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Майнкрафт beyond the veil гайд

The Pariah Nexus is a shrouded region of systems within the Nephilim Sub-sector. When the Imperium despatched a Battle Group of the Indomitus Crusade to investigate this silent zone, they discovered its outlying systems in the grip of a spiritual malaise. This was in fact a fell design of the Necrons, who moved swiftly to defend their plans. The Imperium and the Necrons were far from the only factions battling over the silenced worlds of the Nexus. Xenos raiders and Chaos worshippers were quick to pounce on the vulnerable systems.

This pack contains a range of missions set within the tortured Pariah Nexus and tailored to different battle sizes, from Combat Patrols to full-blown Onslaught engagements. Each mission includes special rules and mission objectives that evoke the disturbing environments the warring armies find within the Nexus’ cryptic bounds. These missions have been written to be particularly suited to narrative play, and each includes special bonuses that reward the victors of Crusade armies specifically. Also included are a series of new Battle Traits and Crusade Relics with which you can reward your heroes and villains, as well as a Theatre of War that can be used to recreate the unnerving effects of the region in any game!

Read on to absorb the full content of this mission pack, and to unlock the countless hours of exciting and close-run gaming it will provide.

Beyond the Veil Games

A Beyond the Veil game is waged by following the sequence below:

1. SELECT BATTLE SIZE
The players must first select the battle size they wish to play: Combat Patrol, Incursion, Strike Force or Onslaught. The table below gives a rough guide of how long each battle should take.

BATTLES
BATTLE SIZEBATTLE DURATION
Combat PatrolUp to 1 hour
IncursionUp to 2 hour
Strike ForceUp to 3 hour
OnslaughtUp to 4 hour

2. DETERMINE MISSION
The players determine which mission will be used for the battle; they can choose from the missions for their chosen battle size. This will determine the deployment map that the players use, as well as the specific mission briefing. You can either simply agree with your opponent which you will use, or you can roll off and the winner selects which one to use. Alternatively, you can roll to randomly select a mission using the appropriate table:

3. READ MISSION BRIEFING
Each mission has a mission briefing that will detail the mission objectives that award victory points to the players. Some mission briefings also list one or more mission rules that will apply for the duration of the battle. The players should read and familiarise themselves with these before proceeding.

4. DETERMINE THEATRE OF WAR EFFECTS
The Pariah Nexus Theatre of War provides additional rules that will be in effect during the selected mission. These will usually be randomly generated, however some missions may specify restrictions on which of these rules to use. Unless otherwise specified, generate one Strategic Setback and one Affliction from the appropriate tables. These additional effects apply during this battle.

5. MUSTER ARMIES
Each player must then select a Battle-forged army. The Power Level of each player’s army is shown in the table below:

ARMY
BATTLE SIZEMAXIMUM POWER
VALUE OF EACH ARMY
Combat Patrol25
Incursion50
Strike Force100
Onslaught150

Details of how to Battle-forge an army, how to use Power Ratings and what information your army roster must contain can be found in the Warhammer 40,000 Core Book. If you are playing a Combat Patrol battle, the only Detachment your army can include is one Patrol Detachment, unless your Army Faction is Imperial Knights or Chaos Knights, in which case the only Detachment your army can include is one Super-heavy Detachment. Select one of your models to be your WARLORD (this cannot be a model with the Fortifications Battlefield Role) and note this on your army roster. This must be the CHARACTER model in your army with the highest Leadership characteristic, if your army includes one (in a tie, you can choose amongst them which model will be the WARLORD ). This model gains the WARLORD keyword. Each player must then provide a copy of the army roster for their opponent to read through.

6. SELECT AGENDAS
Each player then secretly selects Agendas for the battle and writes them down. Each can award experience points to certain units in their army, as described on the Agenda itself. The Agendas that players can choose from can be found here.

The number of Agendas each player chooses depends on the battle size you have selected, as shown in the table below.

AGENDAS
BATTLE SIZEAGENDAS
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

Once both players have selected their Agendas they reveal their selections to their opponent.

7. CREATE THE BATTLEFIELD
The players now create the battlefield and set up terrain features. Missions are played on rectangular battlefields. The minimum size of your battlefield depends on the battle size you have selected, as shown in the table below:

BATTLEFIELDS
BATTLE SIZEBATTLEFIELD SIZE (Minimum)
Combat Patrol/Incursion44″ x 30″
Strike Force44″ x 60″
Onslaught44″ x 90″

Unless noted otherwise, when setting up terrain features, use the guidelines noted here. In these missions, players must use the battlefield terrain rules for terrain features.

8. DETERMINE ATTACKER AND DEFENDER
The players roll off and the winner decides who will be the attacker and who will be the defender.

9. PLACE OBJECTIVE MARKERS
The players now set objective markers up on the battlefield. Each mission will instruct the players as to how many objective markers should be set up on the battlefield (if any) and how these should be placed. Unless otherwise stated, objective markers can be set up on terrain features so long as the objective marker lies flat on that terrain feature and does not overhang any part of it.

