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WARHAMMER 40,000
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UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-3 | 0-3 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-3 |
HEAVY SUPPORT | 0-3 | 0-3 |
This is an example of the organisation charts found with each new mission. This example shows the Standard Organisation Chart and is used by most of the missions. |
If your opponent consents, you may choose to play one of the missions on this site instead of the ones given in the 40K rule book. The missions are split into 3 categories:
Battles using the Standard Organisation Chart
Battles using the Standard Organisation Chart representing attacks on enemy positions
Missions using unique organisation charts & missions for 3+ players
The army selection example gives an idea of the lay-out of troop choices for the missions, some of which will have their own selection criteria. Items in dark grey are compulsory and items in light grey are optional. If you wish, you may ignore the structures provided in the mission in favour of those used in the 40K book (Standard, Battles, etc). You may wish to do this if you've designed your armies around these selections. It is up to individual players.
As usual, it is often better to choose a force before choosing a mission. When you want to include new missions in your games we find the best way is to pick a dice size (D6, D10, D12 or whatever) and write down this number of missions on a piece of paper, numbering each one. After you've chosen your forces roll the die to see which one you are going to play. It is for this reason that most of the missions on this site conform to the Standard Mission Organisation Chart. New mission special rules can also be used in your own missions.
Though sedated, the Space Marine struggled with the heretics as he was dragged along the dank stone corridor. It took three of the burly cultists to hold him. The Marine tried to throw a kick, his hearts pumping with the effort, but the drugs were too strong even for his enhanced physiology.
They turned a corner and abruptly stopped as they came to the sealed door. The chief acolyte went forward to the ceramite door. Taking an eight-pointed device from his robes, he began to unlock the seals, chanting litanies to his dark patron. The door shuddered open and they quickly dragged their captive inside. Taking chains from the walls, they bound him so that a chain held each limb. The chains were reeled in, so that when taut, he was suspended in an 'X' position. A final chain, suspended from the ceiling, had a clamp designed to keep his head facing towards the door.
As the others beat a hasty retreat to the safety of the corridor, the chief acolyte approached, placing his face so close the Marine could smell him despite the stench of the room. The chief acolyte spat in his face seven times.
"Truly I envy you," the man rasped, "you shall know pain we can only fantasize about."
The man turned and hurried away, sealing the door quickly from the other side.
It was a moment before the Space Marine detected movement from the darkness behind him. Something there exuded mass and perverse power. He detected a head moving within an inch of his neck, felt breath that alternated between warmth and chill. It spoke without speaking.
"Welcome sentient entity. You have striven to deprive my children of their simple pleasures and that angers me. But, I am a forgiving god and shall redeem you through pain and pleasure. I am Shrurrurdrun, a Keeper of the secret desires that inhabit the minds of the material-bound. I have held the still-beating hearts of a million children in my hands; I have adorned myself with the skin of ten thousand warriors; I have eaten the genitalia of a thousand species. No orrifice is a stranger to me. And when you have fully recovered from the poisons that inhibit your pain receptors, I shall return for you..."
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