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Pirates of the Carribus Sector

Campaign Setting
50 Years after the Badab War, an Inquisitorial shipment containing

rare and exotic warp artifacts and gold ore from a harvested daemon
world

of what is assumed to be a Squat Fortress world. The squat planet


possessed

a previously unknown but rare material that possesses a super


conductive

goldlike ore dubbed "ur-gold" that is also warp tainted but none the
less

highly saught after by chaos, the inqusition, and those who wish to

fill their coffers with whatever shiny bits they can get.

This large Inquisitorial space hauler had been lost in the warp, whether
it was

chaos daemons, ork infestations, or perhaps a mutiny that had left it to

float amongst the imaterium for decades only to be thrown apart and
vomited

by a recent warp storm in the Carribus Sector during the Andomitus

Crusade.

This sector hosts a luxurious tropical moon that hosts the only
available

colony named Port Marquis, a hive specalizing in fish exports, ship


repair

services, resort services for imperial nobility, and a lower hive to hide
scum and pirates. In addition many other moons and mining outposts
float

in the system, perfect for staging operations for raiding Port Marquis
and

the surrounding planetside to find the fabled "Gold Hauler".

You the player are apart of a kill team that has one way or another
ended

up on this Port Hive seeking personal glory, wealth, or a way to get the

zog' outta this system. Whatever your motivations are, you know that
you

cannot achieve these goals by yourself and can seek the assistance of

powerful pirate captains or the nefarious planetary governor Guilliam

Marquis. Your goal is to work with your faction to ensure gold

and glory. First player to get to 30 coins, be the last faction

standing (and not in guerilla mode) or have 25 in two specific resources

for their faction wins the game for their team and is declared

the pirate king!

Factions
The Free Rogue Traders Guild - Led by the cunning Captain Kallaho and
his

motley crew of likeminded captains, they seek only personal wealth and

will reward greatly for providing tithes to the guild in exchange for

powerful weapons, expendable crew mates, skilled cut throats and thieves,

and bombardments. While they seem greedy, Captain Kallaho will "help" loyal
citizens and begrudgingly work with Guilliam Marquis if the situation

is dire. As it's better to work with an enemy you know than a turncoat chaos

scallywag.

This faction is only limited to Imperial and Eldari factions.

Players start with d6+2 bonus Morale for their roster.

Players who spend intelliegence to roll for hunting for treasure add

1 to their rolls.

Imperial Governor Guilliam Marquis -Lovingly called "Your Thickness" by

Kallaho for his fat decadant nature and love for all hedonistic

culinary pleasures. Marquis lords over Port Marquis and is the defacto

tyrant. His nature is only kept in check as the inquisition is currently

investigating tithe evasion and rumors of warp tainted gold and relics

that lurk amongst the many island jungles aboard parts of a crashed ship.

The governor will reward handsomly for returned artifacts and gold by

providing assistance in the form of inqusitorial assistance through intelligence

and access to many of the ports facilities like the Imperial Apothecariums

or the Planetary Defence Force for example. Personally he would prefer you
not

keep chaos artifacts as the inqusitor could easily be bribed with such

trinkets, he knows very well how powerful these tools will be against

repelling these pirate hordes from his shores.

This faction is limited only to Imperial Players, and Deathwatch/Grey Knights

must pick this faction as the inquisition has sided with the governor!

Players start with d3+1 Intel and d3+1 Territory as a bonus to their
roster.

Players start with 2 free buildings. The Governors Palace, and 1 free

building selected from the building chart.

Chaos Pirate Lord Huron Blackheart- Defacto Tyrant of the Crimson


Corsairs

there is only two things Huron seeks in his unholy crusade. Return of his

rightful property from the crashed ship, and death to the false emperor.

He cares little for weakness as the only thing that matters is his rightful

property is returned to him. Pray he does not find out you horde chaos

artifacts or you might face his complete wrath. But if you provide him

with what he wants, you can assist in speeding up the ritual to release

the daemon hordes and infernal chaos magics amongst the populace. I

n addition, hordes of cultists, elite astartes warriors, and sorcerors

are at your command if you're willing to pay the infernal price

in ur-gold.

Only the Chaos Faction is allowed to play this team.

Players start with d6+2 bonus materials

Each player recieves one chaos artifact (but must roll on the chart).

This team adds a ritual pool score to their roster. As Huron is attempting

to summon demons into this realm. Each player before a mission may give up

one relic they possess to add d6+1 to the pool. Once 20 points have been

accumulated something fun occurs.

Ork Freeboota Kaptain Badrukk- In a horrific telly-porta mishap, Kaptin

Badrukk and his Freeboota Krew warped to the Carribius System and are
eager to horde the shiny bits. And if therez shiny bitz then therez gitz

fer fightin'. Kaptin Badrukk and krew are a bit short on manpowa at the

moment, but are willin to take on some extra gits. Zog' even da Mad
Mek(dok?) managed to use one of them chaos artee-facts to get them bug
boyz under

his biddin.

Da Kaptain doesn't give a zog about chaos artifacts but loves da gold.

The Kaptin will lend his krak teem kommando squad to anyone who's willin

to pay out. As well as some special mek perks (but pray you are lucky to

survive the mad meks works!).

Chaos and all Xeno Races are allowed to play in this team.

