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Post by The Supreme Emissary on Feb 27, 2017 0:20:52 GMT -5
The plan is to host a Horus Heresy Campaign for LoreMaster's after Adepticon. Exact times to be determined. I want to see this be something amazing that can be enjoyed by anyone interested in 30k and will support any sized army and can include some of the specialty games. I want to be clear, this is NOT an escalation league. You will get out of it what you put into it and it will be accessible to as many players as possible.
Narrative Time: Non-specific Heresy Era. Place: A Mechanicum Auxiliary/Reserve/Vault planet/Research Station in the south west side of Segmentum Pacificus. Jerula Station is part of the Belt of Iron, a series of Mechanicum worlds torn by civil war during the Horus Heresy after Isstvan V. The principle Forge World in the area is Atar-Median and while it remained loyal to the Emperor, many other planets did not. Jerula Station is one planet/facility that was torn by internal strife and likely was decimated before its inhabitants could commit to either side. Jerula X is a Desert/Death World covered in rust and geomagnetic storms. Acid rain creates poisonous fog on the low lands. Violent windstorms blow across the plains creating sand storms of iron dust and razor glass. What: Mechanicum citizens, scientists and soldiers are caught in a civil war of their own as their leaders battle for control in the name of either the Emperor or the Warmaster. Why: This station/research outpost is one dedicated to the study of lost Old Night weapons technology. These virulent and toxic weapons cannot be kept on a properly populated world nor can they be properly tested on a dead one. The station has many of these weapons securely stockpiled, being too dangerous to even allow being kept on ships or inhabited planets without special sanctions. This includes biological, chemical and radiological weapons that went into the creation of Exterminatus class weapons. Who: Players represent any Legion forces interested in grabbing or destroying these extremely dangerous weapons either for their own use or to deny them from their enemies. The campaign factions will be Loyalist Vs Traitor, meaning players can play any HH force they wish, but must commit to L or T.
Loyalist vs Traitor Every player will have to decide whether their campaign force is Loyalist or Traitor. They can change a lot about their army over the coarse of a campaign but not that. Missions will always have a Loyalist side and a Traitor side. Naturally players should apply their armies in that fashion HOWEVER if that is not possible a Loyalist player will have to take the role of a Traitor in a mission (and visa versa). This way players will always have games to play, the distribution of loyalist and traitor players won't skew the results of the campaign, and by flipping their roles periodically players will see the full range of scenarios.
Legion vs Other Players must also choose their Primary Faction which cannot change during the campaign. It can be any Astartes Legion, Imperial Army, or Mechanicum. Whatever a player chooses must always be their primary army/detachment and must always be where their warlord/s are drawn from. Allied detachments, agents and other units can be added as per the normal list building rules in HH and can be changed as many times as players want. 30k is Astartes centric but players are not required to play an Astartes Legion as their primary.
Force Organization Charts 30k plays with its own collection of FOCs that are intended for specific conditions. All will eventually be available over the coarse of the campaign but the variety of game types available will not lock players into any one list for the entire experience.
Theatre Specific Characters / Warzone Assigned Characters Players will have to choose a set of unique characters (pre existing or not) to lead their forces in different missions. These characters cannot be used in other mission types and must always be your Warlord. Boarding Actions / Ground Assault / Urban Combat Strike Force / Zone Mortalis / Raider & Cities / Crusade A non-unique character can add +1 to any of their profile values (not Sv), Have 1 Master crafted weapon, choose 1 permanent warlord trait, and a choice of table special abilities. Their cost goes up 20p. This character must always be your warlord if possible (jealous command overrides this). Characters must have Master of the Legion (except Strike Force Heroes)? Praetor (Master of the Legion) - Ground Assault - Characteristic +1, Advancement +1, Warlord Trait, Master-Crafted Weapon = +20p Centurion - Strategic Missions - Characteristic +1, Advancement +1, Master-Crafted Weapon = +15p Veteran Sergeant - Zone Mortalis - Characteristic +1, Master-Crafted weapon = +10p Sergeant - Strike Force? - Characteristic +1 = +5p Relics (vol4 pg 222) - An assigned character can take one, only if they're a Praetor
