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==Missions== ===A Sky Aflame=== : The first engagement on the planet of Yggdrasil, with the angry marines being confronted by a swarm of winged tyranids, who attempt to prevent the angry marines from making safe planetfall, resulting in a brutal arerial battle between swearing marines, and flaming, winged monstrosities. :'''The Battlefield:''' The battlefield is divided following the ''Dawn of War'' deployment map. :'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules. :'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal. :'''Objective:''' The first side to eliminate half of the other's army (measured in points) wins. :'''Restrictions:''' :: All units must have the {{W40kKeyword|FLY}} keyword. :'''Victory Bonus:''' ::The victor of this battle may increase the size of their deployment zone by 4” in any direction for the next battle. ===BURN THE FUCKING THINGS DOWN!!!=== :The tyranids have begun constructing massive Capillary Towers to move biomass off the planet and into orbit, where they will begin the construction of space faring tyrannids. With the suicidal insanity forced to keep a geosynchronous orbit around the planet to ensure that angry marine’s base of operations is not left unsupported it is the job of the forces on the ground to destroy the towers. :'''The Battlefield:''' The battlefield is divided into two parts following the ''Hammer and Anvil'' deployment map. The Tyranid player then places on the battlefield three Capillary Towers that must be set at least 12" apart from one another and inside his deployment zone. :'''Deployment:''' The Tyranid player is the first to start setting his army, following the normal deployment rules. :'''First Turn:''' The Angry Marine player has the first turn. :'''Battle Lenght:''' The battle lasts for 5 battle rounds, or until one player has satisfied the victory conditions. :'''Victory Conditions:''' If when the battle ends all Capillary Towers have been destroyed, the Angry Marine player wins. Otherwise, the Tyranid player is victorious. :'''Special Rules:''' At the beginning of every turn, a Capillary Tower regenerates a wound per {{W40kKeyword|Tyranid}} model within 6" of it. If that model is a {{W40kKeyword|Monster}}, it instead heals D3 wounds. :'''Victory Bonus:''' ::Tyranids: ::Angry Marines: All {{W40kKeyword|Tyranid}} units in the battle heal 1 fewer wounds or models (to a minimum of 1) ===In the Tyrant's Shadow=== : A long dormant hydraphant has been awoken by the norn queen, a creature far above the angry reaver Titan which the marines have brought to the planet. Such a powerful and colossal creature can and will wipe such a smaller Titan from existence... without a bit of help that is from outside forces. Recognising the hydraphants threat and not having anything to directly combat the creature, the angry marines have launched an assault to try and damage one of its legs, leaving it vulnerable for long enough for the angry reaver to deal a decisive blow. Not that the tyrannies will let that happen, and as such the hydraphant is surrounded at all times by a swarm of burning claws and teeth. :'''The Armies:''' The maximum amount of points for both armies is 750 pts./37 PP. All units must have the {{W40kKeyword|INFANTRY}} keyword. The hydraphant does not take a direct role in the battle, as it is engaged in combat with a distant Titan. :'''The Battlefield:''' The battlefield, which consists of a board of 30X30", is divided into two parts following the ''Search and Destroy'' deployment map. At each corner of the map 2D6” away from the board edges are the legs of the Hydraphant. :'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules. :'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal. :'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition. :'''Victory Conditions:''' The Angry Marine player wins as soon as they destroy two of the Hydraphant's legs. The Tyranid player wins as soon as every enemy model is killed (units in reserves count as destroyed). :'''Additional Rules:''' :: All {{W40kKeyword|TYRANIDS}} are in synapse range. :: All units suffer -1 to their hit rolls with ranged weapons. :: All non {{W40kKeyword|TYRANID}} units suffer one mortal wound each turn. ::{{W40kKeyword|ANGRY MARINE}} units always get plus one attack, not just in the fight phase that they charged in. :'''Additional Stratagems:''' :'''Tyranids:''' ::'''Draw the attention of the Devil (4 CP):''' A hydraphant is far above the petty concerns of infantry warfare, the role given to it is to duel with enemy titans. However, it will assist its brethren... if they can gain the attention of its colossal, but focused mind. :: At the beginning of your movement phase, the Tyranid player may draw the attention of the