Players start with d3+1 Morale and d3+1 Materials in this roster.

Whevever an effect causes teams to spend materials, this team pays one

less to a minimum of 1.

Resources
In addition to all 4 resources which is shared amongst players, each

individual player will keep track of a resource their specific kill team

owns. "Ur-Gold" or just Gold for claritys sake is a special material that

can be used with psykers and is a highly valueable currency in Port

Marquiss. So prized that factorum serfs will fight to the death for a

single coin, as most coins are valued around a years wage for these poor

individuals.

Gold can be used for command points, psyker powers, or to buy


assistance. Each player starts out with 2d6+1 gold pieces. And every victory

in a mission will let them steal d3 coins from their opponent. If there

are more no coins to steal from your opponent then nothing happens (you

robbed them blind you git!).

·0 1-2 Coins can be spent for 1-2 command points and can only be used

once per round. This ability can only be used if your leader is not shaken

or out of action. (As he's the one with the coin purse!)

·1 If you spend 1 coin, you can add +3 to your psyker rolls. However

any rolls of a double cause a miscast and you suffer 1 mortal wound.

·2 Coins may be spent before a mission to add resources to your

factions roster. Each coin you spend is worth 2 resources. You may spend

as much as you want.

·3 Coins may also be used for purchasing equipment for your specialists

or other special abilities/items/troops before a mission as well

·4 First player to get to 30 coins or have 25 in two specific resources

for their faction wins the game for their team and is declared the pirate king.

·5 Coins may be traded amongst players for any reason.

Chaos Artifacts- Chaos artifacts are powerful items found amongst the

wreckage, in hidden stashes, or as prizes hung on the wall on noble estates.


A individual model can only carry 2 chaos artifacts into battle, as any

more will cause ill effects on the poor soul.

Whenever you gain an artifact, roll a d66 and consult the table.

Artifacts may be sold for 1d3+1 gold.

Pooled resources

Due to how powerful each of these Pirate factions are, you as a player

collectively pool your resources together with others of the same faction.

Each pirate team starts with 8 resources each, and each team after every
mission generate d3 resources for two resources.

If a team holds 15+ resources, each player in that team recieves 1

gold per mission. If the team controls 20+ resources then they recieve

2 gold per mission. Holding 15+ resources in two values does not stack gold.

Intelligence- Intelligence is a resource that may be spent by a player

to provide boons during specific missions, search out crash sites for

treasure, or provide intel during a fight.

Players may spend 1 intelligence during the scout phase to see which

number their opponent has selected. A player may spend 2 intelligence to

nullify this.

After a mission, a team may spend 1-6 intel to search the planet for a

wreckage site. Each point in intelligence adds to the d6 roll. A roll of 7+ is

needed to find a wreck site. If you roll a 7+, and no other faction spends 2

intelligence and 2 material to "contest" the crash site. You recieve 2d3+1
coins and 2 chaos artifacts. However if players contest your search, each

team elects someone to contest with you and plays out mission "Secure the

loot". The player who wins this mission recieves the loot and 1 material, while

the player who loses lose 1 material and morale.

Materials- Materials are vital in the support of your crew as specific

missions may grant specific boons during missions or narrative events.

Players may spend 1-5 material before a match to add 10-50 points

during a mission. This may allow additional models to be deployed

during the phase. But these points do not carry over in subsiquent

matches.

Players may also spend materials to level up a specialist. With 2

materials leveling you up to lv 2, 3 to lv 3, and 4 to lv 4 and so on.

Morale- Moral is how efficient each pirate crew is willing to put up

with the constant stress of war. Specific penalities may occur if your morale

is low during missions, and high moral teams recieve boons during events.

1 moral may be spent to add 1d3 command points per battle phase.

Players may also spend 1 moral to remove the shaken condition from
a model.

Territory- Specific territory is won and lost as pirate gangs carve out

the planetary map and city streets of Port Marquis to expand their gangs

resources and purchase buildings to give equipment and other boons for

their factions team.

Specific buildings may be purchased for territory costs ranging from 2-


5 point in territory.

Buildings may also be lost as players can attempt to steal those

buildings by spending 1 material and 1 intelligence to attempt to

do the mission "Turf War". If the defender is successful in

defending his building, the defending team recieves 1 materials

and the attacker loses 2 moral and cannot attack the that faction's
buildings again until 2 missions have passed. If the attack was a sucess, the
defenders lose 1 territory and 1 material in addition to the building being
lost to their team and given to the enemy.

Commands
Each Pirate faction recieves 3 bonus commands they may use per battle
phase.

The Rogue Traders Guild

" Drink for what ales you" 1 Command Point - Select 1 model, for the

remainder of this battle round, he ignores the penalties to flesh wounds

but must move d6-1 inches during the movement phase as he drunkenly
swaggers around.

Add +1 str to this models str characteristic also for the battle round.

"Defend the loot!" 2 Command Points - Any model within 5 inches of a

objective containing gold, chaos artifacts, or any weapon/treasure models

do not have to roll for morale.


"Man the void cannons!" 3 Command points - Draw a point on the battle map,

any model within d3+2 inches of this template on a 4+ recieve

d3 mortal wounds. Specialists need a 5+ to hit. This command may only be

used once per mission.

