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1 On Your Tabletop #11: Battle of the Fang This copy of On Your Tabletop is Version Beta. Please help us by playtesting these rules. DISCLAIMER: This is a not for profit supplement for Warhammer 40,000 by Games Workshop plc. None of the authors, distributors, contributors, editors, or commentators have participated in this project for money; they have done so purely for the love of the game. This ruleset demands that its users own and refer to the Warhammer 40,000 rulebook and relevant codices in the use of these rules. All content within these pages is user created and is derived, without permission, from Warhammer 40,000 intellectual property owned by Games Workshop Ltd. This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd. Adepta Sororitas, Astartes, Battlefleet Gothic, Black Angels, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, the Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, the Citadel device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double Headed/Imperial Eagle device, Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, the Force Organization Slot logos (HQ, Elite, Troop, Fast Attack, Heavy Support, Formation, Lord of War, and others), Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Daemon, Gorkamorka, Grand Master Mordrak, Great Unclean One, Guardsman Sly Marbo, Gue vesa, the Hammer of Sigmar logo, the Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor: Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol and devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, the Twin Tailed Comet logo, Tyranid, Tzeentch, Ultramarines, Veteran Sergeant Lysander, Warhammer, Warhammer Historical, Warhammer Online, the Warhammer device, the Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations, and images from the Blood Bowl game, the Warhammer world, the Talisman world, and the Warhammer 40,000 Universe are either, TM and/or Copyright Games Workshop Ltd , variably registered in the UK and other countries around the world. Used without permission. No challenge to the status Games Workshop s intellectual property is intended, and All Rights Reserved to the respective owners. This is NOT a Games Workshop Product, but is meant to be a promotion of the hobby we love.

2 Thanks! Thankyoufortryingoutthis OnYourTabletop supplement. Wehopeyouwillbeabletomakeuseofitinyourgamessetin the41stmillennium. Youmaydecidetopickandchooseelementsoftherules presentedhereforyourownpurposes.anyoneisfreetouse thecontentherein,butnottoself attributetheworksastheir own. Whilewehaveplaytestedtheserulestoapoint,wearenot professionalgamedesignersandwebothwarmlyand thankfullywelcomeanyandallfeedbackregardingthis supplement. Pleasedropusalinewithyourcommentseither atourfacebookpageorviathecontactformonourwebsite. Facebook: Website:

3 New Batlefleet 40k Cards For the Battlefleet 40k rules, check our website.

4 New Units Terminator Rubricae Some elite Thousand Sons warriors survived Prospero, but only by either a very generous or sarcastic standard. Please note that the Aspiring Sorcerer is exactly the same as the one in the Chaos Space Marines Thousand Sons entry in that Codex, but has been omitted here to avoid copyright issues. Assume that Sorcerer has the same stats and options as the one from that book in addition to any below. WS BS S T W I A LD SV Terminator Rubricae Battlefield Role: Elite Faction: Chaos Space Marines Points: 210 Unit Type: Rubricae are Infantry Aspiring Sorcerer is Infantry (Character) Unit Composition: 3 Terminator Rubricae and an Aspiring Sorcerer Wargear: Terminator armour Combi bolter Power weapon Inferno Bolts Slow and Purposeful Elite of the Thosand Sons Options: May add up to seven Terminator Rubricae 55pts per model For every five models in the unit, one Terminator Rubricae may replace his combi bolter with one of the following: Heavy Flamer 10pts/model Reaper Autocannon 25pts/model The Aspiring Sorcerer may replace his Power Armor with Terminator Armor 20pts

5 Elite of the Thousand Sons: The Terminator Rubricae enjoy the Aura of Dark Glory like other Thousand Sons, but their invulnerable save is a 4+ instead of 5+. Wulfen WS BS S T W I A LD SV Wulfen Battlefield Role: Elite Faction: Space Wolves Points: 70 Unit Type: Beast Unit Composition: 5 Wulfen Wargear: None Special Rules: Acute Senses Counter attack Fleet Feel No Pain Furious Charge Fearless Tooth & Claw Wolf Within Tooth & Claw: All of a Wulfen s attacks have the Rending special rule. Wolf Within: A Wulfen in the presence of a Space Wolf Dreadnought or Independent Character of any kind may act normally. If neither of these types of unit are on the table, then the Wulfen become Crazed and always attack the nearest valid unit, friend or foe. The Space Wolf player controlling Crazed Wulfen may choose to treat them as either friendly or enemy models at their convenience. Options: May add up to fifteen Wulfen 14 points each Any model may take Cyber Augments 4 points per model Cyber Augments: A model with this wargear has a 4+ Armor Save.

