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A year has passed since my research team made our greatest discovery. One
which I wish we had never made…
As news of the discovery of the portal spread, armies from all across the galaxy
began sending forces to the planet, attempting to gain control of the portal and
the secrets it holds.
What they didn't realize was the unpredictability of the power contained within
this portal. One moment it scrambles sub-space communications, the next it
boosts them beyond anything science has developed, allowing almost instant
communication across the span of the known universe. It causes ships to
suddenly lose power and fall from the heavens, then does an about-face and
blasts them out of orbit, sending them hurtling through space at light speeds. I
have seen it deform the bodies of those foolish enough to approach it, sometimes
sucking them in, never to be seen again! I have also come to believe that
spending too much time in its presence drives man and demon alike to lose their
minds…and perhaps their souls as well.
It began with the Blood Angels. They were the first to arrive and secure a
foothold at the base of the mountain upon which the temple is perched. I
warned them that building their base so close to the portal was a terrible idea,
given our brief research, but their bravado (or stupidity) prevented them from
accepting the potential threat of the portal. They spent months defending the
temple against all manner of would-be-conquerors. Orks, demons, bugs, even
the undead…all made bids to wrest control of the mountain from the crimson-
clad marines, to no avail.
I believe the power of the portal corrupts one's body and mind, amplifying their
worst traits and weaknesses. I can feel its cursed energies affecting me even at
a distance of over 10 miles. Although no physical force could break the Blood
Angels' lines, spending day after day bathed in the unnatural energy of the
portal has taken its toll on the mighty warriors. The power of the portal
magnifies the inborn curse of the Blood Angels, The Red Thirst, causing them to
lose more and more of their humanity, accelerating their descent into madness.
The Black Rage has overtaken their ranks with incredible speed and in
unprecedented numbers, but it manifests itself differently here. Rather than
satiating their blood thirst through battle, the poor souls have lost all touch with
humanity, raiding local villages, killing innocents and consuming their blood.
As more and more of their ranks succumb to the Black Rage, the frequency and
severity of their attacks has increased. The local population cannot hope to
stand against the might of these uber-warriors. Only trained soldiers, working
in unison to train new soldiers and bolster the villages current defenses can
hope to stave off their advance.
We must be wary, for it is not only the Blood Angels who are being corrupted by
the portal. Soldiers from the other armies sent to capture the portal, have been
driven mad and are roaming the planet, raiding and pillaging as they go.
Although we have distanced ourselves from the area, many villagers and
refugees have been slipping into the depths of madness as well.
There is yet hope! Many of the warriors, sent here to conquer and control the
portal and it's unimaginable power have abandoned their blood feuds and come
to recognize that on their own, they are no match for the power of the portal. It
is not something that can be controlled - instead it must be stopped. They have
joined forces to help us destroy the portal before it consumes us all. Some have
been tasked with defense of the remaining villages, some, the training of new
soldiers, others follow clues discovered in the ruins of the temple that may tell
us who created the portal, where it leads, and how to destroy it. For the
Emperor's blessing I pray - Give us the strength and will to find the answers
before we succumb to this unholiest of powers.
The Rules
The game follows all the normal Victory Conditions
Warhammer 40k rules found in the
Warhammer 40k 7th edition rulebook, The only way to win the campaign is to
with the changes and additions shut down or destroy the portal. At the
explained in the Cursed Portal V1.0 beginning of the game, there is no
Game Rules. Please note that you will known way to accomplish this. As the
require all rulebooks and Codices that campaign progresses, the players will
you would normally need to play a assign research tasks and discover clues
game of Warhammer 40,000. about the origins and workings of the
portal.
Scavenging
The character spends the turn away
from the village, searching the
surrounding areas for supplies. Roll
1d6 for each character performing a
Scavenging action. On a roll of 6, the
character finds something useful as
determined by the CM.
Soldier Training
The character works to train villagers
and refugees in the ways of war. Roll
1d6 for each character performing a
training action. On a roll of 5 or 6, they
succeed in basic training of a single
recruit and the town gains 1 conscript.