The Governor Guilliam Marquis

"Specialty Ammmunition" 2 Command Points - select 1 model from your

kill team that model may instead use the deathwatch specialty ammunition

rule once per shooting phase.

"Unsanctioned Psyker" 2 Command points. Select 1 model from your

kill team that model may attempt a smite check during the psyker

phase adding +1 to rolls, but cannot attempt deny the witch rolls.

"Defenders of the Imperium" 2 Command points, select 1 model in your kill

team. That model recieves -1 to hit when targeted by shooting or close

combat attacks this battle round and all enemy models in 6 inches

must re-roll morale checks if passed.

Chaos Pirate Lord Huron Blackheart

"Beseach the Dark gods" 1 Command Point - Re-roll a d6 whenever using a

chaos artifact effect or hit/wound rolls on a chaos artifact weapon.

"Blessings of the Dark gods" 2 Command Points - Once per battle round you

may add an additional effect from your chaos icon or allow up to 3 models
to be effected by a chaos icon effect if they are already not able to.

(ex a khorn icon can take a nurgle icon effect too, or if Rubic Marines

can take the icon of vengence, etc)

"The Pirate King demands more skulls!" 3 Command points, select up to two

of your models in close combat. They add +1 str and re-roll all hit rolls.

In addition, any enemy models taken out of action by close combat by


models

with this effect must roll two dice and pick the lowest on the injury

chart after the mission.

Ork Freeboota Kaptain Badrukk

"Zoggin' Get up!" 1 Command Point. Any model that is currently shaken can

attempt to move, cast a psyker power, shoot, or attempt close combat

with a -1 penalty. However after this effect is done your model must make

another morale check, if they fail they are still shaken and auto fail

morale checks this morale phase.

"Wez' First fer da loot" 2 Command points, select 1 model, after moving

that model may move again on the move phase or attempt a charge with re-
roll.

"Kaptinz Orders" 1 Command Point. Select one order from the Imperial Guard

Orders list and apply to one model for this battle round.
Chaos Relics
Chaos relics are powerful tools to be reckoned with, as it is rumored that
these tools are so powerful that even the chaos gods attempted to hide the
ship carrying these relics deep in the warp forever. So obviously we being
pirates should loot the shit out of these shiny toys.

A model can only equip 2 chaos relics at a time, but a lv 3+ character

may add one additional relic to his possession as he has grown acclimated to
the corrupting effects of the warp.

Whenever a mission or effect causes you to gain one or more chaos

relics/artifacts roll a d66 for each and consult the chart below.

(duplicates of items are allowed as such is the nature of chaos!)

11- It was a fake! You don't actually gain anything! Curse you Tzeentch!

12- Tome of Hargrid the Potterer - Whoever holds this tome gains the psychic
power "Warp Time" with a casting value of 7. Treat the target as allowed a
second move phase.

13- The Infernal Bolter. Treat as a regular bolter but when rolling wound rolls
of "6" cause 1 mortal wound.

14- Banner of Khorne - Models within 3" of whoever holds the banner
automatically passes moral checks for shaken.

15- Icon of Slaanesh - Models within 3" of whoever holds the icon re-rolls hits
of 1's.

16- Buzzards head of Nurgle - Models within 3" add +1 to their disgusting
reslience. If models do not possess disgusting resilient then they recieve a 6+
disgusting resilient roll.

21- The Armor of Chaos Undivided - Wearers of this Armor add +1 to their
armor save.

22- Seeker Mount of Slaanesh - This model's move speed is now 14",
secondly whenever a model is in close combat they may make 1 additional
close combat at str 4, ap -1 , 1 damage.

23- The Staff of Unparalleled Hordes - This models kill team recieves +15
points to play in a kill team game. But these 15 points must be spent on a
non specialist model(s).

24- The 8 Pointed Star Necklace of Chaos - Models with this star have +1 to
their invuln. If they do not possess a save they recieve a 6+ invuln.

25- The Tome of Summoning- This artifact will allow you to summon a chaos
daemon into the materium. During the movement phase you may have this
model instead of moving summon a daemon. On a roll of 7+ you may
summon either one daemonette, one pink horror, one plaguebearer, or one

bloodletter. This model is placed within 3" of the summoner and can

function like any regular kill team unit. However the model who summoned

cannot move during the move phase.

26- Tzeentch's Cystal Ball of Scrying - You recieve a 3 point bonus to


intelligence on your kill team roster.

31- Nurgles Curse of Swollen Flesh - One Model on your kill team may be
equipped with this item, while equipped they move 1" less and recieve +2
toughness. Secondly models that shoot this target recieve a -1 to hit. As the
cloud of flies obstruct the cursed individual.
32- A sassy Nurgling- Any model this attaches to suffers -1 movement, but

gains the trait disgustingly resiliant. But you a player must remain sassy

at all times. If you do not make at least one sassy remark per battle

your model suffers d6 mortal wounds.

33- Daemonette Whip of Secrets - This melee weapon is a Str user Ap -2 d2


weapon that

may also make d3 assault attacks Ap -2 d1 at Str user at 6"

that auto hit during the shooting phase.

34- Tzeentch's Scroll of Fireball - Range 9", Assault 2d3+1 Str 3, AP -1, D1.

Any double rolls (1 1, 2 2 , 3 3 ) cause the shooter to also recieve 1 str 3 hit.

