Each faction will have
Always 3 RE-ROLL. Their are considered inside the HQ stronghold of each faction, so a faction will have Always 3 reroll until defeat, or victory.
However, the supreme commander inside the formation is considered for any other puropose, but not about re-roll ability.
Commissars: All the imperial company and stormtroopers company have a commissar. not the other support.
ALLY FORCES
strategy 4Inter-race ruleAllied factions can be divided into three races: eldar, orcs and humans. Humans, in turn, include sub-categories: AMTL, space marines, imperial guard. The commander ability DOESN'T WORK between formations of different races, but only within their own race. Support fire in engage, however, is always allowed.
For compensate this tactical effect the allied forces have 1700 army points more of the chaos forces.- 4K pts Steel Legion Defence Forces -
download- 5.1k pts AMTL -
download- 5k pts Blood Axe Kundra Desert Fox mercenary army -
download- 8.4k pts space wolf army -
download- 11.7k pts Eldar Alaitoc army (biel tan / yanden pattern) -
download-
2k pt Imperial Navy, Space ship class "Unicorn" -
downloadWhen the Unicorn is arrived at 1/4 of its DC, otherwise 6, at the end of the turn will fly away and be consider removed from the game.CHAOS HORDE
strategy 3Animosity rulethe animosity between opposite factions inside chaos army is considered as standard rulebook, with the exception of the Titan Legion of Nurgle, that count as UNDEVIDED as the Black legion Titans that count as undevided too. Traitor imperial guard are undevided.
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5.5k pts Legion Chariosus Titan Legion -
download- 7.2k pts Traitor Imperial Guard forces -
downlaod- 9.7k pts Lost and the Damned -
download-
10k pts Black Legion -
download-
2k pts Chaos Black Legion, Space ship class "Luna" -
downloadWhen the Luna is arrived at 1/4 of its DC, otherwise 9, at the end of the turn will fly away and be consider removed from the game.Warp-inrush event's forces.-
Magnus The Red and the thousand sons -
download-
Leman Russ and the 13th Great Company -
downloadSpecial Characters rule: Leman Russ and Magnus The Red: Both character may join SPACE MARINE army list detachment ONLY. They can't join Titan detachment formations. At the turn start, before the initiative phase, the character can choose to move from the current detachment to another one: move the character to any space marine det. at 30cm radius from any unit in the det is currently in. If the new det is falling back, he will be falling back with it. He can decide to leave a det on fall back, if so he wishes. Download the datasheet for complete and specific ruleset.
Leman Russ and Magnus the red Special Characters (eye of terror stat.)
Planet: Istanor
Sector: Ivanor's HQ. King Minos III° palace
Clash size: Apocalypse
Relevance: conquer the adversary palace and kill all the Supreme Commanders.
Force: allyed forces.
Danger Level: Unestimable, fall of star system, risk of a civil war inside the stars sector.
ARMY COMPARISON:
download[MAP. CLICK TO ENLARGE]OST - Beyond the Green river. 3rd Chapter: the never-ending nightCapital Ivanor as appear on the Ophelia from orbit.Battlefield:
battlefield main layout. -
Indicative layout, sensitive to small changes in the implementation phase.download scheme- field: 120 x 240 cm
- building damage and collapse rule
- turn lenght: 50 scheduled with reinforcment rule. Until victory. -
downloadStarting Victory condition test turn: 25
Victory condition and campaign effect: conquer the opponent HQ Stronghold from the turn 25 on (26, 27, etc...).
DEPLOYBoth faction must deploy 6k pts of army
Gun emplacement: all tanks (light or armoured vehicles, mounted only) units deployed at turn 0 is considered entrenched in gun/tank emplacement, until they stay in their deploy position. They will gain 4+ cover save, and -1 to be hit as per normal cover.
Eldar Gate. The eldar gate can be deployed only in the deploy zone marked in blue, and not on the access' platforms to raised sectors.
TURN 25 - Warp-inrush event's forces. - mass teleport deployAt the beginning of the turn, first of the initiative roll:
- roll 1 dice, who do the highest score can do the first teleport roll.
- the first roll 1D4 for see where all his army must be deployed: Sectors T1, T2, T3 and T4.
- the opponent roll a 1D3 for see where all his army must be deployed (can't be deployed in the same sector of the winner), randomly in 1 of the other sectors.
- This deploy count as a teleport but don't roll for BM.
- This deploy don't count for break overwatch fires.
- During this deploy is possible ignore every kind of control zone, classic or scout.
INTERACTIVE BATTLEFIELD ELEMENTSStronghold- Void shields generator -
downloadEach factions have a stronghold, that is the only tactic objective of the battle, from turn 25 onwards is active for the victory check. The commanders of their respective factions are in the stronghold, and this translates into (as long as it is not disputed):
- Always 3 Reroll active
- Max 3 times in all the game, the player can spend 1 reroll to reroll the initiative test
- 1 automatic regroup: 1 detachment in the ending phase automatically passes the test of moral (included broken unit)
*Stronghold underground tunnels.*At the center of the building there is an underground bunker that can hold 1 detachement as for the gate eldar. detachment can enter or exit once per turn. The bunker is not affected by damage. The formation can only go out with the order advance. If it fails to activate, if desired, with the only movement. They can reorganize inside.
Only one enemy formation can invade the tunnels only with the order engage.
HQ's Huge GatesEach faction have an huge gate.
Ruleset:
downloadImperial Orbital defense systemEach factions have as unit an Orbital defense system
Ruleset:
downloadThe Space port. Medium Size.Each factions start with a spaceport medium size in its hand.
Ruleset:
downloadMissiles Silos protected by the Fix defense platform areawho control the area control the silos and the fix def. area too
Ruleset silos:
download (TURN END PHASE)
Ruleset silos fortress and two gates:
download (DURING THE TURN)
Ruleset fix. def. area:
downloadFix def.s datasheet:
download (DURING THE TURN)
Heavy Ground cannon – heavy fix defence (TURN END PHASE)
Ruleset:
downloadGround Plasma Annihilator – heavy fix defence (TURN END PHASE)
Ruleset:
downloadPsychic tower objective (TURN END PHASE)
Ruleset:
download
TURN END PHASE SEQUENCE1° At the same time- Heavy Ground cannon attack
- Ground Plasma Annihilator
- Missiles Silos attack
- Psychic tower attack
2° Use of the Automatic regroup skill. (see the stronghold)
3° Classic ending phase<< Captain Askold reporting. We go out for a preliminary patrol, the enemy hordes will be here in half an hour. Let open the Palace's outer gate. ...Damn! This sky is red as the hell! >>Edited by Radgraglio - 14/4/2021, 12:20