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Made in au
Morphing Obliterator





rAdelaide

Finally getting around to this. OK - this is a map based campaign using the Vogen Map (cos its so pretty).

Firstly, the fluff.

Millennia ago, the planet Vgn was used as an Eldar ‘prison planet’. Dangerous creatures, aliens, daemons and objects that could be captured, but not destroyed, were interned on Vgn. The Eldar kept a careful eye on the planet, and a defensive force to keep these planet and even system level threats contained.
Unfortunately a severe Warpstorm approached Vgn, requiring an immediate evacuation, with the destruction, or relocation of the prisoners and destructive items. During the evacuation, a sole Eldar ship The Boneweaver was caught, and crashed back onto the planet, killing all aboard. Decades later, when the Warpstorm finally abated, the Eldar were unable to find any trace of the ship, its crew or the transported prisoners and items. The Eldar left, but have maintained a constant vigil ever since.
Since the Eldar were forced to leave, the planet has been settled, left and resettled by a number of races – currently the Imperium. Vgn is now a prosperous hive planet, responsible for the production of arms and heavy artillery. Recently, the Eldar have noted with dismay that the Human’s mining activities have uncovered a batch of terrible items – the spheres of chaos - that were not destroyed in the crash of The Boneweaver, as was hoped.
The spheres of chaos are five different coloured orbs, about 2 feet in diameter. Four of these contain the trapped essence of a different Greater Daemon, whilst the fifth, the black orb, is a warp conduit – a passage for these imprisoned daemon’s will into reality. As these Greater Daemons are each opposed to each other, by holding all four, the owner can exercises control over them all. By holding the fifth – the Warp Orb - as well, this control is total, and their power is boundless.
As soon as they were uncovered, the items sent a single paralyzing scream through the warp, bringing a legion of Chaos Tainted Space Marines, trailing a fierce Warpstorm in the army’s wake. Both the Eldar and the CSM seek to recover these tainted artifacts, by any means necessary. Cut off from reinforcements by the unexpected Warpstorm, the Humans are left with few resources, a limited defensive force and little hope for reinforcements. Both enemies of the Imperium begin at the hive city’s walls…

   
Made in au
Morphing Obliterator





rAdelaide

DETERMINING ARMY SIZE AND COMPOSITION
FIRST BATTLE
1. Roll 2d6. Picturing a clock face on the map, go to the nearest point outside the map corresponding with this number. Place a pin in nearest territory. This battle is always 2000pts. and it always uses the penetration mission http://www.dakkadakka.com/dakkaforum/posts/list/239027.page
2. If the attacker wins this battle, you keep that territory. If you loose, you must withdraw your pin.

ALL OTHER BATTLES
1. Select a territory adjacent to a territory you hold. This is where the battle will be occur.
2. If you win, you keep your pin there (the loser removes their pin if required). Loss or a draw and you must remove your pin.
3. The Attacker rolls to determine the size of the battle. Army points = (6+4d6) x 100 unless otherwise stated. This provides a range 1000 – 3000pts .
• Battles between 1000-1500pts use a half-table for the battle.
• Battles over 2500 have adjustments to the force organization charts. They have access to an additional four troops choices, and one additional fast and heavy choice. They must take two additional troops choices (the minimum is now 4).
4. Unless stated otherwise, Chaos and Eldar Players (and any other players should they be brought into the campaign) have free choice of what to spend their points on, provided the armies comply with the applicable codex, the W40k core rules, and the conditions stated under point one.
5. The Imperial Guard must choose their army with the restrictions outlined here:
http://www.dakkadakka.com/dakkaforum/posts/preList/239947/715208.page#715208
   
Made in au
Morphing Obliterator





rAdelaide

1. The first mission is always a Penetrate mission. This represents your force seizing a tactical location, and breaking into the hive city proper.
2. For all other battles, roll on this chart :
Roll 1d6 Base Mission Type Roll 1d6 Mission
1-3 Standard: Regular battles from the W40k core rulebook
1-2 Seize Ground
3-4 Capture & Control
5-6 Annihilation
4-5 Cityfight: Mainly battles taken from the Cityfight Codex (some adjustments where necessary)
1-2 High Ground
3 Fire sweep
4 Domination
5 Urban Assault
6 Urban Assault – Bunker
6 Special: Predominantly from the special section in the Cityfight codex (frequently more extensive adjustments)
1 The Gauntlet
2 Total Devastation
3 Relief Force
4 Grand Assault
5 Thunder Run
6 Assassination

This message was edited 1 time. Last update was at 2009/05/15 08:12:49


 
   
Made in au
Morphing Obliterator





rAdelaide

ACQUIRING AND SPENDING LOOT
GAINING LOOT IN BATTLE
1. Before every mission (except Penetration missions), the Attacker rolls 1d6. on a 5+ There are 1d3 loot counters scattered on the board.
2. Each player should take a counter and take turns placing them on the board, no more than 12 inches from the centre. These then scatter from this point, using the dice and 3d6 (loot always scatters). If it lands on a multilevel building, randomly determine the level it lands on.
3. Loot may be carried only by non-vehicle models, and that model must carry it and do nothing else except move and maintain unit coherency (they may respond to assaults, but must drop the loot to do so). If their unit moves, fires or assaults, they will follow, but cannot shoot or assault. If the loot is taken to a Player’s table edge, or they have a unit holding/within 3 inches (uncontested), may claim the loot. Annihilation does not automatically give you all loot, and these counters must be ‘claimed’ – by holding or being within 3 inches of the loot at the end of the last turn played.

