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The war on Vigilus is over. News is slowly spreading throughout the Imperium of Men. Via astropathic relay, the news of the Imperial victory reaches the system of Cirillo, most notably Cirillo Prime. Lord Marcus Caligarius, planetary governor of Cirillo Prime understands the gravity of the situation. The Cirillo system is situated closest to the Rift Corridor at the eastern side of the galaxy. Surely, after the defeat suffered at Vigilus the forces of Abaddon the Despoiler will turn its attention to the other passageway across the Cicatrix Maledictum. Lord Caligarius has no other option than to prepare for the worst, and has begun reinforcing the Cirillo system.

During the construction of the defence lines on Cirillo IV, some members of the Imperial workforce began to behave strangely. Not committing to standard building procedures, not showing up at their shifts, and casualties began to rise beyond the regular expectations. Imperial psykers across the system went mad, screaming of a strong psychic pulse coming from Cirillo IV. Some reported the uprising of mysterious cults in the wake of the excavations in hive cities across the system. Weeks after the abnormalities were first reported to the higher command, a unusual rock formation was uncovered. Completely black, it appeared to absorb all light. It was shortly after this discovery was relayed to the governmental palace on Cirillo Prime, events began to unfold.

A battleship from the Emperor’s Holy Inquisition translated from the Warp from the nearest jump point, heading for the prime world. Recognising the rocks not as a natural rock formation, but a structure made from the mysterious Blackstone, Lord Inquisitor Raeven Vandire of the Orde Xenos concluded that a part of a lost Blackstone Fortress was uncovered on Cirillo IV. He saw what problems this could herald for the Imperial world. Still in the process of reinforcing the system, there was no way it could withstand a direct assault from the forces of the Warmaster. The psychic signal could also herald the arrival of other enemies of the Imperium. Who knows what would be attracted to the Blackstone Signal on Cirillo IV? Aeldari, Drukhari, or even the feared horrors of the Tyranids. Governor Caligarius, with the assistance of Lord Inquisitor Vandire relayed a plea for help to the rest of the Imperium, but with the Blackstone Signal interfering the communications, there was no way to know who would answer their call…

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THE SCRAMBLE FOR CIRILLO

Het plan is om vanaf Q4 2019 een campaign te starten voor Warhammer 40k binnen de Hired Guns. Dit begint op 500 punten en zal geleidelijk stijgen tot 1500 punten in Q4 2020. Dit om het spelen aan te moedigen en mensen de mogelijkheid te geven om hun leger uit te breiden.

 

Maanden (tot/met)Aantal puntenAantal potjesDeadline aanleveren legerlijst
Oktober – december 20195002maandag 23 september 2019
Januari – maart 20207502maandag 23 december 2019
April – juni 202010002zaterdag 23 maart 2020
Juli – september 202012502zondag 23 juni 2020
Oktober –december 202015002maandag 23 september 2020