35- The Axe of Hagar the Hateful - Str x2 AP -1 D6. Add 1 to the models

attack value, and this model gains the trait fly.

36- The Sacred Bones of Krull- Once per battle round, you may attempt to

re-roll any die rolled that effects this model.

However when you roll a 1 this model takes 1 mortal wound, and on a 6

one model within 3" removes one flesh wound.

41- Nurgles Spicy Burrito- Any model may attempt to eat the burrito once

per battle round. On a 2+ they are successful and add +2 attacks and +1
toughness.

But a roll of 1 causes this model to be automatically taken out of action.


42- Doom Riders Sonic Blaster- This Weapon is a Rapid Fire 2 Bolter with 24"
or Assault d6 Flamer that ignores cover.

43- Khornes Wrath - This model is cursed to die a glorious death. He recieves
+2 movement, +2 str and 1 additional attack. But if he does not die the
mission you use this relic your roster loses 2 materials.

44- Slannesh's Stash of Warp Dust - Upon consuming this warp dust, a model
must take a toughness test. If they pass the model gets a 3+ reflex save and
adds 1 to attacks. If the model fails the test they are taken out of action. You
may only use this once per battle.

45- Chaos Mutation! Roll a d6

1. Extra Arms - Gain one additional attack

2. Extra Eyes - Models may make overwatch attacks that hit on 5's

3. Extra Legs - Models may re-roll advance and charge rolls

4. Extra Head - This model recieves +1 to hit

5. Unatrual Bloating - This model recieves +1 toughness

6. Fortune! - This model recieves one bonus command point per phase

46- Select one model from your kill team- they recieve -2 toughness and
strength. You cannot sell this item.

51- Papa Nurgles Bell of Rust- Any model that suffers a wound may roll a
d6,on a 4+ that wound is ignored. But any roll of 1 causes any models within
3 inches to take a str 3 hit.

52- Magnus's Missing Eye - Any model equiped with this relic may attempt to
shoot

at a target with any single ranged weapon with a -1 penalty. Secondly you
may cast smite at a target you do not see, and charge a target you cannot
see.

However if you use this ability, you must roll a d6, any roll of 1 causes

one mortal wound to the model.

53- Fabius biles Cloning syrum- Any model in your kill team that dies after

a mission can come back to life if you spend this item and discard it from

your equipment.

54- The Dark Blade of Kal'Mak - This close combat weapon is a power sword

that adds +2 str, -3 ap and 2 damage. However any hit rolls of 1 hit any

friendly models within 2 inches.

55- Arhimans Lost Tome - This model may cast smite and add +3 to his
psyker

rolls. In addition if you equip this to a model who is already a psyker

you may cast smite an additional time with a -2 to your roll.

56- Hound of Khorne - Add 2 to this models wounds, and this model may

make 2 additional attacks in the close combat phase with str 4.

Additionally when this model sucessfully charges, on a 5+ inflicts 1

mortal wound.

61- Chaos Boon! - You lucky dog! Roll twice on this table instead,

re-rolling all doubles.


62- The Masque of Slannesh- Double this model's movement speed and they

will always be counted as ready for the purposes of shooting.

63- The Plague Grenades of Mortarion. Treat as a regular Frag

grenade, but every wound roll of 5+ causes one automatic 1 mortal wound.

Secondly if your model is aligned with nurgle increase the number to 4+.

64- The Curse of the Chaos gods - Select one random model from your kill
team,

on a 4+ this model suffers a -1 to str, ws, bs, and toughness. On a

1 , 2, or 3 this model is replaced with a nurgling. (use the stats for a grot

with no ranged weapon) This chaos artifact cannot be sold, traded, or

removed! Such is your poor luck with the gods!

65- The Forgidden Gem of Ajas - One use only, roll 2d6, on a 8+ your model

for the rest of this battle has the stats of a unaligned daemon prince.

After the battle, your model will gain +2 STR and Toughness, and a level.

On a roll of double 1s your model is turned into a chaos spawn and

will automatically die after this battle. (no saves!)

66- Tyrant's Claw - Melee ( Str x2 ) AP -3 (D d3) when rolling to hit

subtract 1 from the hit roll. This weapon is also a 9" assault d6 weapon,

str 5 ap -1 1 damage. This weapon automatically hit's it's target.

Buildings
Buildings are added to a factions roster list and add specific boons like access
to powers or abilities to add to each individual players kill team.

Once a building is bought it cannot be used by other factions unless they


attempt to steal the building.

However one player in a team may take the option of commencing a "turf
war" mission.

The Imperial Governors Palace- 0 territory - This building is automatically


added to the Imperial Governors faction. When you possess this building
your faction generates an additional command point when in a mission.

The Ragged Flaggon - 3 Territory - The team who possesses this tavern,
recieve a special brew to carry into battle. Models may once per turn recieve
a 5+ feel no pain. You may only use this once per battle.

The Promethium Guilds Derreck - 2 territory - The team who possesses this
building allow units with flamers to re-roll how many hits are recieved and do
an additional -1 ap.

The Governors PDF Armory - 3 Territory - The team who possesses this
building pay 1 less gold for purchasing weapons from their factions armory.

Pirates Star Charter Archive - 1 territory - The team who possesses this
building allow them to re-roll die results when using intelligence when
hunting for loot.

