The scenario below is the battle that will be played for Round 5 of the Pillars of Hatred Campaign. They can be downloaded by clicking here.
Knowledge. It is the object which men and xeno alike seek, not realizing nor understanding its power until it is too late.
The biggest problem with knowledge is that once it is obtained, there is no giving it back.
Every being that set foot on Bein-Telu eventually obtained the knowledge of the Pillars. That knowledge killed the weakest beings with its depth. For the Pillars were not simply statues, they were living conduits of power and knowledge that had survived eons.
The foolish believed that the Pillars could be harnessed and their power and knowledge used for their own purposes.
The even more foolish believed they could be destroyed and their sanity would be left unharmed.
Such is the way of man and xenos. They have come and gone, civilizations born and died, as the Pillars of Hatred stood at evenly spaced intervals on the planet, surrounded by nothing other than the wreckage and waste of those who came to destroy or to harness.
"The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happens to them all."
~Inquisitor Lord AkiThe Pillars of Hatred Campaign
ROUND 5: The Pillar
The battles for the third round will be fought between:
Player 1:
Hambali 501st RegimentEd M (emlynar@hotmail.com)
versus
Player 2:
Salamanders 2nd CompanyAndrew U (ushean01@gmail.com)
Player 1:
Cadian 17th Recon Division
Mike B (steelthunder@comcast.net)
versus
Player 2:
E'Co Sept, Ordo XenoJon K (eosanalpha@yahoo.com)
Player 1:
Firestorm
Angel C (crespo0452@comcast.net)
versus
Player 2:
Army of Ten RingsErik A (eangel17954@yahoo.com)
Mission: Modified Annihilation
Deployment: 4'x6' table, 12" from table edge
Points: 1500
Scenario:
Your army arrives at one of the Pillars of Hatred. The Pillar stands alone surrounded by nothing put crater and wreckage.
The Pillar must either be destroyed or controlled and the enemy army must be destroyed.
Pre-Game:
Designate a Leader
Designate a leader for your army. This will be the leading HQ character. However, if there are multiple HQ characters in your army, you must select one as the leader. Notify your opponent as to who your leader is.
The Pillar of Hatred
The Pillar is a tall, narrow model. The base should be about 60mm (the size of a Dreadnought base) and the model should be at least 8" tall.
Set Up
The game will be played on a standard 4'x6' table with the Pillar model in the center of the board. The only terrain that can be placed within 18" of the Pillar is craters. There ground around the Pillar should be littered with at least five craters.
All other terrain must be set up beyond the 18" range of the pillar.
The player's deployment zones are within 12" of the long table edges. Both players will roll off and the winner will chose table side, deploy first, and will move first. Stealing the Initiative is allowed to be attempted.
The Pillar
At the beginning of every game turn, starting on the first turn, both players will roll a single dice and add the results. The Pillar will then make a shooting attack with the profile listed below. This attack will be taken against every unit within 18” of the Pillar. Roll 2: BS:3, Heavy 20, S:3, AP:--
If the army being targeted has succumbed to the influence of the warp in previous battles (used a warp upgrade), then no cover saves are allowed. If the army being targeted did not take ANY warp upgrades in previous battles, then they will receive a 4+ invulnerable save against the attacks made by the Pillar. This save can also be used for vehicles.
The attack is even taken against units in base contact with the Pillar and the Pillar still attacks normally if a unit is in base contact. Any template attack fired by the Pillar that hits the Pillar has no effect on the Pillar itself.
The Pillar can also attack units that are within range and locked in close combat. Each unit locked in close combat is attacked separately.
Units mounted inside transports cannot be targeted individually as they are protected by the vehicle itself.
Roll 3: BS:3, Heavy D6, S:5, AP: 4
Roll 4: BS:3, Heavy 1, S:10, AP: 2, Ordnance Barrage
Roll 5: Warped Confusion. All units within 18" of the Pillar will all available weapons against the closest friendly that is in range. If no friendly unit is within range, the unit will fire against the closest opposing unit within range. This attack does not count as a normal shooting attack (meaning the unit can fire as normal during the player's turn).
Roll 6: BS: 3, Heavy 5, S: 7, AP: 2 Small Blast
Roll 7: BS:3, Heavy 1, S: 8, AP: 1 Melta
Roll 8: BS: 5, Heavy 1, S:4, AP: 3 Sniper
Roll 9: Warp Shift. Every unit within 18" of the Pillar will scatter 2D6" in a direction determined by the scatter dice. Normal Deep Strike rules (including Deep Strike Mishap rules) apply. If the unit suffers a "delayed" mishap result, the controlling player will need to make a reserves roll for the unit to come back onto the table during subsequent player turns. However, the unit can move, shoot, and assault as normal during the player's turn.
Roll 10: BS: 3, Heavy 20, S:3, AP: 5, Rending
Roll 11: BS: 3, Heavy D6, S: 9, AP: 2, twin-linked
Roll 12: BS: 5, Heavy D4, S:10, AP: 2, Ordnance Barrage, Lance
Destroying or Controlling the Pillar
The Pillar has an armor value of 14 and two structure points (SP), meaning that two wrecked or explodes results are required to destroy it. The Pillar is destroyed by the player that reduces the SP value to zero.
Use the following damage table to determine the type of damage done to the Pillar if a successful hit is made.
1 - No effect
2 - No effect
3 - Cannot shoot next turn
4 - Cannot shoot next turn
5 - Loses 1 SP
6 - Loses 1 SP
A unit can control the Pillar by assaulting it and moving into base-to-base contact during the assault phase, declaring that he is attempting to take control of the Pillar, and staying in base-to-base contact for two consecutive player assault phases. The unit cannot shoot, move, or assault until it has control of the Pillar. For example, if a player moves a unit into base contact in one assault phase, he will not control the Pillar until the end of HIS second assault phase.
A unit that is in base to base contact with the Pillar can be attacked with ranged weapons as normal, but cannot be assaulted (the warp currents around the unit become too strong). The Pillar will attack the unit at the beginning of every game turn as normal.
If a unit has control of the Pillar, all shooting attacks made by the Pillar towards the unit's army will cease. The attacks made by the Pillar towards the opposing army will continue.
Only one army can control the Pillar at a time.
Alternatively, a unit can assault the Pillar as normal as if it were attacking a vehicle.
Warp Squalls
The barrier between reality and the warp on the planet of Bein-Telu is weak. This causes many atmospheric disturbances that are enhanced by the summoning ritual.
At the beginning of each GAME turn (not player turn) both players will roll 1D6. If the combined total is 8 or above, reality is ripped, resulting in blinding light, hurricane winds, and blowing debris. Night-fighting rules are in effect for the entire game turn.
Night fighting rules have no effect on the shooting attacks made by the Pillar.
Game Length
The game ends at the conclusion of turn 6 or unit both armies are destroyed. If only one army is completely destroyed, the game will continue as the Pillar will still make attacks against the surviving army.
Winning and Scoring
10 points are awarded to the army that destroys the Pillar.
15 points are awarded to the army that controls the Pillar for at least one game turn.
One point is earned if your opponent's designated leader is killed or falls back off the table.
Points are also earned by determining the amount of the opposing army destroyed or fall back off the table. This is done by taking the total number of points of the units destroyed and divide the results by 10. For example, if 790 points of your opponent's army was destroyed, then you would earn 7.9 points.
Immobile, wrecked, and destroyed vehicles count as fully destroyed and receive full point value. Weapons destroyed, shaken or stunned vehicles to not count as any points.
Units at half strength or below receive half of their point value. Completely destroyed units receive full value.
Independent characters, even if they are part of a unit or retinue, always count independently.



