GAINING LOOT AT THE START OF EACH TURN
1. For each territory you hold, a player may roll 1d6 at the start of each turn. On a 6, they gain a loot point. Some territories have special rules that adjust this roll.
   
Made in au
Morphing Obliterator





rAdelaide

SPENDING LOOT
Purchase/Loot Cost
Ammo store stratagem 2
Fuel dump stratagem 2
Medicae facility stratagem 2
Power generator stratagem 2
Siege shells stratagem 2
Rappelling lines stratagem 2
Razor Wire (per item – limit 3) 3
Barricades (per item – limit 3) 3
Tank Traps (per item – limit 3 4
Booby Traps (per item – limit 3) 5
Additional Force Org Choice – Elites* 8
Additional Force Org Choice – Fast* 8
Additional Force Org Choice – Heavy* 8
Auto Turret –Twin-Linked Bolter (limit 2) 10
Auto Turret – Plasma Cannon (limit 2) 14
Auto Turret – Lascannon (limit 2) 18
*only one of any of these may be used –per battle.

1. Players purchasing stratagems may only play one additional stratagem per mission, and no mission may use more than three stratagem. A stratagem once used is gone and may not be used in any further missions.
2. Players purchasing obstacles may only use one type per mission. Once used, obstacles are also gone and may not be used in any further missions.
3. Players purchasing auto-turrets may only put two turrets on any territory. Once allocated to a territory, the autoturret stays for all future battles until destroyed.

Autoturrets are effectively open-topped stationary vehicles, with AV 11 front armour, and AV 10 side and rear. BS is 3. They have a 45 degree Arc of fire, and may not be moved once placed (they may be repositioned each new battle). They will fire at the closest enemy unit in range regardless of type or whether they can injure it, and will fire at units in cover, if they have LOS.

Turrets are deployed first, before anyone’s army. They shoot in their owner’s turn. Due to their autosensors, they count as having the Night Fighting/Acute Senses special rule.

3. Each IG player will keep a tally of their own IG loot, and these resources will be used solely for use against their opponents .
   
Made in au
Morphing Obliterator





rAdelaide

SPECIAL OBJECTIVES

SPECIAL OBJECTIVE RULES

1. A special objective is drawn from a list of SO cards after selecting your army, and the mission, but before deployment. Each player draws one each battle, except in Penetration Missions.
2. There are two types of Special Objective Cards. Secret Mission & Sphere of Chaos. There are twenty Secret Mission, and five Sphere of Chaos cards.

SECRET MISSIONS
1. The Secret Mission cards are completely optional and have no bearing on the outcome of the campaign, however successfully achieving this mission allows the Player to roll on the Veterans Ability Tables below, and apply this to any appropriate unit in the next battle (only). This table is replicated from the W40k rule book. Secret Mission cards are returned at the end of the battle.
2. Select one table, and roll randomly on that table for the Veterans Ability you gain.
3 - the tables (see the 40k core rule book for these)
4. Spheres of Chaos cards are different. Select the appropriate Sphere of Chaos loot counter by colour, and scatter the counter from the absolute centre of the battleground by 4d6.
5. Spheres of Chaos may be carried like any other loot, however at the start of each turn, the player who drew the card must roll 1d6. On a 6+, the sphere causes a Warp Effect outlined below.
6. In the event that more than one Sphere of Chaos is present on a map, the Warp Effect roll reduces by 1 (to 5+, 4+ etc). Some territories also cause a decrease in the difficulty of this roll.
7. Spheres are not hidden like other loot, and the holding player must note which territory it holds a particular Sphere in. After a battle, the owning player may move the sphere up to two territories away from its current location.
8. If the Sphere is unclaimed at the end of the battle, the card is returned. If the Sphere is claimed (using standard loot rules), the card and the loot counter is held by the claiming player.
   
