Gone…for now –
several remove units from the current game, only to reappear for the
megabattle. These units count as
destroyed for the preliminary battle. In
the megabattle, they can be added to your army at their full strength (as
purchased for preliminary battle) for no cost and requiring no slot. If the army they come from is the same as
your primary detachment, count them as being part of that detachment. If they come from an army that is not the same
as your primary detachment, you can count them as being part of an appropriate
detachment you have. If you have no
appropriate detachment, they can still be used but count as their own
detachment. If this unit would be
required to fulfill a compulsory choice (you were taking X formation that
requires one of these, and only one you have) they can count as filling that
slot and become part of that detachment.
Note that the more powerful the unit is, the harder the preliminary game
will become but the greater the benefit for the megabattle.
D6
1-2 Table A
3-4 Table B
5-6 Table C
Each objective can only be rolled once in a given
battle. If it is an army-specific
objective, if the objective changes hands, use the corresponding # from the
other army (ie if when discovered it was Ork objective 1 but Dark Angels take
the objective count it as Dark Angels objective 1)
Table A
1 -Unstable Warp Core – Remove objective and remove
unit with Gone…for now effects. Unit must enter the megabattle by Deep Strike as it returns from the time/space
continuum.
2- Detailed maps – Choose one unit to gain
Infiltrate.
3- Experimental ammo/power source/radioactive biomass –
Unit’s ranged weapons gain +1 Str
4- This is not the time or place – When holding this
objective and at least half strength, unit may elect to disengage and save
itself for the next fight. When
attacked, after to-hit/to-wound/penetration rolls but before saves/damage
results you may elect to remove the unit under the Gone…for now effects. Objective
remains but becomes a normal objective.
In megabattle deploy with Infiltrate (but not Outflank) after normal
deployment but before any other infiltrators.
5 -Collapse! – The earth opens up and swallows the
objective and unit. Unit removed under
the Gone…for now effects and
objective removed. If objective was in a
terrain piece, remove terrain piece and mark outline. If was in the open, mark 3” radius from
center of objective. Move any models
from other units out of the marked area by shortest appropriate distance. Marked area now considered vast pit and
counts as impassable terrain. No units
other than fast moving flyers/fmcs can end move over the pit. Appropriate units using appropriate move type
(jump pack, skimmers, etc) can pass over the pit but may not end up over
it. In the megabattle, unit reappears
from the depths – in the controlling player’s assault phase of turn 2 they
enter play. Position them in any unoccupied
terrain piece at least 3”x3”. If no
appropriate terrain, next try terrain pieces with unoccupied ground
floors. If still no valid option, choose
an occupied terrain piece. If no enemy
models are present on ground floor, deploy unit. In any of these cases, the unit may not
launch any assaults. If there are enemy
models on the ground floor, the unit is immediately placed in assault. Due to the mutual surprise, the unit counts
as having performed a disordered charge, but does count as having assault
grenades and is not subject to Overwatch.
6 - Advanced medical supplies – Unit gains 6+ Feel No
Pain.
Table B
1 - Vortex grenade – Character in unit (or designate
one model if no character) has a vortex grenade. 8” range, assault 1 small blast Vortex, one
use only.
2 - Virus grenade -
Character in unit (or designate one model if no character) has a virus
grenade. 8” range, assault 1 Virus,
small blast. Virus – Models hit must pass toughness test or take a wound with no
saves, FNP, reanimation protocols, etc. allowed. For each model killed, next models in line
take tests – continue until unit destroyed or appropriate tests are passed.
3 - Artillery Strike – In megabattle treat the
artillery strike as a unit in Reserve, and start rolling for it turn 2. When it arrives, fire it in your shooting
phase as an unlimited range Str 9 AP 3 ordnance large blast, barrage, pinning
attack (with no reduction for BS). One
use only.
4 - Fire Brigade – You are able to plan a distraction
to disrupt the enemy in the megabattle.
After all units have been deployed in megabattle including infiltrators,
you may designate one enemy unit and force it to instead go into Reserve. If eligible for alternative deployment such
as Deep Strike or Outflank the controlling player may declare that it will use
that method if desired.
5 - Blades of Devoe – Unit’s melee attacks have
Poison (4+).
6 - Meltabomb cache – unit is equipped with
meltabombs.