Orbiting Fleets and Boarding Actions The planet has one moon/Space Station with a Garrison base on it that acts as a security station and controls a planetary weapons array. Both Loyalist and Traitor forces have ships in orbit battling these defense weapons. The side that can gain control of this station can turn its weapons in their favor, but it will be a hard battle through the enemy fleet and ultimately through the station itself. This interaction will be represented in a visual type 'Battleship' type of way yet to be built. Loyalist - Escort 3 < Crusier 5 < Battleship 7 < Station 10 > Battleship 7 > Cruiser 5 > Escort 3 - Traitor The number represents the number of boarding action missions (rules laid out in the HH volX) a side must win in order to destroy the ship. Each boarding action mission will cause a "damage point" to the loser's outermost ship. Once a side's fleet has been destroyed, players may vie for control of the station and its weapons. As ships are destroyed, the campaign is affected. If a side looses its fleet, the opposing side gains control of the station's planetary weapons, leaving them to attempt to destroy the station rather than leave it in enemy hands. This system creates 15-40 small Side Missions that can be taken on anywhere and at any time. They do not contribute to the completion of any given phase but they do contribute to the campaign as a whole and allow players with minimal armies and time constraints to contribute in a meaningful way. Each ship in a side's fleet gives their side an extra VP during their missions. An Escort gives d3 VP instead of just 1. A Cruiser allows their side to use a small Blast orbital strike in Ground Assault missions. A Battle Barge allows their side to revive a single non-vehicle vehicle unit that was totally destroyed in battle, not including boarding actions. Specialty Games Epic (Available but old) Legio Titanicus (Unreleased) Battlefleet (available but old)
Environments/Battlefields Ship/Station/Underground - Zone Mortalis boards Wasteland - Desert boards, Ground Assault Hive/Station/Labs - Urban boards
Environmental Hazards Wasteland - hazardous terrain, random orbital weapon strikes, rad zones Zone Mortalis - Decompression, automated security systems Urban - Hazardous Ruins, unexploded ordinance, hazardous materials
Points of Interest/ Battle Zones/ Territories Fleets - Orbiting ships give several bonuses to their ground forces. A fleet is made up of 3 ships, an Escort, Cruiser and Battleship. Moon Station/Orbital Station - Controlling the space station allows a side to direct its powerful weapons array. These weapons fire random or directed attacks on the planet. If it is destroyed, there is a risk of fragments falling onto the planet causing devastating damage. Hive City - The planets only residential area. All Urban and Zone Mortalis type missions. It contains Shield Generators, Garrisons, Manufactorums, Macro Weapons and a Space Port. Controlling the Hive wins support for your side, resources and reinforcements. Lab Domes - Each lab is covered by a shield dome, preventing the escape of hazardous materials and orbital bombardment. Destroying the shield generator allows orbital weapons to be used on the map as well as non-teleporting Deep Strikes. Shield Generators - Protect an area from orbital attack, preventing flyers and Drop Pods from landing. Power Stations - Provide an area with power, feeding Shield Generators, Planetary weapons and security systems. Macro Weapons - Fire on orbiting ships. Controlling them may allow a side to damage an enemy fleet or the orbital station. Garrisons/Command Bastions - Hold security forces that may join the battle. Allow a lost unit from an allied detachment to return to battle. Manufactorums - Grant access to new technology and replace lost machines. Replace a vehicle unit or Automata unit that was destroyed in battle. A side that controls a manufactorum or a whole lab may gain additional war gear later in the campaign. Space Port - A ground station for ships to land. Heavily defended and features beacons and relays. Deep Strikers do not scatter, hovering flyers may begin on the landing pad, reserve flyers may come in on any turn. Wasteland - Deserts, mountains, tunnels, craters, rad zones, night battles. These areas are open to orbital attack, hazards and tend to offer little cover.
Phases 1: Enter Orbit 2: Control the Hive 3: Lab Complex A 'Rad Ordnance' - Rad Weapons 4: Lab Complex B 'Chemical Ordnance' - Phosphex Weapons 5: Lab Complex C 'Biological Ordnance' - Poison Weapons 6: Control/Destroy the planet/station Sub: Boarding Action Winning each phase will give specific bonuses to either side but also risks a calamity that could cause a planet wide disaster.
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Post by The Supreme Emissary on Feb 27, 2017 1:34:21 GMT -5
Boarding Actions The introductory and side missions for this campaign revolve around small point games in the Zone Mortalis game format. The ZM boards are not a strict requirement but they help demonstrate the concept. Each battle is to deal damage to the opposing side's ships. Each ship has an increasing size and therefore takes more missions to finally destroy. In each mission players are either Attacker or Defender and Loyalist or Traitor. They may agree or flip for the Attacker/Defender role, some armies even have special rules that affect this designation. If a player is forced to stand in for the opposing side (2 Loyalist players means one player has to take the Traitor position). Either way, whichever player wins, the opposing side loses a damage point on one of their ships. These missions are meant to be small and short so players should try to play them in sets, flipping their roles.
Escort - 3 Damage Points Cruiser - 5 Damage Points Battleship - 7 Damage Points
When a ship has suffered the listed number of damage points, it is destroyed. There is no repairing or replacing ships, this is just an abstract way of representing the effects of what is actually many ships battling in orbit between each other and a space station. There are other ways to damage orbiting ships without playing Boarding Action missions. At the end of each phase, if the space station is still in orbit, both fleets lose 1 Damage Point. If a Macro Weapon on the planet is captured, it will also damage the opposing fleet at the end of a phase.