6 New Heroic Psyker Rules: The Wyrd of Fenris On the world of Fenris, the world rages against interlopers and the Rune Priests harness this immense power of the Wyrd against their enemies. Defender of the Fang: Any Psyker may purchase the ability to harness the Wyrd of Fenris for 150 points. Heroic Psychic Powers: These powers may be used by a Psyker to boost one or more of the powers they know. During a game, they may choose to use either the standard version of the power or the Heroic version. These powers may boast a Warp Charge greater than 3, but may still be harnessed by any Psyker. The Wyrd is also very enticing; a Psyker which suffers a Perils of the Warp while channeling a Heroic Psychic Power ignores all other Perils of the Warp results for the remainder of the game turn. These massive powers may never be channeled while the psyker is embarked on a vehicle as the massive force of casting would rip apart even the mightiest of war machines. Plumbing the Ley: One psyker on Fenris may channel power directly from the world itself, adding three dice to his Warp Charge pool at any time during each Psychic Phase. Living Lightning: When this power is manifested Heroically, the range is unlimited and increases to Assault 5. In addition, the shots gain the Haywire special rule. Storm Caller: When this power is manifested Heroically, no roll is necessary; it automatically takes effect as if the Psyker had scored 10 successes on his Psychic roll. In addition, he may target one other unit within 12 to also benefit from the power. Tempest s Wrath Warp Charge 2: When this power is manifested Heroically, the range is unlimited and may be manifested multiple times in the same round by the same Psyker unit. Thunderclap Warp Charge 3: When this power is manifested Heroically, the number of shots is doubled. Murderous Hurricane Warp Charge 4: When this power is manifested Heroically, it is Assault 3 instead of Assault 1 and the range is unlimited. Also, the power may be manifested multiple times in the same round by the same Psyker Unit. Fury of the Wolf Spirits... Warp Charge 3: When this power is manifested Heroically, the range is unlimited. Also, the Fury of Freki is Assault 6 and the Fury of Geri is Assault 3. Jaws of the World Wolf Warp Charge 3: When this power is manifested Heroically, place a small blast template over the affected model. Each individual model under the template is affected instead of just one model.

7 New Formation: Vanguard of the Great Wolf When the Great Wolf goes to war, his elite warriors want nothing more than to be chosen as his personal bodyguards in the vanguard. This Formation is an addendum to the Champions of Fenris Codex Supplement. Formation: Logan Grimnar without Stormrider 2 units of 10 Wolf Guard Grimnar s War Council (Ulric the Slayer, Njal Stormcaller, Rune Priest, Iron Priest) Special Rules: First Among Equals, Kingsguard, Sagaborn Tight Formation: The Vanguard of the Great Wolf are deployed as a single unit, however they enjoy the Split Fire rule and up to two models may pick different targets instead of just one. Implacable Hunters: Saving throws against any wounds dealt to models in this Formation by Strength 3 or less weapons may be re rolled. This ability has no effect on wounds which wound on a set number such as those caused by poison weapons. In addition, models in this Formation gain the Crusader special rule. New Scenarios In all new scenarios below, if running the events of the Battle of the Fang, the Space Wolves are always considered the Defender. Escape of the Courier (Battlefleet 40k) It is imperative that one vessel must break through the battle lines and make its way to reinforcements. For the Battlefleet 40k rules, check our website. Forces: One Force is considered the Defender and another the Attacker. The Attacker boasts half again as many points as the Defender. For example, if you play a 100 point game, the Attacker may take 150 points. The Defender designates one ship as The Courier.

8 Terrain: One planet is added to the board, touching the Defender s table edge. Actually, a white dinner plate would represent Fenris just fine! Deployment: The Defender deploys anywhere within Range 1 of the planet. The Attacker, then, deploys within Range 1 of their table edge. The Defender does not deploy The Courier. Special Rules: Hulks: When a ship is destroyed, remove the ship from the base, but leave the base on the board. This base is treated as a standard obstacle. The Courier: The ship designated as the courier arrives in play at the start of Turn 2 on its initiative step. Its maneuver template is placed anywhere touching the Planet. Any of the ship s maneuvers may be used. The Courier may also use the Take Cover action. Action Take Cover: The Courier may use other vessels for cover. When a ship fires upon the Courier, they receive one additional Defense Die for each ship base they must draw range through. Victory Conditions: The Defender wins if The Courier exits the far table edge. The Attacker wins if it does not. Guerilla Strike When an enemy invades your home, you will use whatever resources you have at your disposal to show them how grave a mistake this is. Forces: This mission is best used with smaller games. The players are representing small forces of Defenders ambushing elements of an enemy interloper. We suggest the Defender build 750 point lists while the Attackers build 1000 point lists. Battlefield: A 4x4 table laden with terrain is best suited for this scenario.