A maximum of 3 conscripts may be
successfully trained in a single turn and
Madness If the character was taken out of
action during the turn, subtract 1
Character Madness from their leadership value.
Each character rolls 2d6 during the If the character took an opponent
Resolve Madness phase of each turn to out of action during the turn,
determine if they succumb to the subtract 1 from their leadership
Madness. They must roll equal to or value.
less than their leadership +6. So if a If the character's kill team won the
model has a leadership of 4, they must mission, add 1 to their leadership
roll equal to or under 10 (4+6). value.
If the character or his squad
The Madness roll is subject to the secured an objective or otherwise
following leadership modifiers (which accomplished a mission objective
are cumulative): directly, add 1 to their leadership
Every odd numbered turn, subtract value.
1 additional point from their If the character began the turn
leadership value prior to rolling. Exhausted, subtract 1 from their
For example, a model with a leadership value.
leadership of 4 would have to roll a
10 (4+6) in the first turn, but would Note: The reduction or increase of
have to roll a 9 (4+6-1) or below in leadership values above applies only to
the 3nd turn, and an 8 (4+6-2) or Madness checks and does not
below in the 5th turn, and so on. permanently affect the actual leadership
value for other aspects of the game.
If the model has fallen victim to the
madness previously, subtract an
additional 1 point from their If a character fails his Madness roll he
leadership value for each time they is immediately moved to an Exhausted
have failed a Madness roll condition (see Health Status later in
previously. rules). At the end of the following turn,
the character rolls a Madness check at
If the character began the turn
an additional -1 penalty to his previous
Fresh, add 1 to their leadership
roll. If the character passes the test,
value.
they are upgraded to Fatigued and
If the character did not participate return to duty as normal. If they fail
in a mission during the turn, add 1 the roll, they are removed from the
to their leadership value. game permanently.
If the character participated in a
mission during the turn, subtract 1
from their leadership value.
Villager Madness Village Morale
During every odd round, After The village morale track starts at
determining character Madness, roll to Ten and if it ever reaches zero, the
see if any of the villagers succumb as players have lost the campaign. Certain
well. The number of dice rolled is events can lower and raise the village
based on the number of player Kill morale.
Teams:
A list of the bonuses and penalties
Madness Base Dice follows, but scenario subplots or events
2 Kill Teams: 8d6 may also call for a Morale increase or
3 Kill Teams: 10d6 decrease. Note that when these events
reference a model being “slain” this
4-5 Kill Teams: 12d6
means that the model dies as a result of
6 or more Kill Teams: 15d6 a post-battle injury roll or Madness roll,
For each 1 or 2 rolled, a new villager is not just that they are taken out of
added to the Madness track. action.
Morale Penalties
-3: Players rout from Town Attack
-2: 3 consecutive Research fails
-1: Player Special or Leader or
Villager Conscript slain
-1: Character succumbs to Madness
-1: Players fail a mission
Morale Bonuses
+2: Enemy Special or Leader slain.
+2: 3 consecutive Research
successes
+1: Enemy Special or Leader taken
out of action, but not slain.
+1: Players win mission
+1: Cure Character of Madness
Health Status Vehicles
Each member of a Kill Team is affected The strange energies of the portal
by the Fresh, Fatigued and Exhausted disrupt gyroscopes, altimeters,
Rules. compasses, driver equilibrium, and
other key factors related to piloting
Fresh vehicles. Any round in which a vehicle
A character who begins a turn neither moves, first roll a d6. On a 1 or 2,
Fatigued nor Exhausted is considered reroll the d6 and apply the following
Fresh. Fresh troops have no restrictions effects:
on their actions during the turn.
Dice Result
Fatigued Roll
If a character participates in a mission Vehicle suddenly veers off course!