Each fleet has 1 of each ship and they must be tackled in order from smallest to largest. When a fleet has been completely destroyed, the side with any ships remaining assumes control of the station's weapons array. If both fleets have been destroyed, players roll for control of the array. While any ships and the station are still in orbit, players gain certain bonuses. Each time one of these is destroyed, the bonus is lost and there is a risk of debris striking the planet.
Escort - d3 VP in any mission. Cruiser - 1 VP in any mission. Grants 1 Large Orbital Strike in available missions. [R Infinite S10 AP1 Orbital, Barrage, Large Blast] Battleship - 1 VP in any mission. May revive 1 non-vehicle, non-independent character unit from your Primary Detachment. Not usable in boarding action (Strike Force or Zone Mortalis) type missions. Station - Causes a randomly placed Massive Orbital Strike in available missions. If uncontrolled, roll a d6 to determine the round number in which the blast will be fired. It is then fired at the start of the round. Place the blast in the center of the battlefield and roll 3d6 for scatter, ignore direct hit results, use the sub arrow. If the Station is controlled, that side's player may place the blast marker at the beginning of any of their turns. If both fleets have been destroyed then the station is being "contested". Both players flip/roll off to control the blast at the start of round 1. [R infinite S10 AP1 Orbital, Barrage, Massive Blast]
If a ship is destroyed it may fall to the planet, destroying structures, creating craters, or even creating an Apocalyptic blast in the middle of a game! However the destruction of each ship counts as 1 Campaign Point for the opposing side. The destruction of the station could cause even greater damage and does not count as a Campaign Point for either side.
Missions (HH BB vol x) The original rules call for a formulated strike on an enemy vessel. But to allow for more flexibility and not demand players constantly check each others progress, any mission will do. Roll for them or choose them as you like, the end value will be the same. Each mission has its own victory conditions but generally the army with the most VP wins. 1: Void Strike 2: Wrecking mission - Drives 3: Wrecking Mission - Augur Arrays 4: Wrecking mission - Weapon Batteries 5: Wrecking Mission - Life Sustainers 6: Wrecking mission - Ship's Bridge 7: Salvation
These are 'Side-Missions' and do not count towards the completion total required for each phase. Boarding Action missions are for Strike Forces, which are 500p Kill Team style games that are quick and easy to play. (See Modified Rules later) Each Strike Force is lead by 1 of your unique Theatre characters. Chances are it won't be a "named" character so take the opportunity to get creative.
Zone Mortalis 500-1000p 2'x2' table = 4 ZM boards / 4'x4' tables = 16 ZM boards No Dedicated Transports, no unit size greater than 15 models, No Flyers, only walkers/monsters with a 4" base or smaller Still uses Warlord Traits, different ones for attacker and defender. Bulkhead Doors and Airlocks. Deadly Ground. No Barrage Weapons. Terrain Effects. Objective markers. Reserves and Deep Striking. Firestorm and Shrapnel. Nowhere to Hide. Blind Panic. Reaction Fire. Attrition. Catastrophic Damage - Buried Alive. Enemy Unknown. Cold Void & Poisoned Air. Blood in the Void Larger models can move through smaller spaces, treating them as dangerous terrain. Catastrophic Damage - Blood in the Void, The Hungry Stars
Stratagems [500p = 2SP, 1000p = 3SP] Tunnel Access (Terrain 3SP) Breacher Charges (Gear 1SP) Flanking Counter Assault (Tactic 2SP) Lascutter (Gear 1SP) Spearhead Sentry Gun (Terrain 2SP) Deployed with Spearhead Forces. TL HBolter/TL HFlamer/TL Rotor Cannon Void Hardened Armour (Gear 1SP) Interdiction Assault (Terrain 2SP Attacker) Sustained Assault (Tactic 3SP Attacker) Fire Wasp (Unit 1SP Attacker) Infantry with a Flamer Shock and Awe (Tactic 1SP Attacker) Phase Field Generator (Gear 2SP Attacker) Shown on model Devastation Drone (Unit 2SP Attacker) Suicide bomber Defensive Strongpoint (Terrain 3SP Defender) Declared when placed Barricades (Terrain 1SP Defender) Declared when placed Traps (Terrain 2SP Defender) Declared when placed Security Airlocks and Bulkhead Doors (Tactic 2SP Defender) Murder Servitor Auto-clade (Unit 2SP Defender) Declared when deployed. 3 melee bots Voidsmen Gang (Unit 1SP Defender) 6 crewmen
Missions Assault Encounter Void Strike Wrecking Mission Salvation Killing Blow The Taking of the Contrador
Force Organization Charts Combatant Compulsory 1 HQ, 1 Troop | Optional 1HQ, 2Troops, 2Elites, 2Fast Attack, 1 Heavy Support Attacker Compulsory 1HQ, 1Elite | Optional 1HQ, 3Troops, 2Elites, 2Fast Attack, 1Heavy Support Defender Compulsory 1HQ, 1Troop | Optional 1HQ, 3Troops, 2Elites, 1Fast Attack, 2Heavy Support
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Post by The Supreme Emissary on Feb 27, 2017 2:31:07 GMT -5
Ground Assault These are the big battles, the 3000 point slug fests where players put their whole army on display. This is where Super Heavies are allowed and the only place you'll see Titan Support. These missions are big and played "outside" meaning in the wastelands or ruined outskirts. The objectives in these missions is simply to destroy your opponent or try to survive all the various hazards that may land on your head.