Table C
1 – Army specific bonus 1
2- Army specific bonus 2
3– Army specific bonus 3
4 - Reinforcements – Your army gets +200pts to spend.
5 - Flexible formation – Your army may purchase an
extra unit that would normally be outside of your detachment but is from the
same source and count it as being part of that detachment (example: Combined
Arms Detachment with 4 Fast Attack slots)
6 - Warp Entangers – Enemy units attempting to deep
strike within 12” of the unit must reroll a Hit result and roll 4d6 for
scatter.
Army specific bonuses
Orks
1 - Idol of Gork (or Mork) - call an extra WAAAGGH!
2 - Buzzer squig nest – Nominate one of your blast
weapons. That weapon can elect to fire buzzer squig containers instead of its
normal shells each time it fires. Use
same range and large or small blast template as appropriate. Str 5 AP5 ignores cover, Orkoid Ecosystem,
Voracious. Orkoid Ecosystem – buzzer squigs do not try to eat orks or
gretchin; such units are immune to damage from the buzzer squigs. This will allow you to place the templates
over ork/gretchin models with no ill effect, and may even fire into
assault. Voracious – If target is T4 or lower, reroll failed to-wound
rolls. Swarm stays in place and moves
per Vortex rules.
3 - Convertible STC – Any vehicle with the ard case
upgrade still counts as open-topped when the ork player so wishes.
Necrons
1 - Phase shifter upgrade – One unit ignores
difficult/dangerous/impassible terrain when moving, but may not stop in
impassible terrain.
2 - Forgotten tomb world – One unit may enter from
Reserve via Deep Strike with no scatter.
3 - We’ll be back - Nominate one unit. If completely destroyed, it comes back in
Ongoing Reserves. May happen multiple
times.
Tyranids
1 – Synapse mutation – one model in unit becomes a
synapse creature. If already a synapse
creature, synapse range extends +6”.
2 – Crimson Grox supply - Unit gains Jump. If already an FMC, gains +1 to Jink and can
reroll failed grounding tests. If the
unit is Gargoyles, they can assault the same turn they deep strike.
3 – Unstoppable – unit gains 5+ FNP and if a MC, It
Will not Die.
Daemons
1- Unspeakable Relic – The unit may reroll
instability tests.
2 – Thread of corruption – Starting on turn 2, roll
for the corruption as if it were a unit in Reserve. No modifications or rerolls to this reserve
roll apply. When the corruption
“arrives”, the Imperial Guard must roll a morale check for each of their units
(Fearless does not test, rerolls apply, vehicles test at Ld10, transports with
passengers embarked do not test on their own but follow result of their
passengers) Any unit that fails the test
passes under the control of the Chaos Daemon player. (If locked in combat, adjust them to be more
than 1” away from formerly friendly models and then determine if other units
are still locked in combat or not.)
3 – Stable Warp Path – The unit may deep strike with
no chance of scatter.
Eldar
1 – Lost spirit stone recovered – One wraithlord may
be upgraded at no cost to a Wraithseer.
It gains a 4+ invulnerable save and is a level 2 psyker, generating
powers as if it was a Farseer.
2 –Webway Portal – designate one objective as a
webway portal. Eldar units from your
army arriving from Reserve with no more than 3 wounds or 2 HP may enter play
moving from the portal if it is not enemy controlled or contested.
3 –Tapestry of Beigh – Oh – The unit recovers
fragments of the tale of an ancient eldar victory. The unit gains Preferred Enemy.
Dark Angels
1 – Relic of the Great Crusade – One independent
character can count as having a special banner from Codex: Dark Angels.
2 – Legionary plasma coils – Dark Angels models
ignore “Gets Hot”. Any plasma weapons
cost 5 points less (minimum zero).
3 – Work of the Fallen – The Dark Angels uncover
evidence that the daemonic incursion was instigated by one of the Fallen. Dark Angels units may count daemons as Chaos
Space Marines for purposes of their special rules.
Imperial Guard
1 – Critical Intelligence – Information retrieved
convinces high command to commit reserves.
Any destroyed Infantry Squad can come back into play as Ongoing Reserves
on a 4+.
2 – Pre-fab defences - The Imperial Guard player can bring an Aegis
Defense Line with quad-gun or icarus lascannon at no cost.
3- Inquisitorial notice – the unit’s success has
drawn attention and extra training for the upcoming battle. The unit gains Preferred Enemy.