10. CHOOSE DEPLOYMENT ZONE
The deployment maps for some missions will tell you which deployment zone is the Attacker’s and which is the Defender’s. If the deployment map does not show this, but instead labels deployment zones as Player A’s or Player B’s, then the Defender now selects one of the deployment zones for their army. Their opponent uses the other deployment zone.

11. DECLARE RESERVES AND TRANSPORTS
Unless the mission briefing states otherwise, these missions use the Strategic Reserves rules. Both players now secretly note down on their army roster which of the units in their army will start the battle in Strategic Reserves, which of their units will start the battle in a location other than the battlefield (if a player has access to any Stratagems that enable them to set up units from their army in a location other than the battlefield, they must use such Stratagems now), and which of their units will start the battle embarked within TRANSPORT models (they must declare what units are embarked within what models). When both players have done so, they declare their selections to their opponent.

13. DETERMINE FIRST TURN
Unless the mission briefing says otherwise, the players roll off and the winner declares whether they will take the first or second turn.

15. BEGIN THE BATTLE
The first battle round begins. Players continue to resolve battle rounds until the battle ends.

16. ENDING THE BATTLE
Unless the mission instructs otherwise, the battle ends after five battle rounds have been completed. If one player has no models remaining in their army at the start of their turn, the other player can continue to play out their turns until the battle ends.

17. DETERMINE VICTOR
At the end of the battler the player with the most victory points is the winner. If players are tied, the battle is a draw. Each player can score a maximum of 90 victory points from mission objectives (any excess victory points awarded are discounted). In addition, if every model in a player’s army was painted to a Battle Ready standard, that player is awarded a bonus 10 victory points. This gives the player a maximum total score out of 100 victory points. The victor of a mission can then claim the victor bonus listed on that mission. If the game is a draw, neither player can claim the bonus.

18. UPDATE CRUSADE CARDS
The players must now update their Crusade cards for all the units they used in the battle as follows:

1. Take Out of Action tests
Take Out of Action tests for each unit from your army that was destroyed during the battle, by rolling one D6 for that unit. On a 2+ the test is passed and nothing happens. On a 1, the test is failed; you must now choose one of the following options for that unit:

a) Devastating Blow: That unit loses D6 experience points (to a minimum of 0) and cannot gain any experience points for this battle from Agendas Achieved, Battle Experience or from being Marked for Greatness (see the Crusade Mission Pack). Update the unit’s Crusade card accordingly.

b) Battle Scar: That unit gains one Battle Scar. This must be determined before the player’s next battle and the unit’s Crusade card must be updated to reflect any and all changes.

4. Update Combat Tallies
Add 1 to the ‘Battles Played’ tally of each unit that had a Crusade card that took part in the battle. If a unit was not destroyed at the end of the battle, then add 1 to its ‘Battles Survived’ tally. Add all the ‘during battle’ combat tallies you have accrued during the battle to the appropriate ‘in total’ combat tallies on the unit’s Crusade card.

19. UPDATE ORDER OF BATTLE
Increase your battle tally and Requisition points by 1, and make any notes that you wish to record following your battle. If you wish to add any units to your Order of Battle, or spend any Requisition points, do so and update your Order of Battle accordingly before your next battle.

Agendas

These Agendas can be selected for Beyond the Veil games in addition to those in other publications. Each Agenda listed has a category (e.g. Purge the Enemy, Shadow Operations). When you select Agendas, you cannot choose more than one from each category.

Purge the Enemy

Ambush

Keep an Ambush tally for each Reinforcement and Strategic Reserve unit from your army. Add 1 to a unit’s Ambush tally each time it destroys an enemy unit, adding an additional 1 if it destroys an enemy unit during the turn in which it was set up as Reinforcements or Strategic Reserves.

Each unit from your army that has 2 or more marks on its Ambush tally gains 1 experience point. The unit from your army that has the highest Ambush tally gains 1 additional experience point.

No Mercy, No Respite

Extermination Order

Keep an Extermination Order tally for each unit from your army. At the end of each battle round, add 1 to a unit’s Extermination Order tally if it destroyed any enemy units during that battle round.

Each unit from y-our army that has 3 or more marks on its Extermination Order tally gains 2 experience points.

Battlefield Supremacy

Marshal Forces

Shadow Operations

Uncover the Answers

Keep an Uncover the Answers tally for each unit from your army. Add to a unit’s Uncover the Answers tally each time it successfully completes the following action:

Uncover the Answers (Action): One or more INFANTRY units from your army can start to perform this action at the end of your Movement phase. Each unit from your army that starts to perform this action must be in range of a different objective marker that has not been uncovered (see below). A unit cannot start this action while there are any enemy units (excluding AIRCRAFT ) in range of the same objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is said to have been uncovered.

Each unit from your army gains 1 experience point for each mark on its Uncover the Answers tally.

At the end of the battle, if the total marks on the Uncover the Answers tallies of units in your army is equal to at least half the number of objective markers that were on the battlefield at the start of the battle, gain 1 Investigation point.