  1. Legerlijsten maken gebruik van één enkele codex.
  2. Legers zijn battleforged.
  3. Er wordt gebruik gemaakt van standaard detachments. Detachments zoals uit de vigilus campagin zijn niet toegestaan.
  4. Geen Lord of War toegestaan.
  5. De campaign begint met 500 punten. De daaropvolgende lijsten zijn een aanvulling daarop. De 750 puntenlijst bestaat dus uit je 500 puntenlijst + 250 punten. Units kunnen niet worden geswitched.
  6. Forge World modellen zijn toegestaan, Forge World legerlijsten niet.
  7. Niet alle punten hoeven uitgegeven te worden. Deze gaan dan niet verloren. In de volgende fase kun je dan meer punten uitgeven, tot de nieuwe limiet.
  8. Units mogen maximaal 300 punten kosten.
  9. Uitzondering is tijdens de Reinforcement. Daarin mag één unit uit de lijst worden gehaald en de lijst uitgebreid worden tot de nieuwe limiet. Daarbij mag een nieuwe unit meer dan 300 punten kosten. Alle andere restricties blijven. Het moment van reinforcement wordt aangegeven door de Campaign Leiders
  10. Wanneer punten tijdens de campaign veranderen, bijvoorbeeld door een nieuwe versie van Chapter Approved, dan blijf je met je huidige lijst spelen. Wanneer point increases ervoor zorgen dat je teveel punten zou hebben, dan vul je het in de volgende fase aan tot de nieuwe limiet. Bijvoorbeeld, na Chapter Approved is je 750 puntenlijst opeens 790 punten. Je blijft dan spelen en vult de volgende fase je lijst aan tot 1000 punten door maximaal 210 punten te besteden.
  11. De legerlijst dient vóór de deadline, in battlescribe format, ingeleverd te zijn bij de campaign leiders. Gebeurt dit niet, dan krijg je -2 Campaign Points. Zie de tabel voor de deadlines.
  12. Je legerlijst dien je ieder potje uitgeprint mee te nemen.
  13. Je speelt met je eigen spullen: modellen, dobbelstenen, meetlint, alles.
  14. Andere modellen gebruiken als proxy is niet toegestaan. Wanneer een model verkeerde wargear zou hebben, die je dat duidelijk van te voren te melden bij je tegenstander.
  15. Matchmaking gebeurt door de Campaign leiders. De missies staan vast en zijn voor eenieder hetzelfde.
  16. Vindt een potje niet plaats, dan dien je aan de campaign leiders door te geven of:
    a. Beide spelers hiervoor verantwoordelijk zijn. Beiden krijgen een Minor Loss.
    b. Eén van de spelers hiervoor verantwoordelijk is. Hij/zij krijgt een Minor Loss, de ander een Minor Victory

Per battle

Major win:+5 Campaign Points
Minor Win:+3 Campaign Points
Draw:+1 Campaign Point
Minor Loss:-1 Campaign Point
Major Loss:-3 Campaign Points

Aan het einde van de campaign

Tijdens het laatste potje is je leger WYSIWYG*                           +1 Campaign Point
Tijdens het laatste potje is je leger volledig geschilderd              +2 Campaign Points
Tijdens het laatste potje is je leger volledig gebased                   +1 Campaign Point

NB: Het is niet mogelijk om met je totale Campaign Points in de min te gaan.

*Met WYSIWYG wordt bedoeld: What You See Is What You Get. Alle wapenopties, wargear, factie specifieke kleurenschema’s zijn correct weergegeven op de modellen. Als het model in de legerlijst een plasma pistol heeft, dient dat te zien te zijn op het model. Als je je leger als Ultramarines hebt geschilderd, gebruik je ook die regels (successor chapters en eigen bedachte facties mogen natuurlijk wel!)

SPELERLEGERFACTIE
MAXADEPTUS MECHANICUSMARS
TEUNADEPTUS CUSTODES 
PASCALCHAOS DEAMONSNURGLE
HANSTYRANIDSHIVE FLEET KRAKEN
TIMADEPTUS ASTARTESULTRAMARINES
KOENASTRA MILITARUMCADIAN
KEVINHERETIC ASTARTESALPHA LEGION
ANDREACHAOS DEAMONSSLAANESH
THOMASORKSDEATHSKULLZ
WOUTADEPTUS ASTARTESIRON RAVENS
BRAMADEPTUS ASTARTESVOID TRIDENTS
NIEKTYRANIDSHIVE FLEET HYDRA
MIKAYLAT’AU 
SJORSDRUKHARI 
ROELADEPTUS SORORITASOUR MARTYRED LADY
ROBINADEPTUS ASTARTESCRIMSON FISTS
JACKONECRONS 
LEMIAELDARI 
YANNICKCHAOS DEAMONSKHORNE

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You must capture a key point in enemy territory while securing your own borders against their attacks. If you seize the enemy’s territory but lose your own, there is no advantage gained.


THE BATTLEFIELD

Create the battlefield and set up terrain. For this game, 4 standard citadel 24” game tiles are used. Next, the players place one objective marker in the centre of the battlefield.