1 Roll a scatter dice and move the
during a turn, he begins the following
vehicle's full speed in that direction.
turn Fatigued. He is tired and can At the end of the distance, the vehicle
participate in missions as normal while takes 1 hull point of damage and rolls
Fatigued, but if the character 1d6 on the Vehicle Damage Table to
determine the result.
participates in two consecutive turns of
missions, he will become Exhausted at No Power. The vehicle cannot move
2 this turn. It may fire its weapons
the end of the 2nd turn. A Fatigued normally.
character who does not participate in a Jammed! The vehicle operates
mission during the turn, begins the next 3 normally this turn, but cannot fire any
turn Fresh. of its weapons. Models inside the
vehicle may fire their personal
Exhausted weapons if the vehicle allows it.
A character who begins the turn 4
No brakes! The vehicle operates
normally this turn, but in the following
Exhausted must perform a Rest action round, it will continue moving at its
during that turn and cannot participate full speed in a straight line in the
in missions during that turn or the direction it faces at the end of the
current turn. No other movement or
subsequent turn (No missions for 2 turning is allowed in the 2nd turn.
turns). The character may perform
Rapid Fire. The vehicle may fire one
actions in the 2nd turn. 5 of its weapons one additional time this
round. This does not grant more than
one shot for abilities that allow a
vehicle to fire a weapon more than
once already. All abilities are resolved
first, then one additional shot is
granted.
Warp speed! The vehicle's speed is
6 boosted. You can move the vehicle
twice its normal movement distance
for this turn only with full control.
is a Chariot, count this result as a Crew
Stunned result instead (see above). If
Vehicle Damage Table
the vehicle is a Zooming Flyer, roll a
further D6: on a 1 or 2, that Flyer will
1-3 - Crew Shaken. The vehicle is
immediately Crash and Burn! (see
rocked by the attack, but no serious
below), on a 3+ the Flyer counts this
damage is sustained. The vehicle can
result as Crew Stunned instead (see
only fire Snap Shots until the end of its
above). Other vehicles are
next turn.
Immobilized. An Immobilized vehicle
cannot move – it may not even pivot,
4 - Crew Stunned. Either the vehicle’s
but its turrets may continue to rotate to
crew is knocked about by the attack, or
select targets, and other weapons retain
the vehicle’s targeting and steering
their normal arcs of fire. Any
systems are temporarily scrambled. The
Immobilized results suffered by an
vehicle can only fire Snap Shots until
already Immobilized vehicle instead
the end of its next turn. If the vehicle is
remove an additional Hull Point.
a Zooming Flyer, it must move 18" and
cannot turn at all in its next Movement
7+ - Explodes! The vehicle is ripped
phase. If the vehicle is not a Zooming
apart in a spectacular explosion, as its
Flyer, it cannot move or pivot until the
fuel and ammo detonate. The vehicle is
end of its next turn.
destroyed. If the vehicle is a Zooming
Flyer, it will immediately Crash and
5 - Weapon Destroyed. The strike
Burn! (see below), otherwise nearby
causes critical damage to part of the
units suffer a Strength 4 AP- hit for
vehicle’s armament. One of the
each model within D6" of the vehicle
vehicle’s weapons (randomly chosen)
(resolve this once, regardless of how
is destroyed – including any combi- or
many times the result is inflicted), as
built in weapons. This can include
flaming debris scatters across the area.
vehicle upgrades that are weapons,
The vehicle is then removed from the
such as pintle-mounted storm bolters or
battlefield.
hunter-killer missiles. Do not count
weapons that have run out of
Crash and Burn! The aircraft is torn
ammunition – they’re already non-
apart and flaming debris rains down
functional for the most part. If a vehicle
upon the battlefield. Centre the large
has no weapons left, treat this result as
blast marker over the Flyer – it then
an Immobilized result instead (see
scatters 2D6". Models under the blast
below).
marker’s final position suffer a Strength
6 AP hit.
6 - Immobilized. The vehicle has taken
a hit that has crippled a wheel, track,
grav plate, engine or leg. If the vehicle
FORTIFICATIONS
For standard missions, the Kill Team rules for buildings will be used. For Village
Defense Scenarios, The standard 40k rules will be used for buildings. Fortification
Points can be spent on the following during Village Defense Missions:
BUILDING UPGRADES
The following upgrades can only be purchased for fortifications that are buildings.