Hydraphant above it. Select an enemy unit with 2D6” of one of the Hydraphant’s legs, that unit suffers 2D6 mortal wounds and halves all movement and charge distances for the rest of the battle. :'''Angry Marines:''' ::'''FUCK ME THAT'S BIG!!! HOW CAN WE FUCKING MISS THE FUCKING THING?!!! IT'S ALMOST AS BIG AS YOUR MOM BITCH!!! (2 CP):''' :: Choose a unit during the Shooting or Fight phase which is directing all of its attacks at one of the Hyraphant’s legs. That unit may add 2 to its hit rolls and deals 1 extra damage with each of its weapons. ===The Spiritual War=== In order to try and send a warning to the wider imperium by reducing the effect of the shadow in the warp the angry marines have deployed a force of mindfuckers backed up by silencers. Their flank attack is at first successful, catching the tyranids psykers undefended and some clever diversionary tactics by Sargent in charge of boring shite, giving the angry marines a chance to strike and retreat before they are swarmed. :'''The Armies:''' All units must have the {{W40kKeyword|Psyker}} keyword. :'''The Battlefield:''' The battlefield is divided into two parts following the ''Dawn of War'' deployment map. :'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules. :'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal. :'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition. :'''Victory Conditions:''' ===Burning Flesh against Burning Metal=== : While all the infantry and airborne battles are taking place, the war is really being fought between each armies titans. And as the final days and hours of the war approach each side has decided that one gigantic push is required to try and scatter the other, and break the deadlock of never ending melee. :'''The Armies:''' All units must have the {{W40kKeyword|TITANIC}} keyword. :'''The Battlefield:''' The battlefield is divided into two parts following the ''Front-line Assault'' deployment map. :'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules. :'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal. :'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition. :'''Victory Conditions:''' A player wins as soon as every enemy model is killed (units in reserves count as destroyed). :'''Additional Rules:''' :: All Angry Knights get the {{W40kKeyword|black brothers}} keyword, and the ''Flames of Wrath'' and ''Pyromaniac Brothers'' rules, but may not take any Relics. ===Angry Marines don’t defend...=== The unthinkable has happened. The angry marine forces have been pushed back to their landing points, and are now forced to do the unthinkable... Defend a position so that they may retreat to orbit. :'''The Armies:''' Normal army composition, with the angry marines having 1000 points and the Tyranids having 2000. However, 1000 points of the Tyranid army must be made up of {{W40kKeyword|TROOPS}}. :'''The Battlefield:''' :'''Deployment:''' The Angry Marine player sets up all of his units, then the same goes for the Tyranid player. :'''First Turn:''' The Tyranids get the first turn and the Angry Marines may not steal the initiative. :'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition. :'''Victory Conditions:''' :'''Additional Rules:''' :: Every time a {{W40kKeyword|TYRANID}} unit is completely slain, set an identical one into the reserves. At the beginning of every Tyranid player's turn that unit can enter from the reserves. That unit must be placed in its deployment zone within 6" of any table edge. If the unit has some kind of special rule that lets it arrive in any point of the battlefield, it may use it instead. ::All {{W40kKeyword|ANGRY MARINE}} units cannot fail moral tests and ignore damage taken on a 6+ on a D6, or have they have a similar ability instead add 1 to these rolls. ===Battle for the Norn’s lair=== The angry marines have done it, they have finally ground their way through the never ending swarms to the volcano that the norm queen has made for herself. The tyranids must fight a desperate, defensive battle in order to prevent the angry marines assaulting the volcano and planting a cyclonic torpedo inside the protective warp field the norn queen is generating to protect itself. :'''The Armies:''' :'''The Battlefield:''' :'''Deployment:''' The Tyranid player sets up all of his units, then the same goes for the Angry Marine player. :'''First Turn:''' The Angry Marines get the first turn and the Tyranids may not steal the initiative. :'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition. :'''Victory Conditions:''' :'''Additional Rules:''' :: All {{W40kKeyword|TYRANIDS}} are in synapse range. :: All {{W40kKeyword|TYRANID}} units have a +1 bonus to their invulnerable saves (gaining a 6+ invulnerable save if they hadn't any).
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