Make Contact

At the start of your first Command phase, select one objective marker on the battlefield that is not within your deployment zone to be a contact terminal. If there are no objective markers on the battlefield, then after both sides have finished deploying, your opponent must set up one objective marker on the battlefield that is not within their own deployment zone. This objective marker represents the contact terminal, but does not count as an objective marker for any rules purpose other than for this Agenda.

Keep a Make Contact tally for each INFANTRY unit from your army. Add 1 to a unit’s Make Contact tally each time it successfully completes the following action (see below).

If you selected this Agenda, then INFANTRY units in your army can attempt the following action, as described in the Warhammer 40,000 Core Book:

Make Contact (Action): One INFANTRY unit from your army can start to perform this action at the end of your Movement phase if it is within range of your contact terminal objective marker and you control that objective marker. The action is completed at the end of your turn.

Each unit from your army gains a number of experience points equal to their Make Contact tally.

At the end of the battle, if any units from your army have three or more marks on their Make Contact tally, gain 1 Investigation point.

Warpcraft

Through the Stillness

Keep a Through the Stillness tally for each PSYKER unit from your army. Each time a unit successfully completes the Through the Stillness psychic action, add 1 to that unit’s Through the Stillness tally.

If you selected this Agenda, then PSYKER units in your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:

Each unit from your army gains a number of experience points equal to the marks on their Through the Stillness tally.

At the end of the battle, if 3 or more battlefield edges have been pierced by your army, gain 1 Investigation point.

Psychic Beacon

Keep a Psychic Beacon tally for each PSYKER unit from your army. Each time a unit successfully completes the Psychic Beacon psychic action, add 1 to that unit’s Psychic Beacon tally.

If you selected this Agenda, then PSYKER units in your army can attempt the following psychic action, as described in the Warhammer 40,000 Core Book:

Each unit from your army gains 1 experience point for each mark on its Psychic Beacon tally.

At the end of the battle, if the total marks on the Psychic Beacon tallies of all the units in your army is 3 or more, gain 1 Investigation point.

Battle Traits

BATTLE TRAITS (Excluding VEHICLE and MONSTER units)
D3TRAIT
1Veterans of the Pariah Nexus

Countless wars in the Pariah Nexus have turned these warriors into steely veterans, unfazed by its unsettling aura.

When using the Pariah Nexus Theatre of War, this unit is unaffected by any of the Afflictions rules.

2Strength Through Faith

There is but one concept the Pariah Nexus cannot smother.

A zealous wave of fury has overcome these warriors and carries them from one battle to the next.

When making Advance and charge rolls for this unit, you can re-roll dice results of 1 and 2. You can re-roll Morale tests taken for this unit.

This machine spirit finds succour in the cold reality of logic.

Whenever a model in this unit would lose a wound in the Psychic phase, roll one D6. On a 5+ that wound is not lost.

The Pariah Nexus has driven this beast into a frenzy, lashing out at the nothingness that surrounds it as its soul is slowly smothered.

When making an attack with a model in this unit, an unmodified hit roll of 6 causes 1 additional hit.

This warrior galvanizes those around him, his bravery and decisive actions maintaining discipline in the midst of horror.

Relics of the Nexus

When a CHARACTER model from your army gains a Crusade Relic after a battle set in the Pariah Nexus, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book apply.

At the end of each battle, you can roll one D6 for each Relic of the Nexus a CHARACTER model has. On a 6, the full power of that Relic is discovered, and the bearer can use the additional unlocked ability for that Relic. If the bearer is a NECRONS model, add 4 to this roll.

Artificer Relics

Blackstone Ankh

This small noctilith sigil is worked into a trinket of far lower quality, though perhaps it originally adorned something far more magnificent. Rumour abounds that it wards away curses and maledictions, and those who have incorporated it into their armour claim it can leech away the power of the enemys most esoteric attacks.

Solar Shift Core

Whether this small phasal generator has xenos origins or dates back to the horrors of the Dark Age of Technology may never be known. Those with the will to master its strange workings can make short phasing jumps, seeming to stutter forward in a series of unpredictable lurches each heralded by a golden glow. Exactly which dimension their form passes through between jumps is unclear, but those who persist in its use suffer from nightmarish visions.

You can re-roll Advance rolls and charge rolls made for the bearer’s unit.

Antiquity Relics

Hieroptek Staff

An imperious aura of absolute dominance radiates in unrelenting waves from this sigil-laden staff. Those before the bearer feel compelled to kneel in subservience, their instincts screaming at them to avert their gaze as their blows falter. For what reason, whisper their inner thoughts, would they dare raise a hand against their master?

The bearer has the following ability: ‘ Hieroptek Staff (Aura) : Subtract 1 from the Attacks characteristic (to a minimum of 1) of enemy models while they are within Engagement Range of the bearer.’

Rod of Lambent Energy

The lustreless nonagonal prism that forms this rod’s length is unadorned but shimmers with oily colours. From its tip shines the glow of a molecular mutagen field. When this mace-like weapon is extended, the field intensifies to an unhealthy glare. Armour and flesh slough away in sickening chunks with every strike its wielder makes.

The bearer has the following additional melee weapon:

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