These missions are meant to be 2000-3000p and build your army however you want. This is also where another of your unique Theatre characters comes in. This is probably where your biggest or strongest named character would appear. Lords of War are available of coarse. Super Heavy vehicles can be taken as per their normal 30k rules. Primarchs haven't been a big focus for folks as yet but this is certainly where you would put them.
Use the Crusade Force / Onslaught / Castellan Force Organization Charts. The Leviathan FOC is optional if someone actually has an Engine of Destruction or Great Beast and their opponent agrees. Engine of Destruciton: Super Heavy Vehicle with HP9+ (Titans, SH Flyers, most SH tanks) Great Beast: Gargantuan Creature with W9+ (currently there aren't any appropriate to this campaign)
These mission still require a Loyalist v Traitor but have no specific need for an Attacker v Defender. Each game counts towards the phase completion but will not be a 'Decisive Battle' mission type. The idea is that these are your non-specific normal missions that can bring most/all the campaign's nuances to bear.
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Post by The Supreme Emissary on Feb 27, 2017 6:00:25 GMT -5
Urban Assault (not an accurate label, need something better) HH BB vol4 Conquest These represent the bulk of campaign missions that drive the story. They are aimed at 1000-2000p and cover a variety of missions that take place inside the hive and laboratories. These facilities are massive so their table representation makes them mostly city like. Use the urban boards or desert boards with buildings and ruins.
Relic Hunt An attempt to collect a valuable asset from one of the sealed vaults in the labs or hive. The one after the asset is always the Attacker, it is up to the Defender to try and stop them from succeeding. If the Attacker succeeds they gain a Campaign point. The real goodies come from completing phases, this just gets your side a potential leg up on winning the campaign, but its a tough fight.
Strategic Raid 1500-2000p An attempt to destroy or capture a key facility. Whoever plays as Defender has the target structure in their deployment zone. This could be an entire panel or a single building. If the later it should be placed centered on the forward edge of their deployment zone. Whoever wins gains 'possession' of the asset. Manufactorum - Recycle one destroyed vehicle or Automata unit. Space Port - Deep Strike does not scatter. Hover flyers can start on the landing pad. Flyers can come in automatically from reserve on the turn you choose. Garrison - Recycle one destroyed infantry unit. Shield Generatorum - Whether an areas shield dome is active determines whether some resources are available. Macro Weapon - Winner gets to damage the opposing fleet.
Strategic Raid missions use their own FOCs and have a set of additional bonuses/restrictions. Raider (Attacker): Elites are Scoring units, Troops are Denial only. The Raider player may choose 1 effect before deployment - Night Fighting for first round, second round on a 4+ / D3+2 units gain Infiltrate and Outflank / May re-roll the dice to go first and Seize on a 4+. LoW choices must be - SHv Fast / SHv with 6 or less HP / SHv Flyer Compulsory 1 HQ, 2 Elites | Optional 2 HQ, 4 Elites, 4 Troops, 4 Fast Attack, 2 Heavy Support, 1 Lord of War | Allied Detachment Garrison (Defender): May relocate all objective markers 6" of their original placement before game start, so long as they remain in a legal location. Fortifications you take must start with an infantry unit deployed in it from the primary detachment if it has a Battlement or Transport Capacity. Compulsory 1 HQ, 2 Troop, 1 Fortification | Optional 2 HQ, 2 Elite, 4 Troops, 2 Fast Attack, 4 Heavy Support, 1 Lord of War, 2 Fortification | Allied Detachment
Deployment Maps pg 179 Combat Drops: The attacker deploys in up to 3 'Drop Zones' while the defender deploys in buildings or fortifications across the map. Spearhead Assault: Use triangular deployment zones with the Raider in the middle and the defender split to the sides. The Hidden Blade: Use a square deployment zone for the defender with the Raider deploying along 3 edges.