DEPLOYMENT
The players roll off and the winner picks one of the deployment zones for their army and sets up an additional objective marker within it. Their opponent uses the other deployment zone, and likewise sets up an additional objective marker within it. Neither of these objective markers can be set up within 8″ of any battlefield edge or within 12″ of any other objective marker. The player who did not pick their deployment zone then deploys their entire army first. Their opponent then deploys their entire army. A player’s models must be set up wholly within their deployment zone.


FIRST TURN

The player who finished setting up their army first chooses who takes the first turn. If they decide to take the first turn, their opponent can roll a dice: on a 6, they seize the initiative, and they get the first turn instead.

ACCEPTABLE CASUALTIES
The matched play rules for Sudden Death are not in use in this mission.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn rolls a D6. This time the game continues on a 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player with the most victory points is the winner. If both players have the same, the game is a draw. Victory points are scored for the following:

Push Them Back: Starting from the second battle round, each player scores a number of victory points for each objective marker they control at the start of their turn. A player scores 1 victory point if they control the objective marker in their own deployment zone, 2 victory points if they control the objective marker in the centre of the battlefield, and 3 victory points if they control the objective  marker in their opponent’s deployment zone. A player controls an objective marker if they have more models within 3″ of it than their opponent does. 

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Strike: You score 1 victory point if any units from your opponent’s army were destroyed during the first battle round. 

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Your Opponents

In onderstaande tabel vinden jullie je tegenstanders voor missie I. Het gaat dus om twee potjes, waarbij je dezelfde missie speelt tegen twee verschillende mensen. 

Chapter 2 – Incoming from above

Lord Caligarius looked at the hololithic display in the middle of the room with a stern face. Any moment now, Inquisitor Vandire will march through the heavy bronze door connecting the strategium with the officer’s quarters. He will not like what the astropathic relay had to report. Surely, the plea for help in the Cirillo system had worked, but not as Caligarius had hoped. With the help from the Lord Inquisitor’s communication clearance, the broadcasted the emergency across multiple Imperial subsectors. At first the fruits of that relay were in the form of no less than four battle companies of the Adeptus Astartes. Not only the renowned chapters of the Ultramarines and Crimson Fists had send their warriors to this new warzone, but the noble Iron Ravens and the Void Tridents as well. Over the next few weeks other Imperial forces had arrived: a regiment of the Cadian Shocktroops, eager for revenge for the loss of their home world during the events that created the Cicatrix Maledictum, but forces of the Mechanicus and Adepta Sororitas as well. Yes, the first weeks had filled the planetary governor with relief, even hope. Unfortunately, that hope had soon faded, with the arrival of forces of Chaos and Xenos alike.

The dreaded forces of the Alpha Legion arrived first, and within hours they began reinforcing their landing point. From there, it quickly got worse. Scouting parties of the Iron Ravens reported the Heretic Astartes began creating passageways for the creatures of the Warp. At least three factions of daemons were distinguished by the infiltrators, who ventured deep into contested territory. They  reported sightings of Bloodletters, Plaguebearers and Daemonettes in the presence of the Alpha legionnaires, whose leader seemed to be daemonically empowered as well.

Reports from the Imperial Navy informed the planetary governor and Lord Inquisitor Vandire about the arrival of multiple casualties in a growing conflict above the planet’s surface. Boarding parties of Orks were reported, seeking ways to get to the surface in order to join the fight. Even the enigmatic T’au were joining in the war, their so-called Empire not far from the Cirillo system. Inquisitor Vandire had laughed at the reports. “The filthy T’au are trying to interfere on an Imperial World? Such hubris! As if the Imperial forces can’t handle their own problems. And the Orks, they probably are just looking for their share in the fighting. When this is over, we will handle them.”. The optimism of the Inquisitor of the Holy Ordo Xenos soon dissipated, for the arrival of both Tyranid brood ships and Necron activity on the planet meant that the Xenos threat was to be taken very seriously.

Soon, the fighting on Cirillo IV had begun. Mostly, the forces struggled against one another to secure their presence on the planet. Vandire had surveyed the battle reports closely. The Imperial armies held firm against the waves of daemons, but the Tyranids devasted their opposition with horrifying efficiency.

