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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

This isn't really a tournament, but it is a public event.

Apocalypse Narrative Campaign, Warzone: Indy Prime.
Locating: Family Time Games (8796 Michigan Road, Indianapolis, IN)
Date: Last sunday of every month this year
Start time: 11 am
Points: 4000pts per player (2500pts of 4000pts can be used for LoW, Super heavies, and/or GMC)

FAQ: we will be using GW's newest BRB FAQ and also our own Libra Apocalyptica.

Warzone: Indianapolis Prim
An Apocalypse Narrative Campaign

Welcome to the first Apocalypse narrative campaign. To make things simple, we will be using the rules from the Libra Apocalyptic, Warhammer 40,000: Apocalypse (Gold book), and Planetary Onslaught. These have been reworked and deployment maps have been update to accommodate the size of Apocalypse games. This event is designed to be fun, narrative driving and community building.

Schedule of games: The last Sunday of every month. Games will be held at Family Time Games at the corner of 86th and Michigan. If a change of date is required, we will change it on the event page in the Indy40k group and post details at the venue.

January - April: Planet Strike Phase
May- August: Stronghold Assault Phase
September - December: Cities of Death Phase

Cost of the event: $5.00 either on a gift card to Family time games or a $5.00 donation to FTG's table and chair fund.

Attacker and Defender: At the beginning of January’s Apocalypse game, two teams will be formed. Imperium of Man vs Forces of Chaos and Destruction. (Chaos/Xenos). Each team will elect a team player to represent their team. Representatives will roll a d6. The person that rolls the highest will get to choose Attacker or Defender. The winning team’s warlord from the previous month will get to choose if they are attacker or defender.

Players: Players do not have to attend each and every session but it is encouraged. Some players may even find themselves having to float between teams due to balancing out the number of players that are at the session. Also, Players do not have to play the same army all year. Just not that only the army that you play gains the glory and your army’s warlord that is field gains the experience.

Warlords and Supreme Warlord: Each player will have a warlord, worth 1 VP if killed in the game. Each team will have a Supreme Warlord, worth bonus 1 VP if killed in the game. In order for your warlord to gain experience they must survive the session. If they do not, roll on the warlord injure table to see what has happened to them. If the warlord is truly dead, you will need to pick a new one. If your warlord lived through the session, roll on the experience table for their bonus. Note, Name characters as warlords cannot roll on the experience table as they already have special bonuses.






Warlord Injury table: Roll d6
1: Dead! This warlord has died for it serious wounds. Player will need to pick a new warlord. All experience gained by that warlord is lost.
2-3: Seriously injured. The warlord requires time to recover from their wounds. That player’s warlord cannot be used in the next session.
4+: Recovered. The warlord has had a speedy recovery and is fit for action. The warlord can take part in the next session.
Warlord Experience table: Roll d6
1: Quick Reflexes: +1 to initiative characteristic
2: Warrior Born: +1 to Weapon Skill
3: Shoota-ist: +1 to Ballistic Skill
4: Brawler: + 1 to Attack characteristic
5: Survival Instincts: 6+ invulnerability save. If the warlord already has this bonus, their invulnerability save generated by this bonus is improved by 1. *Note: this bonus does not stack with anything else in the game, expect itself.*
6: Warmonger: Roll immediately on the warlord table from your faction codex. The warlord will now have this warlord trait until it is killed in the came from the Dead! Result on the warlord injury table.

Campaign Scoring: The winning team of each session will gain a special session bonus for the next campaign session as per the Planetary Onslaught book. Some of these bonuses maybe changed to fit better into the Apocalypse level games. Winning team of each session will be awarded 1 Campaign point and will gain a special Campaign phase bonus to be used in the next phase of the campaign.
If the session bonus or campaign phase bonus requires player to use it, it will be given to the supreme warlord of that team. They can decide from there if they personally want to use it or give it to another player on their team. This does not count towered the asset limit for players.