Missions pg180 1 Diversionary Strike: 1 objective marker, Raider goes first. Defender may only bring in reserves on a 5+, adding -1 for any VP the Raider has scared, max of 2+. Whenever a Defender unit is destroyed, it goes into reserves, rolling to re-enter as above. 2 Scorched Earth: D3+2 'Classified' objectives. Raider scores 3 VP for destroyed objectives while the Garrison player scores 3 VP for objectives remaining. The side with the greatest number of units still on the table scores an extra VP. Munitions Stockpile | Phosphex Reserves | Encrypted Data | Officio Militaris Tacticians | Hardened Bio-phage Vaults | Petrochem Silos 3 Combat Extraction: D3+2 'Strategic Asset' objectives. Score 3 VP for objectives under your control and in your DZ. STC Imprint Ark | Encrypted Battle Plans | Vital Defectors 4 Forlorn Hope: D3+2 'Strongpoint' Objectives and 1 'Breach' objective. Defender must place at least half their units in reserve. Score 1 VP for each Strongpoint objective under your control. The Raider scores 4 VP if they can control the Breach objective. The Raider scores an additional VP if at least half their units are still in play at the end. Garrison units that are destroyed go into Reserves instead. 5 Headhunting: The Garrison player chooses d3+2 'Champions', the Raiders targets in this mission. These must be characters. Each Champion is worth 1 VP, going up in value every time it kills an enemy model, max 6 VP. Each champion can re-roll 1 miss per turn (shooting or melee but not both). The Raider earns VP equal to the value of Champions they killed while the Garrison player scores VP for each of their Champions still in play. 6 The Hunters at Bay: Defender goes first. 3 objectives. Raider scores 3VP for each objective they control, Defender scores 1. The side with the most units remaining in play scores an additional VP.
City Fight (Cities of Death) 1500-1750-3000p Made for densely populated urban tables. Battling in the Hive can gain you supporters but carelessly blasting the local population may turn them against you. These are Tactical and Mysterious Objective games that offer a variety of ways to earn VP for different play styles. Made for densly populated urban maps. Each occupied ruin is worth 1 VP. The player with the most units still in play score an additional VP. The player that destroys the highest number of enemy units scores an additional VP. Whoever goes first chooses their Home table edge, their opponent then takes the opposite edge.
Wreckage of War: 0-3 pieces of mysterious wreckage may be placed on the table. They use a special Mysterious Terrain table Fuel Spill | Warp Drive Fragment | Declaration of Heresy | Unexploded Ordnance | Smouldering Debris | Traitorous Atrocity | Supply Cache | Reactor Fragment | Survivor | Dormant Automata | Psy Tainted Debris
FOCs Incursion Force (Attacker) All Troops have Objective Secured. Infantry gain Interceptor while in 6" of a vehicle from their Detachment, but is only usable against enemy infantry units. Compulsory 1HQ, 2 Troop, 1 Heavy Support / Optional 1 Troop, 1 Elite, 1 Fast Attack, 1 Lord of War / Allied Detachment Only 1 Praetor allowed, no Rites of War Entrenched Force (Defender) All Troops have Objective Secured. In the first round, your Infantry get +1 to cover granted by terrain (not for being obscured) max 2+. Compulsory 1HQ, 2Troops, 1 Heavy Support* / 4 Troops, 2 Elites, 1 Fast Attack, 2 Heavy Support, 1 Lord of War, 3 Fortifications / Allied Detachment No Mighty Bulwarks, *Must be an Infantry unit Crusade FOC is appropriate, Onslaught, Castellan, and Leviathan also work.
Deployment Maps p195 High Ground: Defender is set up in a cluster of buildings. Attacker must enter the sprawl to dislodge them. Domination: Players deploy their units inside the various ruins. Deadly Ground: One player deploys along a long edge and repositions D3 ruins while their opponent takes the opposite half of the table.
Missions pg196 1 Crucial Ground: D3+1 special buildings. Each building is worth 2VP. City Defence Armoury | Promethium Storage Depot | Vault of Strife | Medicae Facility | Generatorum | Vox Relay Node 2 Judgement of Battle: The Attacker scores 1VP for each building set aflame while each building Demolished is worth 2VP. The Defender gains 1VP for each building untouched. The attacker can set a building ablaze on a 2+, making it Dangerous Terrain and blocks Line of Sight. A building will be demolished if an Attacker unit spends a turn in it without tacking any other action, then rolling a 4+ at that start of their turn. 3 Purge by Fire: Score 2VP for each enemy Infantry unit you destroy (not including ICs). Other units are worth 1VP. 4 Vital Prize: 1 'Prize' Objective marker worth 2+d3VP. The victor gains D3 campaign points. Carta Bellicosa | Espionage Datacore | Strategic Intelligence | Viral Lode | Crucial Missive | Cursed Artefact 5 Fortress of Blood: Defender chooses a building as their 'Headquarters'. Attacker can choose to go first. The side occupying the HQ earns 5VP. Governor's Palace | Defence Force Headquarters | Astropathic Relay | Hidden Sub-crypt | Atomantic Power Node | Doomsday Vault 6 The Death Throes: Score 1VP for each destroyed enemy unit. Bonus VP for destroying Lords of War. Every shooting phase, the controlling player places a blast and scatters it 4d6" [R- S6 AP5 LBlast, Pinning, Rending] A rending hit ignores cover
