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A Horus Heresy Campaign (Inspired by Miniwargaming)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ch
Warning From Magnus? Not Listening!





Holy Terra.

Hey guys!

Im currently working on 30k army #2 ('Sons) and have long thought about building a custom campaign that represents starship warfare (my favourite aspect of the HH novels). More specifically boarding actions. Now, we currently have ZM rules for this, but these rules are for a longer campaign (made up of many games) so reflects the fact that boarding forces cant stock up on supplies. Well, here it is anyways! Constructive feedback is GREATLY appreciated, I probably missed quite a lot here

Narrative Campaign


Rules:

Board:
The board consists of a 4'x4' zone mortalis (these rules replace the normal ZM rules) playing field, made up of 16 1'x1' tiles. At the beginning of the mission, 6 tiles are revealed (3 on either side of the board, in opposite corners) and the rest are revealed as units move onto them. Units MAY NOT draw line of sight through unknown tiles, but may move onto them as if they where open terrain (note: reveal the tiles BEFORE moving, but after declaring movement).

Objectives:
D6 mysterious objectives exist on the unmarked tiles, randomly determine whether or not an objective exists on a tile after revealing it. These objectives use the following chart (this replaces the normal rules for mysterious objectives).
D6
1: Nothing of Note.
2: Comms Relay: controlling player may do one of the following:
- Reveal 1 tile
- bring 1 unit in from reserve
- move 1 unit d6 inches, as if it where the movement phase. This DOES NOT count as movement.
3: Ammo Cache: revealing Squad may ignore Low Munitions for the duration of the game
4: Auspex Device: may immediately reveal d3 tiles, as if the squad moved onto them.
5: Control Panel: may immediately close/open d3 Blast Doors or Heavy Blast Doors anywhere on the board.
6: Teleporter: The revealing unit may immediately deep strike into a revealed tile. If a mishap occurs, the are placed in the original location, NOT into ongoing reserves.

These objectives give 2VP to the player that controls it at the end of the game. Alternatively, the controlling player may choose to destroy the objective, resulting in 1 VP. The objective is then removed. Secondary objectives include Slay the Warlord and Recon.
Recon: 1 VP is awarded for every 4 tiles (rounded up) revealed by a player.

Doors:
each tiles has 0-2Doors (determined randomly). These fall into one of the following categories (roll on table if squad comes into BTB contact)
D6
1-2: Damaged Blast Door: May be opened on a d6 roll of 2+, AV 8, conveys a 5+ cover save to those behind it.
3-5: Blast Door: May be opened on a d6 roll of 4+, AV 12, units behind may not be shot at.
6: Heavy Blast Door: May be opened on a d6 roll of 4+, AV 14, units behind may not be shot at.
Doors count as a vehicle with 2 HP and AV shown. If Door is destroyed, remove it. Pens count as glances. If units are within 1" of Door when it closes, they must pass an Int test or suffer d3 str 5 ap 2 hits. Add 1 to the wound rolls of Heavy Blast Doors, and subtract 1 for Damaged Blast Doors.

Events:
Roll once on this table at the start of each game turn. The effects last for that turn (both players turns)
2d6
2-3 Nothing.
4-5: Black out: Night Fighting is in place for the rest of the turn.
6-7: Structural damage: randomly determine d3 tiles. All cover saves are reduced by 1, to a minimum of -, for the rest of the game.
8-9: Minor Tremor: all units must take a Pinning Test. If failed, the unit suffers d3 strength 3 hits with no saves allowed.
10: Major Tremor: all units must take a Pinning Test. If failed, the unit suffers d6 strength 5 hits with no saves allowed.
11: Atmosphere breach: randomly determine one tile. All models must take an int test or suffer a str 6 hit with no saves and Instant Death. These models may NEVER return to the campaign (see Casualties).
Seal the breach! Models behind closed doors are NOT subject to this effect. Models behind open doors may attempt to pass an Int test. If passed, they may close the door.
12: Catastrophic Damage: d3 tiles are removed from play. All models on these tiles may move d6 inches. If they do not manage to leave the tile, they are removed from the campaign.

Barricades and debris:
These rules replace the normal rules for terrain. Each tile contains d6 randomly placed piles of debris. These can be piles of crates, barrels or simple piles of rubble. These convey a 5+ cover save. If, during the movement phase, a unit is in BTB contact with a pile of debris, they may forgo shooting later that turn and instead attempt to build Improvised Barricades. A d6 roll of 4+ boosts the debris cover save to 3+ for the rest of the game. You may add 1 to the d6 roll for every Techmarine or Forge Lord in the unit.