Carribus Free Companies Gun Emplacements - 3 Territory - The team who


possessess this building allows for players to add the "Man the Void Canons"
command.

The Tech Magos Vox Communication Hub - 2 Territory - The team who
possesses this building generates 1 additional command point from their
comms specialist.
Donagers Ammo Warehouse - 3 Territory - The team who possesses this
building allows gunners and heavies to use their command traits at 1
command point less to a minimum of 1.

Secondly you may add 1 to the limit for model limits for unit limitations
(guard specialists add 1, Deathwatch gunners are now limit 5, etc)

Captain Redguards Shanghai Recruitment company - 2 territory - The team


who possesses this building allow you to bring 5 Imperial Guardsmen for your
kill team if you pay 1 gold. You may pay 2 gold to bring in 3 Scion Infantry as
well. The normal rules of model limits are ignored.

The Royal Ministorum Facility - 3 territory - The team who possesses this
building allows you to earn 1 additional experience point after every mission.

Sister Meribelles Hospitaller Chapel - 2 Territory - The team who possesses


this building allows you to spend 1 material to add 1 to the d6 roll on the
injury chart.

Mad doks Workshop - 2 territory- The team who possesses this building may
take out of comission models and spend one material to add a augment to
them. If you add a augment roll a d6, on a 3+ the surgery is sucessful, on a 2
the model sits out the next mission and the surgery is sucessful, and on a 1
the model is dead. If they live through the surgery, they may add 1 to any of
their characteristic.

Mad Mek's workshop - 2 Territory - The team who possesses this building may
spend 1 command point to have a unit fire again in the shooting phase, but
roll a d6, on a 1 the model suffers a mortal wound.

Secondly add 2 inches to all ranged weapons for the team who possesses this
building.

Chaos Ritual Pit - 3 Territory - If the team who possesses this building is under
the Chaos faction, after every battle they add 1 to the ritual meter.
If a non chaos player possesses this building, then you recieve one chaos
artifact. This is a one time use only (but you should probably stop chaos)

Baba Yaga's Cove - 3 Territory - The team who possesses this building may
select one model from their kill team to become a psyker with the default
smite power.

Secondly you may spend 3 Gold to add one psy power from your kill teams
codex. Psykers can only add one power to their abilities.

Faction Equipment & Dramatis Personae


Each faction possess special relic equipment that only may be possessed by one member of a
faction. So once someone buys it, you cannot use it for yourself. While regular items costs a
specific amount of gold, secondly named mercenaries can only be bought by a single player and
cannot be used by others while the merc is fighting. However regular Mercenaries can be bought
by all players and all mercenaries must be bought again after every battle. In addition,
mercenaries when taken out of action do not influence morale checks. (As they're expendible!)
Mercenaries when slain generate 1 additional xp as it is quite a task to kill these legends. Finally
for balance's sake models in a kill team with a mercenary do not gain xp.

The Free Rogue Traders Guild

Relic Equipment -

1. Kaptain Brins Cutlass - 3 Gold - This cutlass is a mastercrafted powersword that adds 1
additional attack. Secondly you may forgo one of your attack to "parry" and add a 4+ invuln save
in melee.

2. Kallaho's Holdout Plasma Pistol - 2 Gold - This Archaeo tech plasma pistol fires twice in the
shooting phase and re-rolls hit and wound rolls of 1s
3. Baba Yaga's Lucky Monkeys foot - 3 Gold - Whoever bears this lucky monkey's foot has the gift
of the emperors luck on their side. As it seems whenever they are the target of a close combat
or shooting attack, and there is another friendly model within 2" they may attempt a look out sir
on a 3+ and redirect the attack onto the friendly model instead.

4. Broadsides cannon - 3 Gold - This man portable las canon belonging to the legendary
leutenant broadside can be fired normally if the unit has strength 4. If they have a lesser
strength value then they fire at a -1 penalty.

5. Captain Rouges Rosarius - 2 gold - This scoundrel of a renegade space marine loyalist was slain
in a long forgotten crusade on some desolate rock, only to be found again in Kallaho's treasure
vault. Whoever wears this relic has a 3+ invuln save.

6. Heretek Gamma 345 Neural Dampeners - 2 gold - This mental implant allows individuals to
ignore the effects of the first 2 flesh wounds. However models will still be slain after 3 flesh
wounds

Mercenaries

Rogue Trader Captain Kallaho - 3 Gold - Lv 4 Leader Expert (you must use him as your leader
when you take this model in your kill team)

M 6 Ws 2 Bs 2 S 3 T 3 W 3 A 4 Ld 9 Sv 4++

Resourceful, Bold, Paragon, Mentor, Tactician.

Kallaho Buckshot Flint Pistol - Range 6" d6 Pistol , Str 6, Ap -2 D2. Every time this pistol fires roll
a d6 twice and pick the higher value for number of shots determined.

Kallaho's Mastercrafted Falchion - Melee, Str +1 , Ap -3, D2. Re-roll hit rolls of 1 with this
weapon.

Frag,Krag Grenades

Kallaho's Keyhauled Krew - 2 Gold - This team adds 4 Imperial guardsmen with +1 to their WS
and BS.
Galavin Throat Cutter - 2 Gold - This is treated as a lv 3 Combat Expert Harlequin player equipped
with a Fusion Pistol and Harlequinn's caress and the skills Expert Fighter, Deadly Counter, Killer
Instinct.