Made in au
Morphing Obliterator





rAdelaide

TERRITORIES
TAKING TERRITORY RULES
1. Before any rolls, spend any loot, move any spheres, determine any veteran abilitys etc. Nothing can be done once moves are declared.
2. Then each turn, roll off on a d6. Highest moves first. Both players declare their moves before fighting any battles.
3. Each player may assault one territory per player move. This must be adjacent to an existing territory held by the player, unless a special rule applies.
4. The player moving into a territory is the Attacker. If another player holds this territory already, they are the defender. If no-one holds this territory, it will be defended by the IG.
5. Only one player may move into a territory at a time (no three-way battles).
6. Supply chains are important – if any territory held or attacked does not have a direct path through already held territories, the player may not use any stratagems, nor acquire or use veteran abilities. Spheres may only be moved between adjacent territories.
7. Some territories have special rules. These are the named territories, and they are listed below.
   
Made in au
Morphing Obliterator





rAdelaide

WINNING THE CAMPAIGN
WINNING THE CAMPAIGN
1. The campaign ends when one player holds either all of the Spheres of Chaos, or holds all of the territories.
2. For bragging rights, players may also keep track of:
• Total loot captured
• Total wins (both as regular armies and as IG)
• Total territories held (if the Spheres were the winning criteria).
HEROIC MOMENTS, MOST VALUABLE MODELS, MOST USELESS MODELS, LOL’S
1. Purely optional, but players may choose to track other options, including:
• Heroic Moments (great last stands, amazing kills etc)
• Most Valuable Model (the model that does the most during a game)
• Most Useless Models (the model that contributes nothing during a game)
LOL’s (those times when funny crap happens).
   
Made in au
Morphing Obliterator





rAdelaide

SPHERES OF CHAOS – WARP EFFECTS
1. Roll D6. 1-3 has a minor effect, 4-5 results in intermediate effect, and a 6 is a major effect. Every additional Sphere increases this roll by +1 (until all 5 are held when they maintain balance and calm - of course you win, so this ends the campaign).

1d6 Minor Effect
1 Mind Horror: the mind horror manifests itself as it tears at the sanity of those nearby. The nearest unit has its leadership reduced by 2 for the rest of the game. These effects can accumulate. Fearless units, and those without a leadership value (vehicles) are unaffected.
2 Overcharge : the unit closest has its ammunition overcharged – the strength of their rounds are increased by one, and the AP is reduced by one. These also suffer from the ‘gets hot’ rule.
3 Rage: the closest unit is affected by intermittent Rage rule on a 3+ each turn, they charge towards the nearest enemy.
4 The horror: A phantasm of incredible evil manifests itself with an intense psychic explosion. The effected unit is immediately broken and must make a fall back move. Fearless units are unaffected.
5 Hardened-shelled, weakened insides: The physiology of the nearest unit is changed. Toughness is reduced by one, but armour is increased by one.
6 Savages! The Closest unit increases its base attacks by two, but every one rolled in close combat is a hit resolved against their own models.


1d6 Intermediate Effect

1 Spawndom. The nearest non-vehicle model turns into a Chaos spawn.
2 Suicide! The nearest unit begins attacking itself. Resolve a round of combat against the units own forces.
3 Blood-fountain – one model in the nearest unit explodes! Choose one randomly. Every other model within a large blast radius takes an St 4 AP 4 hit..
4 Madness! All psykers on the table make an immediate attack (psychic if possible, however weapons are fine if no wounding attack powers are available) on the nearest model to them - friend or foe.
5 Invulnerability – slow and purposeful. The nearest units are given a bonus +1 to their armour, and to their Invulnerable save, but are made slow and purposeful (2+ at most). If already slow and purposeful, they are reduced to a half move every round.
6 Immobilized – the nearest vehicle unit to the Sphere is instantly immobilized.




1d6 Major Effect

1 Hexplosions! D6 large blasts scatter 3d6 from the sphere. They then move 1d6 inches closer to the nearest psyker. These are St 10, AP 5.
2 Carnivore! A rampaging beast erupts from the sphere, attacking the nearest unit, and then anything in its way.
WS 3, BS0, S9, T6, W4, I1, A2, Ld10, Sv3+ (fearless)
3 Earthquake. For the next turn, all movement is as if through difficult terrain. For all future turns, buildings are now so damaged that they become dangerous terrain.
4 Zombie Mutant Swarm. 30 zombie mutants emerge from the Sphere in a horde. They shamble forward (slow and purposeful) and attack all and anything it its way.
WS 3, BS0, S3, T5, W1, I1, A2, Ld10, Sv6+ (fearless)
5 Betrayal – the nearest unit defects to the other side, and becomes under the control of the other player for the rest of the game.
6 Summon Greater Daemon – the nearest non-vehicle model erupts into a fountain of blood, and a greater daemon emerges, attacking everthing in is path.
WS 8, BS0, S6, T6, W4, I4, A5, Ld10, Sv-/4+ (fearless)

This message was edited 1 time. Last update was at 2009/05/15 08:22:59


 
   
Made in au
Morphing Obliterator





rAdelaide

OK - thats the campaign (I got good feedback from my mate I'll be playing with), and I'll be interested in any feedback.

Cheers
Darkkt
   
 
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