Spoils of War:
If your army manages to win a mission, roll on the following chart. Any bonus is applied for the rest of the campaign.
D6
1: Nothing.
2: Psychic Tome: one psyker in your army randomly generates an additional power from a randomly chosen discipline.
3: Relic Blade: This counts as a close combat weapon with the following rules:
Str +1 AP 2 Instant Death
4: Holofield: Model gains a 6+ invuln save. This is boosted to a 5+ against shooting attacks.
5: Ammo Cache: The army may ignore all Low Munitions rolls for the next game only.
6: Apothecarion: d6 slain Models may be returned to your army. Multi-wound models count as 1 model per wound.


Armies
Each player may take up to 2000p using the Legiones Astartes army list. These armies MUST contain at least 1 Independent Character to be the armies warlord, and at least 1 troops choice. ALL units may claim objectives. This overwrites the usual Age of Darkness rules. Psychic powers and Warlord Traits are chosen (not generated randomly) at the beginning of the game, and are not changed.

Unit Traits
All units (excluding IC) may choose to role ONCE on the following chart (before the campaign begins). The effect generated lasts for the entire campaign, and may not be changed.
D6
1: Archaeotech Weapons: one close combat or shooting weapon in the unit receives the Instant Death special rule.
2: Traumatic Experiences: the unit has +1 strength and causes Fear, but must pass a morale check before moving, shooting or charging.
3: High Supplies: once per turn, the unit may ignore a single failed Low Munitions roll.
4-5: Death to the False Emperor! (Or traitors): the unit may choose between having Hatred (Loyalists) or Hatred (Traitors)
6: For the Emperor! (Or the Warmaster): the unit has the Zealot special rule.

Casualties:
Keep track of casualties suffered through out the game. At the end of the game, roll a d6 for every model slain (excluding IC, models with more than 3 wounds and vehicles). On a 4+, they may be used in the following game. On a 3, they may not be used in the following game, but you may roll again after the following game. On a 2 or less, the model is removed from the campaign. Subtract 1 from this roll is the model was slain by a weapon inflicting Instant Death.
For IC and models with more than 3 wounds, roll on the following table:
D6
1: The model is removed from the campaign.
2-3: The model remains wounded, roll again after the next game.
4: The model is returned to the next game with 1 wound remaining.
5-6: The model may be used as normal in the next game.

Subtract 1 from this roll if the model was slain due to Instant Death, and you may re-roll the result if the model is your armies Warlord. If the Warlord is slain, another model becomes the Warlord (but does not receive a Warlord trait).
Damaged Vehicles: After each game, vehicles that have suffered damage may repair lost Hull Points on a d6 roll of 5+. This counts Wrecked vehicles. All other effects (such as Immobilized) are ignored. Add 1 to these rolls for every Techmarine or Forge Lord in your army. Note: it is NOT possible to repair vehicles that have exploded.

Special Rules:
All models (including IC) gain the following rules:
Feel No Pain (6+)
Low Munitions: Before shooting, roll a d6 and subtract the current turn number. On a roll of 1, the unit may only fire snap shot for the rest of the game.
Avenge the Fallen: If a unit is left with 25% of its starting models (excluding IC that have been attached and vehicles), the remaining models gain Fearless and Furious Charge, but must always move towards, shoot and charge the nearest enemy unit whenever possible. If a unit is reduced to 10% of their original models, all remaining models may attack twice in the combat phase and may issue challenges as if they where a character.

Forged by Betrayal:
Players may choose one of the following special rules to be applied to their whole army:
-Stubborn
-Relentless
-Move Through Cover
-Hit and Run

Squads and Independent Characters:
During the campaign, squads can be reduced to below the legal model count. If this happens, you may still count the squad as legal (to gain the Avenge the Fallen bonus) OR, only if the units leader has been killed, combine it with another squad of the same unit. All Avenge the Fallen bonus' are lost if this is done. If, however, the squad is reduced to a SINGLE model, you may count this model as an Independent Character. They retain all their former special rules, but may NOT join other squads.

For Honor and Blood:
If an IC and/or Character in you army suffers wounds as a result of a challenge and both they and their opponent survive, they MUST issue/accept challenges against the same IC and gain an additional VP for their army if they slay them in a challenge.


Missions:
Before Mission 1, determine attacker and defender. These stay the same throughout the campaign.

