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Eye of Terror Narrative Extras

Each week of the campaign will see the progression of the overall crusade. A different narrative each
week will affect the course of the war and impose special rules on games. Before a game starts, one
player (decided as you like) rolls a D6. Apply the appropriate result to the game for that week.

Week 1 – Insurrection
As cults and recidivists emerge all across the sector, loyalist armies are stretched to the very limit of
containing incidences of assassination, sabotage and ambush. The Forces of Order struggle with fifth
columnists and sabotage to their supply lines, finding it difficult muster coherent forces when targets of
opportunity arise.
Special Rules
1-3: One Forces of Disorder Infantry squad chosen from Elites may infiltrate.
4-6: The Forces of Disorder player may force one unit from the Forces of Order player’s army to begin
the game in reserve.

Week 2 – Crusade
The Forces of Order reel under the impact as the enemy’s assault is launched in full fury. All across the
warzone, assaults come in a never-ending tide of fire and steel. However, isolated pockets of resistance
continue to hold the line against all-comers.
Special Rules
1-3: Before each game, the Forces of Disorder player may call down a Preliminary Bombardment
regardless of the scenario being played (See 4th Edition Rulebook).
4-6: The Forces of Order player may include up to D3 bunkers and can include Obstacles in his
deployment zone (See 4th Edition Rulebook).

Week 3- Eldar Sighted


Eldar Forces using the webway strike hard and fast at the advancing Forces of Disorder, destroying
supply bases, disrupting communications and eliminating key leaders. In other, more direct roles, Eldar
units join forces with other Forces of Order operations.
Special Rules
1-2: Roll a D6 for each unit in the Forces of Disorder army. On the roll of a 6 that unit must start the
game in Reserve.
3-4: One randomly determined character (independent, squad leaders, etc) from the Forces of Disorder
army has been targeted by Eldar assassins and may not be fielded for this battle. His wounds require
significant medical attention.
5-6: One Forces of Disorder unit, chosen by the Forces of Order player, starts the game “Pinned” or
“Crew Stunned”.
Week 4 – Web War
Their shadowy brethren, the Dark Eldar, engage their Craftworld cousins throughout the twisting myriad
tunnels of the Webway, constantly trying to ambush and out-manoeuvre each other. When one side
manages to slip past the other, it finds itself able to lend its aid to the pivotal points of many battles
raging around the Eye of Terror.
Special Rules
1-3: Midnight terror attacks from the Dark Eldar have left many troops on the frontlines deathly afraid,
unwilling to move from entrenched positions for fear of these shadowy killers. Roll a D6 for each Forces
of Order unit, on 5+, that unit starts the game “Pinned”.
1-4: Deadly Eldar strike teams behind enemy lines have made the Forces of Disorder wary of ambush,
slowing their advance to a crawl. Roll a D6 for each Forces of Disorder unit, on a 5+ that unit suffers -1
leadership for the duration of the game.

Week 5 – Navy
The Imperial Navy, resurgent after an initial mauling, strikes back with all the fury, courage and daring its
greatest commanders are famed for throughout the galaxy. Reinforcements are able to break through
enemy blockades and orbiting Imperial ships are able to bombard enemy positions from afar.
Special Rules
1-3: Before the game, the Forces of Disorder player suffers a Preliminary Bombardment with the
exception that units are hit on a 5+ instead of a 6+ (See 4th Edition Rulebook).
4-6: Orbiting Navy vessels pound the enemy positions with devastating barrages. This functions as an
Orbital Strike and is free for the Forces of Order player. Roll a D6 to determine the type of Orbital Strike:
1-2: Lance Strike, 3-4: Melta Torpedo,
5-6: Barrage Bomb
Week 6 – Warp Storms
The forward edges of Warp Storm Baphomael rage and seethe, saturating the air with dark magicks and
every soul with a gnawing sense of doom. The fragile veil of reality stretches and becomes thin as the
power of the Immaterium seeps through into the material realm.
Special Rules
1-3: Screaming creatures of the Warp intrude on the waking nightmares of those with even the smallest
psychic potential. To those cursed with psychic ability, they are almost driven to madness by the
screaming voices in their minds. As a result, any character that uses a psychic power automatically
suffers a “Perils of the Warp” attack, regardless of the dice rolled to use the power, even if they would
automatically pass such a test. This is in addition to any “Perils of the Warp” attacks the might suffer
normally. It’s not a good time to be a psyker...
4-6: As the veil between reality and the Immaterium weakens, the foul denizens of the Warp find
themselves able to easily force their way into the material world. Any player including Daemons in their
army may add or subtract 1 to any Reserve roll they are required to make to summon them.

Week 7 – The Big Push


As more and more areas of space are retaken by the Imperial Navy, the Space Marines are able to join
the fight in significant numbers. Like bolts of lightning from cloudless skies, they strike without warning
or mercy, destroying all before them in a whirlwind of righteous flame.
Special Rules
1-3: Attacking behind enemy lines, Space Marine Scout units destroy fuel and supply depots reserved for
enemy vehicles. Each turn, roll a D6 for each Forces of Disorder vehicle. On a 6, the vehicle has
exhausted its fuel and may not move (or turn except for sponsons, turrets, etc) for the rest of the game
(this does not count as immobilised for Victory Points purposes).
4-6: As the lightning assaults of the Space Marines push the Forces of Disorder back, they reoccupy their
bridgehead positions and hunker down, desperately awaiting reinforcements. The Forces of Disorder
player may include D3 Bunkers and can include Obstacles in his deployment zone (See 4th Edition
Rulebook).

Week 8 – The End Times


Driven on to insane heights of bravery/savagery by their masters, the armies of both the Forces of Order
and Disorder throw everything they have into the final struggle. Quarter is neither given, nor asked for
and only the bravest or most insane will survive to tell of the battles fought here.
Special Rules – All of these rules are applied.
1: Regardless of the Mission being played, the game uses the “Random Game Length” special rule (See
4th Edition Rulebook), starting from turn 6.
2: With the exception of HQ choices, all units gain the “Sustained Attack” special rule (See 4th Edition
Rulebook).
3: Units still in their deployment zone suffer a Preliminary Bombardment (See 4th Edition Rulebook)
during the enemy’s shooting phase.

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