The bronze door slammed open, revealing Lord Inquisitor Raeven Vandire, pushing aside the servitor responsible for granting his master his entrance. The servitor closed to the door like nothing happened. Vandire moved towards the hololithic display. “Tell me the Imperial forces have making some damn progress on that battlefield.” Startled by quick-tempered demeanor, Caligarius had trouble finding the right words. “N-no sir”, he began, “The Xenos and the armies of the Warmaster are securing a grip on Cirillo IV. Our forces are holding their ground, but not without severe casualties.”. “That’s it!”, Vandire growled, “that’s it. I’m giving the order to the inquisitorial battle barge in orbit to fire a cluster of subatomic warheads directly onto the battlefield.”. It took Caligarius a few seconds to register what he had just heard. Firing directly onto the battlefield? It didn’t take the strategic insight of the late commander Creed to know the death toll to the Imperial soldiers, human and post-human alike, would be enormous. “Sir, you can’t possibly mean to sacrifice four companies of loyal Space Marines?”. “Silence! My decree is from the highest authority. As an inquisitor, I answer to the God-Emperor of Mankind alone. The Xenos menace cannot be allowed to fester on an Imperial world, in particular when a possible Blackstone Fortress is added to the equation. I will sacrifice a chapter of Space Marines if needed, and…”.Vandire couldn’t finish his sentence. Once again the door swung open. Three massive, gold-clad giants entered the strategium. “You will do no such thing” spoke the leading giant, removing his red crested helmet. “My name is shield captain Dacian Thelonius. On the order of Roboute Guilliman, Lord Commander of the Imperium of Mankind, we relinquish you of your control, inquisitor. Instead of bombing the forces coming to the rescue of this planet, they need to be reinforced with supplies vital in their fight.” The shield captain of the Adeptus Custodes addressed governor Caligarius. “You are in control, lord governor. Make it so, in the name of the Emperor!”

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Braving the flak batteries of the foe, your best pilots are inbound with supplies to drop to your beleaguered forces. You must race your enemy to the prize, driving them away from the drop coordinates and seizing the supplies as they land.

 

THE BATTLEFIELD
Create the battlefield and set up terrain. For this game, 4 standard citadel 24” game tiles are used. Next, the players place 4 objective markers as follows. The players roll off and, starting with the winner, the players alternate placing these objective markers until all 4 have been set up. The objective markers can be placed anywhere on the battlefield, as long as the centre of each is more than 12″ from the centre of any other objective marker and more than 6″ from the edge of the battlefield.


DEPLOYMENT
The player who placed the fourth objective marker picks one of the deployment zones for their army. Their opponent uses the other deployment zone. The players alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The players roll off, and the player who finished setting up their army first adds 1 to their result. The winner can choose to take the first or second turn. If they take the first turn, their opponent can roll a D6; on a 6, they manage to seize the initiative, and they get the first turn instead!

SUPPLIES INCOMING
At the start of the third battle round, the player who has the next turn selects two objective markers. These are the alpha objective markers. The remaining two are the beta objective markers. That player then randomly selects an alpha objective marker by rolling a D2 – the other is removed from the battlefield. This is a Mission roll (pg 67), so cannot be re-rolled by using the Command Re-roll Stratagem. At the start of their opponent’s next turn, their opponent does likewise for the beta objective markers. After this is done, there should only be two objective markers remaining on the battlefield – these are the supplies both players must now control.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn rolls a D6. This time the game continues on a 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player with the most victory points is the winner. If both players have the same, the game is a draw. Victory points are scored for the following:

Secure Supplies: At the end of the game, each of the two objective markers left on the battlefield is worth 3 victory points to the player who controls it. A player controls an objective marker if they have more models within 3″ of the centre of it than their opponent does.
Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.
First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.
Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Your Opponents

In onderstaande tabel vinden jullie je tegenstanders voor missie I. Het gaat dus om twee potjes, waarbij je dezelfde missie speelt tegen twee verschillende mensen. 

 

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