Mission 1: Boarding Assault

Deployment:
Attackers units are group into boarding parties of 1-3 Units/IC. These form the crew of a single boarding torpedo or stormbird. Before deployment, roll a d6. On a 4+, they may be deployed as normal. On a 3 or less, they are placed in reserve and gain the deep strike special rule. Note that this can result in no units being deployed on turn 1, thereby giving the enemy a free turn.

Mission effects:
Ignore Low Munitions during this game. You must re-roll the Effects result if it is a 10+.

Additional Objectives:
Secure the drop site!: Attacking units gain +3 VP if no enemy units remain in their deployment zones tiles and any tile where units have arrived via deep strike. Defender gains 1 VP for every unit in enemy deployment zone/tiles where enemy units have arrived via deep strike.

Game Length: The game last 6 turns. If, at the end of the 6th turn, both players wish to continue, a 7th turn may be played (note that all units will have Low Munitions on turn 7).

Post Game: If the attacker wins this mission, play mission 2. If the defender wins, play mission 5.

Mission 2: First Blood

Deployment:
Attacker deploys their entire army along one side of the board (4 tiles). Defender deploys half their units on the opposite center (two center tiles) and places the rest into ongoing reserve where they receive Outflank.

Mission Effects:
-

Additional Objectives:
Forward!: The attacking player scores 1 VP for every squad in the defenders deployment zone. The defender scores 1 VP for every enemy unit destroyed.

Game Length:
The game last 6 turns.If, at the end of the 6th turn, both players wish to continue, a 7th turn may be played (note that all units will have Low Munitions on turn 7).

Post Game: If the attacker wins, play mission 3. If the defender wins, play mission 4.

Mission 3: Hunter and Hunted

Deployment: Attacker organizes squads into hunting parties of 1-3 units. These may be deployed on any tile. Defender must secretly note down which unrevealed tiles contain which units. One tile must also contain defenders Warlord.

Effects:
Regicide: Attackers units in combat against defending units in the same tile as the enemy Warlord may re-roll to wound rolls. Defending units in the same tile as their Warlord may attempt Glorious Intervention on a 3+ roll instead of an Int. test. All models may attempt this. The Defenders Warlord gains the Hit And Rub special rule.

Additional Objectives:
Decapitation: If the defenders Warlord is slain, the attacking player gains 3 VP. If he is not slain, the defender gains 2 VP.

Game Length:
The game last 6 turns.If, at the end of the 6th turn, both players wish to continue, a 7th turn may be played (note that all units will have Low Munitions on turn 7).

Post Game: If the defender wins, play mission 4. If the attacker wins, play mission 6.

Mission 4: Suppression

Deployment: The attacker and defender deploy as normal.

Effects:
Deadlock: re-roll successful Low Munitions rolls

Additional Objectives:
Kill points. Gain 1 VP for every enemy unit destroyed, and 2 VP for every enemy IC (this stacks with Slay the Warlord)

Game Length:
The game lasts 6 turns.

Post Game:
If attacker wins, play mission 2. If defender wins, play mission 5.


Mission 5: Scouring

Effects:
The defender may re-roll failed To Hit rolls. Attacker must subtract 2 from their Leadership.

Additional Objectives:
The defender gains 1 VP for every enemy unit destroyed. The attacker gains 1 VP for every friendly unit still alive.

Game Length: the game lasts 6 turns.

Post Game:
If attacker wins, play mission 2. If defender wins, they have won the campaign!

Mission 6: To the Bridge!

Deployment: The Attacker deploys their in tire force as normal. The defender deploys up to half of their units in the remaining 3 corners, and the rest are deployed in the Bridge. If the Bridge tile is revealed, these units are deployed.

Effects:
Captain of the ship: the defender nominates 1 IC in their army to be the ships captain. They MUST be deployed in the bridge, and allows the defender to re-roll any Mysterious Objectives and Events.
Destroy the Controls: there are 3 control panels in the bridge. These count as immobile models with 1 W and T 3. They are hit automatically in close combat. If they are destroyed, a single Event happens.

Additional Objectives:
The attacker gains 1 VP for every destroyed Control Panels and d3 VP for killing the captain. The defender gains 1 VP for every enemy unit destroyed.

Game Length:
The game lasts 6 turns.

Post Game:
If the defender wins, play mission 4. If the attacker wins, they have won the campaign!





Yeah, thats quite a lot. Any suggested rules/chages are welcome, and if you think something doesnt work at all please tell me, I'll try to fix it


Ok, thats my campaign!

Ember

   
 
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