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Myself and 3 other friends are planning a narrative style apoc game a few weeks from now. I've re-written a bit of imperial history here to allow for the various armies to be involved. I've written in my friends count as guard army which is based on the brotherhood of nod from the command and conquer games series. I've also written in the salamanders in the role that should be played by the crimson fists. It will be 2 ork players one of which is myself vs an imperial guard and marine force. I've included the initial fluff and ther scenario overview.
Rather than the standard apoc scenario with 6 objectives and each side having a choice of strategic assets, there are fewer initial objectives and the assets are fixed to better represent the attack/defend concept we've created. We've also added a bit more context than normal. The table will be set up beforehand and the imperial side will have to deploy half of their forces. A few pictures will be taken and shown to the orks side as well as a list accounting for everything that has been deployed. The idea is that the orks have intelligence as to enemy locations and strengths. This gives the orks the ability to fine tune their list and battleplan.
I'd love some feedback on the fluff side of things, I've tried hard to explain where I've deveated from what actually happend. I've also consulted 40k galaxy maps and have mentioned neighbouring systems near the loki sector.
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…Priority Theta…
Segmentum Command
-Astropath: Jacobus Tull IX
-Segmentum: Tempestus
-Sector: Loki
-Imperial Colony: Badlanding
984.M41
The threat of the recent ork incursion into the Loki sector has been greatly miscalculated. What was thought to be a negligible increase in ork pirate activity by what we believed at the time were several disparate ork factions has been in actuality a calculated probe of our system defense networks. At 21:03 Terran standard time monitoring station 429B detected a massive surge of warp energy of an unknown origin. At 21:14 a distress signal was received from the merchant lighter Pax Glorum indicating they were under heavy ork attack. System defense ships responding to the distress signal found no trace of the Pax Glorum and were subsequently attacked and destroyed by a massive ork capital ship.
The ship responsible for these attacks was believed to be the flagship of warlord Snagrod, the Arch-Arsonist of Charadon. The description matches that of a ship engaged by imperial fleets in 4 separate encounters. After receiving and analyzing pict data naval intelligence in Bakka later confirmed it was indeed Snagrod’s flagship. At 23:19 the imperial frigate Flame of Purity reported radar signatures of an estimated 400 ork ships entering the system before all communications with the frigate were lost.
A portion of the ork fleet has split off from the main force and is massing for a direct strike on the colony of Badlanding with Snagrod potentially leading the ork’s vanguard himself. Lord Governor Rawls has ordered the planetary defense forces to aid in the immediate evacuation of Badlanding’s primary colonies. System ships and and commercial transports have been requisitioned for the evacuation.
A small force of Astartes of the Crimson Fists chapter has arrived in low orbit and will escort the refugees out of the system, performing boarding actions as required to slow any ork attack on the civilian fleet. The majority of the Crimson Fist chapter is still engaged in final stages of the Pranagar Crusade and will be unable to reach the Loki sector for an estimated 3 months. Imperial Guard regiments in San Leor and Dragina have been dispatched but the battle groups will take several months to arrive. The call for aid fell on deaf ears in Bakka as the majority of Battlefleet Kainen is still in the early stages of reforger.
Rogue trader Enoch Valum as a “favor” to Lord Governor Rawls has assigned his personal army, the mercenary Brotherhood of Nod to defend key manufactorums and refineries until imperial reinforcements arrive. It is no secret that Valum has significant investments in the promethium refineries of Badlanding and his generosity was not unexpected. The Astartes strike cruiser Vulkan’s Wrath has pledged aid to the defense of Badlanding. It had been returning to Bakka for re-armament after a successful purgation of the Agrax sector but is now in the process of making its way in-system and the Salamanders will make planet fall within the hour. It is rumored that the forgefather himself will be among them.
After lengthy analysis Segmentum Command believes Snagrod wants to take Badlanding as a staging point for an eventual attack on Rynn’s world. This cannot be allowed to happen as the Crimson Fists current deployment in the Pranagar Crusade has left the planet unable to repel an all out ork invasion. It is believed that the Arch-Arsonist wishes to avenge the damage wrought by the Crimson Fists during Voltigern Crusade of late M40 which left ork systems in the Loki sector devastated.
Current approach vectors indicate that Snagrod intends to take the industrial and manufacturing portions of Krugerport intact so that he may re-fit and re-arm his forces. We believe this to be the case because of the large portion of ork roks and landing craft that have been detected amongst the ships that split off from the main ork fleet. Most of Snagrod’s mass drivers and other ships capable of orbital bombardment have held at the edge of the system protected by a large number of escorts and have set their focus on raiding shipping lanes.
The Brotherhood of Nod has been ordered by its rogue trader master to defend Krugerport to the last man. With the imminent arrival of the Forgefather and his Salamander brethren it is their collective duty to hold Krugerport until reinforcements arrive. Emperor be with them.
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Scenario:
This will be an attack/defend scenario with the imperial side defending against an attack by the orks. The defenders will have the advantage of being well dug in. The attackers will have the advantage of intelligence as to the strength and location of the imperial defenses. Orks will have the first turn.
The brotherhood of nod and salamanders will have access to the following strategic assets:
-Heroic Stand
-Vital Objective
-Obstacles OR defense line (not both)
The orks will have access to the following strategic assets:
Replacements
Orbital Bombardment
Precision Strike
Da Big Whaaagh
Objectives: There will be 3 objectives placed in the imperials deployment zone. They will be placed a day prior to the game along with the deployment of half of the imperial forces.
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Special rules: Recon, Headhunters, Shunt, Real Wrecks, Real Explosions
Recon: The orks have a low cunning that imperials tend to forget about. They have carefully selected a section of Krugerport and studied the forces defending it in great detail. Half of the imperial side’s forces must be deployed the day before the start of the game. The imperial side must also show a detailed list for all forces deployed on the table. This is to give the ork players a chance to carefully plan their strike with a basic knowledge of what they will be up against and where the objectives will be.
Headhunters: Each player will choose an HQ independent character or special character to represent them on the battlefield. If the model the player has chosen to represent them is killed, they will be placed on their side and they become an objective.
Shunt: Vehicles may elect to ram a wreck out of their path. A vehicle that wishes to ram a wreck out of its path must elect to do so, similar to a tank shock or ram. It then rolls 2d6 for how far it may move, if it makes contact with the wreck it will be moved out of its path in whichever direction seems logical. Fast vehicles may use 3d6. Skimmers may not shunt/ram wrecks.
Real Wrecks: Vehicle wrecks will be counted as difficult/dangerous to both infantry and walkers and impassable to vehicles unless they elect to shunt/ram it out of their path.
Real Explosions: If a destroyed explodes result is rolled on the vehicle damage table, simply remove the vehicle in question. Do not place a crater.
Game Length: The game will last 6 turns
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