Campaign Assets: each player is allowed 1 apocalypse asset or 1 campaign stratagem, regardless of number of stratagem points. There are also special campaign assets that can be taken.
Underground monorail system (Generic/Strategic Resource) : At the start of that players movement phase, declare that you are accessing the Underground monorail system. Place a marker on one fortification and place a second marker on another fortification that is up to 12” away. Models embarked in these buildings can move between them during the movement phase or shooting phase. If using the monorail during the shooting phase, models in that unit cannot fire this turn.
Off-map Artillery Support (Generic/ Strategic Resource X): At the beginning of that player’s shooting phase, declare that you are calling in Artillery Support. Draw line of sight for a model with the character special rule to a target on the table. You can select any point on the table. It does not have to be a specific unit. This asset may only be used once per game. Resolve the following shooting attack:
Artillery Support: Range: Unlimited str 9 ap 3 Apocalypse barrage (X)
X = the number of Strategic Resource points spent.

Prizes: Prizes will be award to the winning team at the end of each campaign Phase.
Campaign overall prize: To make this event memorable, the winning team will have the chance to creature their own Apocalypse units. In order to be eligible for this prize, you must be on the winning team and participate in at least 6 apocalypse campaign games or participate in 11-12 apocalypse campaign games. These units will still have to be approved by the Apocalypse War Council. A requirement for the custom Apocalypse unit is fluff and WYSIWYG based on fluff. Fluff can be either based on something that happened during the campaign or based on a story for the Black Library. These custom units will have PDFs created and added to our achieve under the title The Armory of Renown.
Example: Rambo da ork. Rambo the ork is a 25pt upgrade for a single ork boy squad. Rambo has two ork slugas, space marine bolter, and a melta bomb. Special rule: Trickiest of Gitz.
Trickist Gitz: When allocating wounds, if a wound would be allocated to Rambo, pick up Rambo and trade places with another ork boy in the squad.


Phase 1 Mission 1 Planet Strike Size and Destroy!
Deployment: Tables will be arranged into a U shape. Defenders will deploy at the bottom of the U. Attackers will deploy on the legs of the U. There is still a 24” no mans zone between Attackers and Defenders. The gap between the legs of the U can be moved across. Provided the model is a flyer, jump pack, or jump Monstrous creature and you have enough movement to clear the gap.
Going first: The attacker team has first turn. Defender may attempt to Seize the Initiative .
Objectives: There are 6 Apocalypse Objectives on the table and 1 Key Position Objective. The Key Position objective is the defenders main defensive structure. The Key Position objective is a fortification that defending team gains for free. This building has the fortification stratagem for free and confers Fearless and counter-attack to only friendly units within 12”. The Key Position is worth 6 points at the end of the game to the team that controls it. The Key Position must have a unit deployed either inside the building or on its battlements.
If the Key Position is destroyed, the ruin/wreck left behind becomes the new Key Position and is still worth points.
Special Rules:
Fire Storm Strike!: The Attacking team’s Supreme Warlord has gets d3+1 fire storm attack at the beginning of the Attacking team’s movement phase. This does not stop other team members from moving. The fire storm must be resolved during the allowed time.
Scramble all available reinforcements: The defending team can bring on reserves as if the game was 1 turn ahead. Example, on turn 1, defender can bring in units that are available during turn 1 and turn 2 strategic reserves as per the Apocalypse book.
Drop Assault: The attacker team’s reserves gain the deep strike special rule. If the unit already has the deep strike special rule, they can assault the turn they come in to play.
Shield of the Emperor: The Shield of the Emperor prevents enemy units from deep striking with in 24” of the marker. The defender team gets to place 3 of these markers during deployment. The defending team Supreme Warlord gets to decide. These markers are destructible. They have the following stat line: Armor 12 on all sides and 3 hull points. *Note, the Shield of the Emperor markers cannot be made the Key Position objective.*
Night fight, Slay the Warlords

Attacker Wins: During the next session, the Supreme Warlord of the Attacker’s army in the next session gets d3 Planet strike Asset. These bonus assets can be given to other members of the Attacking Team.

Defender Win: During the next session, the Wrecker! Special rule is not used for the Attacking Team.

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This message was edited 1 time. Last update was at 2017/01/06 13:44:56


Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
 
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