Imperial Governor Guilliam Marquis

Relic Equipment

1 - Sargent Requis Hot Shot Lasgun - 2 gold - 20" Rapid fire 4, Str 3 ap -1 d1.

2 - Inquisitor Ivenlofts Bolt Gun - 2 Gold - 12" Pistol, Str 4 AP -1 D1 (this pistol
uses deathwatch ammo rules)

3 - Seal of the Inquisition - 2 Gold - Models equipped with this item make
enemy units within 6" take moral checks with a -2 penalty.

4 - Chapter Master Yurrus's Panther Pattern Bolt Rifle - 2 Gold - 35" Rapid Fire
2 Ap -1 D1

5 - Blessings and Insence of Cardinal Gwynivierre - 2 Gold - Unit equipped


with this can ignore an additional flesh wound. Secondly units make injury
rolls with a -1 bonus.

6 - Fragmentation Launcher of tech Magos Inguis - 2 Gold - Treat as a


deathwatch frag cannon that re-rolls all failed hit and wound rolls.

Mercenaries-

Inquisitor Hector Rex - 3 Gold - Rex is a lv 3 Zealot specialist with the profile
M6" WS 3+ BS 3+ S 4 T 3 W 5 A 3 Ld 9 Sv 2+ 3+

Inquisitor Rex has the traits Frenzied, Exultaunt, and Rousing.

Psyhic Hood - You add 1 to deny the witch rolls tests you take for this model
against enemy psykers within 12"

Teleport Strike - During deployment you can set up this model aside and deep
strike

All friendly imperium units may use this inquisitors leadership

Quarry re-roll hit and wound rolls for ordo malleus units if the target has the
chaos or daemon keyword.

Arias Range Melee, Str User Ap -3 D d3. If the target of this model is a demon
it inflicts a single mortal wound.

Inquisitorial Hit Squad - 3 Gold - Add 4 Scions with +1 ws and bs

Chaos Pirate Lord Huron Blackheart

Relic Weapons

1 - The Tyrant's Claw - 3 gold - Range Melee, Str x2 Ap -3 Damage D3 (-1 to


hit)

Assault D6 Str 5 Ap -1 D1 This weapon automatically hits.

2 - Plague Grenades of Typhus - 2 Gold - Grenade d6 6" Str 4, ap -1 plague


weapon (re-roll hits of 1)

3 - Infernus Daemon Heavy Bolter - 3 Gold - Treat as a heavy bolter with a AP


-2 and d2

Chaos can spend 3 Gold to purchase a chaos artifact.

Mercenaries

Huron Blackheart - 3 Gold - See Huron Blackheart from codex chaos space
marines.

Chaos Spawn - 2 Gold- See Chaos Spawn from Codex Chaos with mark of
Khorne

M 7" WS 4+ Bs - S 5 T 5 W4 A d6 Ld 9 Save 5+
Hideous Mutations - Range Melee Str User Ap - 2 D2.

Mutated beyond Reason. When a chaos spawn attacks roll a d3 and apply the
effects.

1- Razor Claws. Attacks have a AP -4 till the end of the close combat phase

2- Each Chaos Spawn in the unit adds 2 to its attacks characteristic till the
end of the fight phase

3- You can re-roll failed wound rolls for this unit until the end of the Fight
Phase.

The Lost and Damned 3 Gold - Add 2 Chaos Space Marine Bikers. Treat as
regular marines armed with bolters with movement 12" and +1 Toughness.
Each Marine is also a lv 1 combat expert with the mark of khorne.

Ork Freeboota Kaptain Badrukk

Relic Weapons -

1- Da Extra Flashy Gunn - 2 Gold - Range 24" Heavy 4 Str 5 ap -2 d2

2- Rippspinna - 3 Gold - 48" Heavy D6 Str 7 Ap - 1 d2 (you may re-roll hit rolls
of 1)

3- Staff of light - 2 Gold - 24" Rapid Fire 3 Str 5 Ap -1 D2

4- Tyrannic Infestation Glands - 2 Gold - This model automatically makes units


pass moral checks within 12"

5- Lash of Woes - 2 Gold - Range Melee Str User Ap -2 D1 (This weapon


wounds on a 3+)

6- Orkamedies Finking Kapp - 3 Gold - Units equipped with this item wins roll
offs, and when in a mission with a required intel or material score for benefits
the unit with this item's kill team automatically wins.

Mercenaries-
Kaptin Badrukk - 3 Gold - See Kaptain Badrukk but as a lv 3 Heavy Specialist with the traits
Relentless, Suppressor, and Rigerous.

M 5" Ws 2+ BS 4+ S 5 T 4 W 6 A 4 Ld 8 Save 3+ 5++

Choppa

Da Rippa 24" Heavy 4 Str 7 (8) Ap -3 D2(3)

Slugga, Stikk Bomb

Kaptain's Kommando's Skuad - 2 Gold - Treat as 4 Kommandos with Shootas, 1 Boss Kommando
with a power Klaw.

Kreepy Krawlie - 1 Gold - Treat as a necron warrior lv 2 combat expert with expert fighter and
warrior adept. Secondly he is equpped with only flayers claws and adds 1 to the attack
characteristic and rerolls all failed to hit rolls in melee.