9 Mission Special Rules: Home Field: All of the Defender s units receive the Stealth and Move Through Cover Special Rules. If the unit has the Infiltrate Special Rule, they enjoy the Shrouded special rule instead. In addition, the Defending player enjoys one additional Warp Charge Dice in each Psychic Phase. Deployment: Dawn of War First Turn: Roll randomly to determine who will go first. Game Length: This mission uses standard random game length. Primary Objectives: The Defender receives 2 Victory Points for each destroyed enemy unit. The Attacker receives 3 Victory Points for each held objective at the end of the game. 4 Objectives are placed for this mission. Secondary Objectives: Slay the Warlord, First Blood, and Linebreaker are each worth 1 Victory Point for the Defender. Linebreaker is worth 3 points to the Attacker. Victory Conditions: The player with the most Victory Points wins. Hide & Seek (Zone Mortalis) The enemy is all around you, but you re really only looking for one individual.

10 Forces: You may play with any sized Zone Mortalis force. As with the other scenarios, you must determine an Attacker and a Defender. The Attacker possesses a numerical disadvantage, having invaded the Defender s ship with a small contingent. The Attacker builds their list with 25% less points than the attacker. Battlefield: Your Zone Mortalis board should contain as many locked rooms as possible. Mission Special Rules: Ambush: The Attacker may hold units in reserve for Ambush and that player MUST hold their Warlord as an Ambusher. Ambushing units do not arrive from reserves as normal. Instead, whenever the Defender opens a door, roll a dice. On a 1 3, the room is on fire and presents a hazard to anyone nearby. The revealed room is considered Dangerous Terrain and space within 4 of the door suffers from the Cold Void & Poisoned Air rules. Place a single Plasma Fire marker (about 40mm diameter) in the center of the room; this marker is Deadly Terrain. On a 4 6, the room contains one of the Attacker s reserved units, determined randomly. The unit revealed in this way may not be assaulted this turn. At the end of turn 5, any doors that were left closed are immediately opened, revealing their contents. After all rooms have been opened, if there are any remaining Ambushing units, they immediately arrive from reserve from any valid entrance or exit point as normal. Game Length: On turns 1 6, the game continues. At the end of game turn 7, the game continues on a 3+. At the end of game turn 8, the game continues on a 4+. The game automatically ends at the end of game turn 9. Primary Objectives: The main goal of this scenario is for both sides to annihilate each other, mimicking the Search and Destroy mission from the Zone Mortalis supplement. Score 1 Victory Point for each killed enemy unit.

11 Secondary Objectives: Somewhat mimicking the Sabotage mission, the Defender may attempt to extinguish any Plasma Fire marker. They may do so by moving any three of their models onto the marker, the troopers giving their lives to save the ship. When this happens, the marker is removed and all negative effects in that room and the hallway outside are ended. For each Plasma Fire extinguished, the Defender scores 2 Victory Points. For each Plasma Fire left burning, the Attacker scores 1 Victory Point. Tertiary Objectives: Slay the Warlord scores 3 Victory Points. Victory Conditions: The player with the most Victory Points wins. Switchback The Attacking force is attempting to take as much ground in the Defender s underground complex as possible in a series of dramatic pushes and they re soon wading in the blood of the fallen. We recommend playing this scenario only if you have an entire day to kill. Forces: Again, the Attacker is blessed with extra forces. They make two 2000 point lists. The second list must contain at least one Lord of War. The Defender may only take a single 2000 point list and may not select a Lord of war, however, they may purchase 1000 points in Fortifications. Battlefield: This game is played on a standard 4 x 6 board, but the only terrain placed should be the Fortifications placed by the Defender. Additionally, a wall runs 4 down the length of the center of the board at a pitched angle. No line of sight may be traced through the wall. In lieu of anything else, a strip of masking tape can work fine for this feature.

12 Mission Special Rules: Indoors: Barrage weapons may not be used during this scenario. Superior Position: Attacking forces do not enjoy cover saves from the Fortifications, though the Fortifications may still block Line of Sight. Deployment: Units may not be held in reserve. The Attacker deploys their first list and when the units from that list have been exhausted, their entire second list arrives from reserve. If any models cannot arrive from reserve due to space issues, then they go into Ongoing Reserves. First Turn: The Attacker goes first.

13 Game Length: On turns 1 10, the game continues. At the end of game turn 11, the game continues on a 3+. At the end of game turn 12, the game continues on a 4+. The game automatically ends at the end of game turn 13. Primary Objectives: Divide the table into 2 bands along the long table edge. The center wall bisects these bands so that we have 6 different regions of the table. The Attacker scores 3 Victory Points for each region which contains no Defending units. The Defender scores 1 Victory Point for each region which contains a Defending unit. Note that Buildings held by the Defender count as a Defending unit. The Defender scores 3 Victory Points if they still have a unit in the region along their own Board Edge. Secondary Objectives: Players score 1 Victory Point for each enemy unit destroyed. Tertiary Objectives: First Blood, Linebreaker, and Slay the Warlord are in play. The Defender scores 4 Victory Points for Slay the Warlord instead of 1. Victory Conditions: The player with the most Victory Points wins.

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