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Post by The Supreme Emissary on Mar 1, 2017 4:00:44 GMT -5
War Zones There are 3 types of battlefields in this campaign; Zone Mortalis, Urban, Desert Burning Desert: If a unit runs, charges or a vehicle moves at cruising speed or flats out, roll a d6. On a 1 that unit/vehicle looses a Wound/Hull Point with no saves allowed. Ferocious Storms: At the beginning of game choose a table edge. Any units that move, run or charge towards that table edge move 1" less. Jump units, Jet units, Skimmers and Flyers make Dangerous Terrain tests whenever they move, flat-out or turbo-boost, thrust move or use jump pack moves. Hive Cities: This reflects missions in the Hice City. At least half the terrain pieces must represent Hive Hab Blocks. These are basically apartments or any other kind of residential structure. + Hive Hab Block: Counts as a building with AV12 and as many HP as its size would suggest (agree with your opponents before game start) and half its transport capacity. Fortification models and suitably defined ruins or groupings of cargo containers can pass as Hab Blocks. Decide on size, access points and firing points before the game begins. After which players determine their Attacker & Defender roles for the following Secondary Objectives. - Attacker 'Slayer of Cities': Gain 1 VP for destroying an enemy unit that was embarked in a Hive Hab block during the same phase it was destroyed. - Defender 'Defender of the Weak': Gain 1 VP if you control more buildings than your opponent. Controlling a building requires being embarked within it or garrisoning infantry on top of it (battlements may not be available). ! Broken Ruinscape: This may be applied to damaged areas, ruined during the campaign. An urban area so affected must have at least half the buildings on it count as Treacherous Ruins. Terrain features modeled as ruins are automatically Treacherous Ruins. + Treacherous Ruins: Counts as Difficult Terrain. Grants a 4+ cover regardless of model coverage. If a unit rolls doubles on its Difficult Terrain test they encounter an item on the 'Relic of War' table. Units with Move Through Cover rule are only affected by the Munitions Cache result. - Double 1 or 2 'Unexploded Warhead': All models in the ruin suffer 1 S4 AP5 hit with Rend and Pinning - Double 3 or 4 'False Alarm': Every unit with at least 1 model in the ruin must take a pinning test. - Double 5 or 6 'Munition Cache': All friendly models in the ruin gain Twin-Linked for the round. ! Seas of Fog: This effect may be applied to any mission if a catastrophe occurs. All shooting attacks are treated as being 3" further away than they actually are + False Fire: A further hazard to the Seas of Fog effect that may be applied if further catastrophe ensues. If a unit shoots and is 12" or less from a friendly unit, roll a d6. On a 1, that unit fires snap shots at the nearest friendly unit, mistaking them for an enemy. The unit that shoots looses its normal shooting ability and and damage they cause does not contribute VP to any objectives. This effect cannot be used on Zone Mortalis maps. ! Rad Wastes: Another catastrophe effect that may or may not come into play during the campaign. Units not in Void/Hardened Armour or embarked in a vehicle/building or lacking an invul save may suffer a penalty. At the end of a player's turn, their opponent rolls a d6 against the unit's majority Toughness. If the roll exceeds or is a natural 6, that unit suffers d3 wounds with no armor saves allowed. + Rad Strike: An additional hazard in Rad Wastes that may come in to play. At the start of each round, both players roll a d6. If the combined value is 7+ a Rad Strike triggers. The player who rolled the higher die places a Large Blast marker anywhere on the table and scatter it at full distance. All models under its final position suffer a S4 AP3 Hv1, Fleshbane, Rad-phage hit (always wounds on 2s, if it causes an unsaved wound, the affected model loses -1T for the rest of the game. Models immune to Rad effects ignore this effect but not the potential loss of wounds). ! Unending Night: A catastrophic effect that may occur during Decisive battles. The entire game has Night Fighting and units that make Morale checks do so at -1Ld. Units with Night Vision ignore this penalty.