Missions

Special Mission - Secure the Loot


After a mission, a team may spend 1-6 intel to search the planet for a
wreckage site. Each point in intelligence adds to the d6 roll. A roll of 7+ is
needed to find a wreck site. If you roll a 7+, and no other faction spends 2
intelligence and 2 material to "contest" the crash site. You recieve 2d3+1
coins and 2 chaos artifacts. However if players contest your search, each
team elects someone to contest with you and plays out mission "Secure the
loot". The player who wins this mission recieves the loot and 1 material, while
the player who loses lose 1 material and morale.

After days of searching or buying surveys from private sources, intel shows a
wreckage site of where a chunk of the gold hauler crashed. Your team has
been tasked to hunt down and verify the rumors. But it seems that other
pirates have got the better on you and your team when you're searching.
The Kill Teams
The attacker is always the player who contested the loot, while the defender
is the player who originally spent the intel. Attackers go first.

The scouting phase


The scouting phase is resolved as normal.
Deployment
The players should put down a lot of forest terrain and at least 1 crashed
vehicle terrain or ruin. Next players place face down 6 objectives in the
defenders zone that should be more than 6" away from each other. Next the
attacker rolls a d6 publically and announces to the defender which number he
rolled. This is where the loot was landed.

The defending players zone is 15" deep and 22" wide from his edge, while the
attackers deployment only recieves 3" deep and 22" wide.

The Battle Length


The battle length lasts only 3 turns, on the end of turn 4
after the attackers turn on a roll of a 2+ the game
continues, turn 5 needing a 3+, and turn 6 the game ends.

Victory Conditions
The game is over when a player has a model with the loot
has crossed over their battlefield edge.
Players flip over an objective when a model ends its
movement ontop of the objective. If the objective is the
number noted the model picks up the objective. He
recieves -1 movement and -1 to their hit rolls to melee or
shoot others. The model drops the objective and places it
below him if he is taken out of action or is shaken.

Resources
The faction that won recieves 2d3+1 gold and 2 chaos
artifacts and 1 material.
While the loser faction loses 1 material and morale.

The Tactics
Tactic - 1 CP - "Leg it!" - If a model is holding an objective, you
may roll 2d6 and pick the better of the two for advancing.

Tactic - 1 CP - "Boobytrap" - Spend 1 cp when an objective is


flipped on your opponents turn, roll a d6. On a 4+ the model on
top of that objective suffers 1 mortal wound.

Special Mission - Turf War


Buildings may also be lost as players can attempt to steal those

buildings by spending 1 material and 1 intelligence to attempt to

do the mission "Turf War". If the defender is successful in


defending his building, the defending team recieves 1 materials

and the attacker loses 2 moral and cannot attack the that faction's buildings
again until 2 missions have passed. If the attack was a sucess, the defenders
lose 1 territory and 1 material in addition to the building being lost to their
team and given to the enemy.

The Kill Teams


Players who spent the resources to attack the building are
attackers and go first.

Deployment
Both players place models down with the attacker placing
first. The defending player sets aside 25% (rounding down)
of their models to the reserves.

The battlefield map should have at least 1 building with 1


objective in the defenders zone. There should also be at
least 2d3 pieces of terrain in middle with no terrain on the
attackers zone.
Both teams have a 6" deployment zone lengthwise.
After every turn on a 4+, the defender can bring in
reserves on their edge. Like normal 40k rules.
The scouting phase
The scouting phase is resolved normally.

The Battle Length

The battle length follows the standard 5 turn timer.

Victory Conditions
Players who have the most models in the objective win.

Resources
If the defender is successful in

defending his building, the defending team recieves 1 materials

and the attacker loses 2 moral and cannot attack the that faction's buildings
again until 2 missions have passed. If the attack was a sucess, the defenders
lose 1 territory and 1 material in addition to the building being lost to their
team and given to the enemy.

The Tactics
Attacker Tactic - 2 CP - "Breaching Tactics"- After spending 1 cp,
select one model. That model in the shooting phase if it were to
fire a weapon at 6" or less can add 2 to the weapons strength.

Attacker Tactic - 1 CP - "Frag out"- After spending 1cp, select one


model with a grenade. After throwing a grenade and sucessfully
hits a model with said grenade, that model afflicted cannot fire
overwatch.

Defender Tactic - 1 CP - "Reinforced Armor"- You may spend 1 cp


if this model is being shot at or engaged in melee to add 1 to it's
armor saves.

Defender Tactic - 2 CP - "Emergency reserves"- You may spend 1


cp to turn your reserve rolls to a 2+ this turn.

Mission 1 - Raid the Governors Palace


Peace had been the defacto state of affairs in the Carribus sector, but all of that has
changed 6 months later when the fabled "gold hauler" crashed. And rumor has it the
lord governor has stockpiled a lot of gold in his palace! Quickly scrambling a defense
force, Lord Governor Guilliam Marquis has assembled a crack team to guard the show
room after numerous pirate raids have swarmed Port Marquis and shelled his once
glorious Palace. Now with his hands tied commanding the PDF to repel the pirates, he
entrusts (or begrudgingly hires for a fee) a crack team of defenders to hold the ruins of
his showroom after the most recent shelling in the palace. The defenders must hold the
loot and whatever is inside that mysterious box in the center! While the attackers must
smash and dash!
The Kill teams
The Factions belonging to the Imperium are the defender's team. Non-Imperial teams
are the attacker. If the teams are Rogue Traders and Governor, then the governor is the
defender. If two teams are not on the imperial factions then both players instead roll off
to determine the attacker and defender (it's two groups fighting over the spoils!)