A small building can purchase a single upgrade, a medium building can purchase up
to two, while a large building can purchase up to three. A single building can only
have one of each upgrade. The first time a unit (friend or foe) occupies a building
with upgrades, the owning player must declare all upgrades the building has. Unless
otherwise stated, these upgrades do not apply to a building’s battlements.
OBSTACLES
Makeshift barricades can provide a vital outer perimeter. Obstacle upgrades are
small sections (each up to 6" in length and 4” wide) of battlefield debris (see
opposite). The village can purchase up to four sections of obstacles, in any
combination, from the list below. These are placed at the same time as the village
terrain and must be placed wholly within 6" of the village walls.
Tanglewire......5 pts/section
Shrine……….10 pts (Only 1 allowed)
Barricades......10 pts/section
Tank Traps.....5 pts/section
Fuel Barrels…5 pts/ 2 barrels
Ammunition Dump
A ready supply of ammunition is always welcome in a fight – especially when you
hear the ‘dead man’s click’ of an empty magazine. Any model within 2" of an
ammunition dump re-rolls failed To Hit rolls of 1 in the Shooting phase. A model in
cover behind an ammunition dump has a 5+ cover save.
Comms Relay
A working comms relay can be crucial to the coordination of reserves, and therefore
to a swift victory. Any player with an unengaged model within 2" of a comms relay
can re-roll Reserves rolls. A model in cover behind a comms relay has a 5+ cover
save. Reserves are characters who are performing Fortification or Research actions
this turn. Reserves rolls and the comms relay may be used to bring 5 of the models
performing one of these actions in as reserves (all 5 models must come from the
group of models performing the SAME action this turn). The models called as
reserves cannot roll for FP or RP this turn.
Defense Lines
Defense lines are armoured shield sections that link together to provide troops with
shelter from enemy firepower. A model in cover behind a defense line has a 4+
cover save. If a unit decides to Go to Ground behind a defense line, it gains +2 to its
cover save, rather than +1 . For the purposes of charge moves, models that are both
in base contact with a defense line and within 2" of each other are treated as being
in base contact. Despite the models on either side of the defense line not literally
being in base contact, the combatants fight nonetheless.
Gun Emplacement
One non-vehicle model in base contact with a gun emplacement can fire it instead
of his own weapon, following the normal rules for shooting (note that a model
firing a gun-emplacement always counts as being stationary , even if it moved in its
preceding Movement phase). A model in cover behind a gun emplacement has a 4+
cover save. The gun emplacement can be shot at and attacked in close combat. It is
hit automatically in close combat and has the following profile:
Gun Emplacement
WS BS S T W I A Ld Sv
- - - 7 2 - - - 3+
Heavy Stubber
Heavy Bolter
Multi-Laser
Shrine
The glow of holy light inspires the faithful still. Models are Fearless whilst within
2" of the shrine. A model in cover behind the shrine has a 3+ cover save.
Tanglewire
The barbed coils of tanglewire can prove fatal to infantry. Tanglewire is dangerous
terrain. A model in cover behind tanglewire has a 6+ cover save.
Tank Traps
These obstacles allow all but vehicles to pass by unhindered. Tank traps are
impassable terrain to non-Skimmer vehicles, dangerous terrain to Bikes, and open
ground for all other units. A model in cover behind tank traps has a 4+ cover save.
Fuel Barrels
Fuel barrels provide a 5+ cover save, but on a save roll of ‘1’, the barrel explodes
and the model immediately takes a wound. Saves other than the cover save are
allowed vs. this wound.
Turns Completed THE CURSED PORTAL
0 / 20
CAMPAIGN TRACKER
Fortification Points Fortifications Purchased
0 1.
2.
3.
4.
Research Points
5.
0 6.
7.