Phase Lengths Each phase has a minimum number of missions that must be played. Once that number has been reached/exceeded, an event day will be scheduled for the Decisive battle mission. Phase 1: Secure the Space Port 3 Phase 2: Secure Lab A 4 Phase 3: Secure Lab B 4 Phase 4: Secure Lab C 4 Phase 5: Conquer the Hive 5 Sub: Boarding Actions 15-40 Strike Force Sub: Hive Infiltration X Zone Mortalis Sub: Ground Assault X Crusade
Strategic Objectives Each phase has a selection of strategic locations to fight over that affect how the campaign progresses. The results of these missions is vital to the ongoing narrative, so reporting your games is critical, as with any campaign. Each Strategic Objective is built around a type of building that offers its own benefits and will affect game progress whether they are standing or destroyed. Each mission featuring a Strategic Objective requires an Attacker & Defender, with the Defender automatically in control of the objective. Which side has "control" over said objective is determined for the Decisive battle. So while players may fight over the same manufactorum a dozen times, the effect of "ownership" will not apply until game day. These Structures are represented by a choice of building models or terrain boards. Planetary Spaceport (Landing Pad, Skyshield, Castellum): Deep Strikers do not scatter on the landing pad. One of the Defenders Hovering Flyers may deploy on the landing pad. All flyers in this mission arrive on any turn, no reserve roll required. A player that controls the Objective may resurrect 1 lost flyer. Armoury Vaults (Building with a Transport Capacity): Units in or on the target building may re-roll shooting Hits of 1. The objective building has no upgrades. Manufactorum Complex (as per the Wh40k core rulebook, any Large Building, losing emplaced weapons): Whoever controls the Manufactorum may resurrect 1 destroyed Tank (non-super heavy) or Automata, placing it in Ongoing Reserves. Macro Weapon Battery (Aquila Strongpoint, Primus Redoubt, a collection of turret equiped buildings): A planetary weapon platform. All units that enter the battlefield suffer an automatic wound or glancing hit in a war zone where macro batteries are still active. The player that wins a mission with a Macro battery as its strategic objective causes their opponents fleet to lose a damage point. Infantry units in control of the objective (in it, on it or near it) may use any emplaced weapons it may have as per normal rules. Those units also gain sky fire and Interceptor for any Heavy weapons they may be carrying. Fortified Bastion Complex (Bastion, any building with a Transport Capacity): The defender may deploy D3+1 pieces of Wall of Martyrs Defense Lines, Defence Emplacements, Imperial Bunkers, Aegis Defence Line or Vengeance Weapon Batteries at no cost but with no upgrades. Concealed Bunker Complex (Bunker Hill, urban board with a ground hatch): A Zone Mortalis type mission. The defender can resurrect 1 dead infantry unit. This effect triggers when an infantry unit is completely destroyed (Not including Unique Characters), roll a d6. On a 5+ that units is placed in ongoing reserves. If that unit had an Apothecary or Primus Medicae in it, roll for a 4+ instead. The Apothecary and any attached characters do not revive along with the unit.
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Post by The Supreme Emissary on Mar 28, 2017 9:29:10 GMT -5
Battlefields Ships Escort Cruiser Battleship
Planet Hive City Laboratory Complex - Radiation, Chemical, Viral Spaceport
City Undercity Wasteland Underground Ruins
Macro Weapon Shield Generator Power Station Manufactorum Garrison
Phases 1: Planetstrike - Seize the landing zones 2: Sieze Lab A 3: Sieze Lab B 4: Sieze Lab C 5: Control the Hive Sub 1: Boarding Action - Strike Force Sub 2: Ground Assault - Big games
Missions by Territory 1: Land in the staging area - Make landfall and dig in outside the shielded areas. 2a: Wasteland push 2b: Manufactorum 3a: Garrison + Macro Weapon 3b: Lab + Space port, Shield Generator 3c: Hive City + Space port, Shield Generator, Power Station
Strategic Raids Garrison Manufactorum Power Station Shield Generator Space Port Lab Bunker
City Fight Hive City
Relic Hunt Decisive Missions - Lab
Phase Missions SUB-PHASE A - BOARDING ACTION (Strike Force) Ships No Vehicles other than walkers, no bikes 1: Void Strike 2: Wrecking mission - Drives 3: Wrecking Mission - Augur Arrays 4: Wrecking mission - Weapon Batteries 5: Wrecking Mission - Life Sustainers 6: Wrecking mission - Ship's Bridge 7: Salvation
SUB-PHASE B - ZONE MORTALIS (Strike Force) Station Assault Encounter Void Strike Wrecking Mission Salvation Killing Blow The Taking of the Contrador Void Strike Weapon Batteries Life Sustainers Command Center Salvation
PHASE 1 - PLANETSTRIKE (Planetary Onslaught) Attack & Defend, no one may purchase fortifications, Wasteland Mission 1: Planetfall (PO p16) Mission 2: Desperate Assault (PO p18) Mission 3: Seize and Destroy (PO p20) Strategic Objective Mission 4: Stranglehold (PO p22) Mission 5: Forelorn Hope (PO p24) Plant your flag Mission 6: Planetquake (PO p26) The planet's surface begins to break apart. Decisive mission for Moon Station. M1: Staging area M2: Push into the Wasteland M3: Push into the Wasteland M4: Seize the Manufactorum