The Battlefield
The defender and attacker then set up terrain alternating between the two one piece at a time.
It's recommended to use around 4-5 pieces of terrain. Secondly a 6" wide empty corridor should
run through the middle of the map.

The defender places 3 objectives in his deployment zone and one objective in the dead center
of the map. These objectives should be 6 inches away from each other. Please make a note
about the center objective as it is an important resource.

The map above shows how the deployment field should look with a objective in the center.
The Scouting Phase
Resolve the Scouting Phase as normal following the normal rules. In addition you may spend one
intelligence as the attacker to see your opponents number choice, the defender may spend 2
intelligence to nullify this.

Next, the attacker and defender compare intelligence scores from their teams roster. The team
who wins will get to place one model an additional 6 inches. If there is a tie, roll off.

Deployment
The attacker places his first model and players then alternate.

The Battle Length


At the end of a battle round 4, the attacker rolls a d6. The battle continues on a 3+, otherwise
the battle ends. At the end of a battle round 5 roll a 4+, the game ends at the end of turn 6.

The Victory Conditions


The attackers recieve 3 victory points for every objective they can have run off their edge.

Attackers must end their movement within 3" of an objective to pick it up (effectively on the
objective disk). A attacker suffers a -1 penalty to hit and movement while carrying the loot. The
attacker drops the loot and places an objective below him if he is shaken or taken out of action.

The defenders recieve 3 victory points for each objective they sucessfully defend at the end of
the mission.

Both players recieve 1 victory point for every specialist they take out of action.

The Resources
The victor recieves d3 gold for their kill team for each objective they won. The special objective
is a secret and if the defender is the victor they recieve 3 gold (for hush money!) while the
attacker if they sucessfully get the secret objective off the board notify the game master and you
will be notified of your reward.

In addition, if the majority of attackers wins the defender faction loses 2 resources and the
attackers gain 2 resources. If the majority of defenders wins the mission the attacker loses 2
morale, and the defenders gain 2 morale.

The Tactics
Attacker Tactic - 1 CP - "Leg it!" - If a model is holding an
objective, you may roll 2d6 and pick the better of the two for
advancing.

Defender Tactic - 1 CP - "Aim for the legs!" - Select one model


from your kill team to shoot, that model may take a -1 to hit on a
enemy target. If it sucessfully wounds, that model suffers a d6
penalty for moving next round.

Mission 2 - Plunder the Coast


Port Marquis has been shook to its core as now the grim realization of war has beset this
peaceful colony. Pirates everywhere have taking advantage to how weak the peons have grown
while the decadant nobles have fled or hired out defenders to protect their building assets from
these raiders. Now is the time to take advantage of the mayhem and blow everything up for
those cowards not offering us pirates tribute! (Or if you're the governors faction, you can take
advantage of the destruction and remove some of your competitors buildings)

The Kill teams


This is a mission for two to four players. The mission is a
free for all and it's recomended that players each be of a
different team.

The Battlefield
The battlefield should require 3-5 buildings with each player recieving one building, piece of
terrain, and one building in the center of map. Follow the map deployment from page 57 of the
core killteam rulebook.

The Scouting Phase


The normal scouting rules follow, but the player with the highest morale for their faction is the
person with the first turn. In the case of a tie roll off.

The next player who has the second highest goes second, and resolve ties with a roll off.
Continue going till the iniative order is determined.

Deployment
The player with the highest iniative order goes first, then followed by the person with the second
rank, and so on.

The Battle Length


At the end of a battle round 4, the attacker rolls a d6. The battle continues on a 3+, otherwise
the battle ends. At the end of a battle round 5 roll a 4+, the game ends at the end of turn 6.

Victory Conditions
The player who sucessfully has the most models that are not shaken inside the center building
recieves 1 victory point at the end of every turn.
Players also recieve 2 victory points for each building they destroy, as well as 3 victory points if
their building is standing at the end of the game.

Players may shoot or engage a building like it were a giant model with a Toughness 8, 12
Wounds, and a 5+ invuln save.

Since it's such a large target all shots and attacks automatically hit.

If a building is destroyed with a model in it, remove the building and place all models inside it
within 2" of the building. Then roll a d6 for every model in the building. On a 2+ the model
suffers d3 mortal wounds as the building collapses in on them!

Resources
If a player has their building still standing at the end, their faction recieves 1 territory and
personally recieves 3 Gold as either thanks from a rich nobleman protecting his factory or each
of the civilians offering tribute.

The faction that assembled the most victory points at the end is the majority winner and
recieves 1 territory from each other faction that lost.

All players this mission recieve d3 gold as they have looted whatever building they occupied
before the mission.

The Tactics
Attacker Tactic - 2 CP - "Bringing the special demo charges" - One
model in your killteam may make a 3" ranged attack that does d6
mortal wounds.

Defenders Tactic - 1 CP - "Makeshift repairs" - One model within 1


inch of a building may forgo all shooting and melee attacks to
repair d3 wounds on the building.

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