PHASE 2~4 - STRATEGIC RAID (HH BB vol4 p176, maps p179) Siege War: Bunker Assault (PO p38) Assaulting a Garrison Relic Hunt Mission (p228) Attempt to retrieve a wargear Relic. Mission 1: Diversionary Strike (p180) Mission 2: Scorched Earth (p182) - Munitions Stockpiles: Objectives are vehicles that could cause large explosions - Phosphex Reserves: Objectives are Chemical weapon stockpiles that could create poison clouds. Lab mission. - Encrypted Data: Chosen characters hold objectives and must be destroyed to collect their intel. - Officio Militaris Tacticians: 60mm bases represent tacticians that may be killed. - Hardened Bio-phage Vaults: Biological weapon storage silos. Lab mission. - Petrochem Silos: Fuel Silos that may cause flaming spills. Mission 3: Combat Extraction (p184) Retrieve an object - STC Imprint Ark: Object could be worth progressively less VP. - Encrypted Battle Plans: Attacking the object holder gains you Furious Charge. - Vital Defectors: Escort a VIP. Mission 4: Forlorn Hope (p186) Probing mission Mission 5: Headhunting (p187) Assassination Mission 6: The Hunters at Bay (p188) Raiders attempt to escape after a bad raid. M1a: Assault the Lab complex M1b: Disable the Shield Generator M2: Battle in the Wasteland M3: Battle in the Wasteland M4: Seize the Manufactorum M5: Seize the Manufactorum M6: Seize the Garrison M7a: Enter the Hive City M7b: Disable the Power Station
Catastrophe "Containment Breach": Rad lab, Phosphex Lab, Viral Lab Rad leak: The Lab complex and surrounding area are flooded with lethal radiation, contaminating the atmosphere. Wasteland areas are affected. - If in effect along with Virus Outbreak, the virus mutates to a planet killing strain. Phosphex Cloud: The Lab and surrounding area burn under a cloud of phosphor dust. Non-sealed areas are affected. + Evacuate civilians to sealed areas (Zone Mortalis Missions). - If in effect along with Rad leak, the radiation effect clings to everything, negating all safe zones. Virus Outbreak: An infectious agent spreads through the complex affecting all living beings without Void Hardened armor. + Search for a cure (Scouring Mission).
Munitions Retrieval Rad Weapons - Fleshbane, Rad-phage Rad Missile, Rad Grenade, Rad-cleanser, Rad Furnace, Irradiation Engine Phosphex Weapons - Crawling Fire, Lingering Death (Blast weapons), Poison 3+ Phosphex Bomb Cluster, Phosphex Bombs & Shells, Phosphex Canister Shot, Phosphex Discharger Viral Weapons - Poisoned, Flesh-phage Needle Pistol, Assault Needler, The Drakaina (Alpha Legion) [d6 Toughness tests, no saves]
PHASE 5 -CITIES OF DEATH (Planetary Onslaught X) CITY FIGHT (HH BB vol4 p190, maps p195) Hive City, No Orbital Strikes or Drop Pods Mission 1: Crucial Ground (p196) - City Defense Armoury: A bigger ammo cache/dump. - Promethium Storage Depot: Like a Promethium Pipeline. - Vault of Strife: Fear - Medicae Facility: FNP or +1FNP. - Generatorum: +1S to some ranged weapons at the expense of Gets Hot+. - Vox Relay Node: Re-roll Reserves, Outflank and Deep Strike Scatter. Mission 2: Judgement of Battle (p198) Burning city Mission 3: Purge by Fire (p199) Infantry Kill VP Mission 4: Vital Prize (p200) Variant of 'The Relic'. Bonus Campaign points - Carta Bellicosa (maps): Unit gains MtC and Fleet - Espionage Datacore (hack): Interferes with enemy Deep Strikes and outflanks. - Strategic Intelligence: Chance to cause an enemy reserve roll to fail. - Viral Lode: Viral agent grants melee Fleshbane. Lab mission. - Crucial Missive (message): FNP or FNP+1 - Cursed Artefact: Fear and Adamantium Will Mission 5: Fortress of Blood - Place of power - Governor's Palace: Cover 3+, add a Legate Commander model. It has a Fearless bubble. - Defence Force Headquarters: Cover 3+, add a Strategos Officer model. - Astropathic Relay: Cover 3+, charging the ruin is disordered, casting needs a 5+ in 24" of the ruin. - Hidden Sub-crypts: Cover 3+, Infantry can enter from reserve via the ruin. - Atomantic Power Node: Cover 3+, Night Vision and Interceptor, Once per game can turn a quadrant into dangerous terrain. - Doomsday Vault: Cover 3+, Invul 5+ vs Shooting, risk being damaged on a Toughness test, Once per game can make an area attack with Rad-phage. Lab Mission. Mission 6: The Death Throes - Orbital bombardment to destroy the Hive City. Decisive Mission possibility. M1a: Battle in the Hive City M1b: Disable the Power Station M2: Seize the Manufactorum M3: Seize the Manufactorum M4: Seize the Manufactorum M5a: Scour Lab A M5b: Disable Shield Generator A M6a: Scour Lab B M6b: Disable Shield Generator B M7a: Scour Lab C M7b: Disable Shield Generator C
War-Zone Assigned Characters Strike Force Commander - A veteran that commands boarding actions and combat on the lunar security station. Ground Assault Commander - Main commander in charge of ground forces, operating from the wasteland perimeter. Strategic Commander - A Lieutenant in charge of missions in the complex.
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