Showing posts with label Campaign Rules. Show all posts
Showing posts with label Campaign Rules. Show all posts

Saturday, 9 February 2013

Vanadian Campaign: Overview

Vanadian is a world in turmoil. Factions both within the Imperium and without are fighting to decide the destiny of this troubled system. The Vanadian Campaign is a narrative campaign for Warhammer 40k. It is intended to give some background context to your 40K games, and give a sense of story and meaning. It is not intended to add any difficult book keeping or be restrictive in any way.

The star system of Vanadian has been divided into a series of warzones, some have special rules to fight in them, and once they are controlled, they will grant special rules to those factions who own them. However there is no requirement to use these in your Vanadian games, and they can be adopted in part or in whole as it suits your temperament.

Similarly the factions fighting over the carcas of this once once proud demi-forge have been assigned codex's that fit their back story. Whilst we strongly recommend that when claiming a victory for a faction you use a valid codex for the faction, our opposition can be proxies in from any other codex or list.

The Important thing is to post results for your faction, results will be collated and at the end of each game turn, control of each region will be determined and factions will be informed of the bonus'es they have unlocked.

The Golden Rule is: Have Fun and post results!

The Strategic Turn


The game will be divided into Four Strategic turns, with each turn roughly equating to one month (or after enough Activity).

This is essentially a book keeping phase during which time the GM will update the Faction pages and list the bonuses each faction can claim in game.

So Whos winning?

Each turn the GM will open a turn thread and give a summary of activity in the system. The WarzonesThe system of Vanadian has been divided into war zones.
Warzones can relate to anything from an entire moon to a region on a planet to an industrial block of a Hive. Factions established in the war zone will compete against each other for possession of a Warzone. If your faction is not in a war zone already and you would like to invade it, there are two ways to invade it:
- win several games against a faction in that war zone to establish a beachhead; or
- Win a game and contact the GM with a Batrep (it is Narrative after all).

This is the only time you need to play an opponent with a specific codex. If you win, report the result and tell the GM you are going for control when reporting the result

Organising a Game


Organise a game just as you would a normal 40k game with one exception: pick a region to fight over.
At least one faction should be present in that region for the control to be calculated, otherwise the Game will be calculated as a Skirmish.
If you want to, set out the board with appropriate for that terrain, agree any rules you are going to apply from your factions rules for that turn. Then play the game.

All results count. Report them all.

Results will count for more if the codex is in the region you are playing over.

Posting Results


Once you have completed your game and have a result, post the result online here: this is an online form that includes help on how to fill it in.
This goes into a massive database which calculates the result. Control Games will gain control of regions; Skirmish games will make regions easier to take.
Results will be posted in the strategic phase.

Warzones


In the Vanadian System; there are:
- two Worlds;
- two Moons; and
- an Orbital Station

Each of these are divided into points of strategic interest. Special rules and current ownership for the turn will be posted into the Warzones Thread.

Factions in the Vanadian System


There are five factions in Vanadian, with considerable cross over in terms of codex, allowing for a lot of variation/Battle brother action. More info can be seen in the page for each Faction. The Factions are:
- Vanadian Bishopric (Ecclesiarchy)
- Vanadian CLI Division (The Du-Umvirates forces)
- Lord Blearggg, Lord of the Flies Vavoured of Papa Nurgle (Chaos and Dark Mechanicum)
- Vanadian Independance Movement (Tau Worshipers)
- Cabal of the Splintered Eye (The Cabal of Archon Azhad, Master of Wilderheim)

Friday, 15 January 2010

Breach on Port Franxs

Port Franxes

+++++++++++++++++++++++++++++++++++
  • Class: Behemoth Space Port
  • Constructed: 239.M38
  • Location: Orbiting Praxedes IV
  • Displacement: 915,500,000 Metric Tons
  • Crew number: 120,000
  • Scanned life signs: 238,367,904

++++++++++++++++++++++++++++++++++++++++

+++Time Stamp 748.M41++++++++++++++++++++++

+++Location:Port Franxes-level 471-sub sector Theta+++

+++Fault:Power failure - segments 12-29, 53-67,89-91++

+++Maintenance crew 223 have not reported on time+++

+++Send Port Security to recover crew 223+++++++++

Those on Praxedes IV looking up, Port Franxs looks like a small distant mis-shapen moon. However, not much time is dwelt on Port Franxs, as the fighting between the Imperial forces and the Tau Empire intensifies after the arrival of new leadership for both armies.

The new High General and his retainers see Port Franxs as a vital tool in hindering and destroying the Tau forces.

Plans are made, and soon fleets of cargo ships laden with munitions, mechanicum staff, servitors and boxes marked 'confidential' are flying to Port Franxs, and the cargo ships are returning empty.

This however does not go un-missed by the H'Rus commander. Using some of his new human auxiliaries to infiltrate the command base they discover the High Generals plans and decide to send a Enforced cadre to breach the space station and intervene where they can. The Orca transport 'Heavenly Star' is retro-fitted with breaching tubes and short term Stealth shielding.

Fortune follows the Heavenly star when a unpredicted solar flare disrupts all electronics on Port Franxs allowing the Tau's approach to be undetected. However, the solar flare also disrupts the Heavenly stars nav systems causing them to veer off the targeted breaching zone by 18 kilometres, as well as disrupting or wiping all battle suit and stealth suit system software.

The Tau are forced to use the Fire Warriors and Kroot mercenaries until the tech cast could upload sofware and reboot systems.


******** TO BE FINISHED ****************

The Tau have boarded the ship and 1 Blip is

Guard player roles reserves at beginning of game to see what is already on the board on 3+. Random deployment from door section.

Doors are treated like vehicles, if move up to one and open door, movement stops. If at a door can open door and move.



Each squad has one grenade, roll scatter 1D6 as normal (range of 6"). If hits wall, stop there. Models completely under template str 4, partial str3.


Guard move random until alert by squad contacted.
Int test for squad surprised by meeting enemy. If fail test then can't move, but shoot on the spot with rifles only.
Each square is 2" move.
EVENT:
Port Franx - PorSect = investigate where tau came from.
2 Traitor Guard = lost in Franx...to be continued.
2 Main breach points for Tau.Can PortSec.

Thursday, 1 October 2009

Game VIII - Assault on Outpost Theta 220

With the emergence of the Necrons and forces being mobilised to push them back, opportunities for both sides to use this to their advantage have arisen.

MISSION
Seize and Destroy:


Attacker Overview:

A comms outpost has been left almost defenceless due to the threat of the Necrons. Your surprise attack may have bought you enough time to destroy the outpost and sever the comms lines below.

Defender Overview:

If the invading force destroy the underground comms cables, it could spell disaster for this sector of the line! You must engage the enemy with everything you have. Reinforcements are on there way to help.

Points: 1750

Special Rules:

DEFENDER

Outpost is situated in middle of the board. Defender sets up terrain too their liking.

Garrison
:

Half the force is deployed anywhere on table. The rest is in reserve and will appears on defender long table edge apart from units that can usually outflank or deep strike. The reserve roll for deployment is (Turn 1: 4+, Turn 2: 3+, Turn 3: 2+, Turn 4: Automatic).

Fortified
:

The outpost has Armour 14 all round, one infantry unit of any size.

The outpost has a single void shield (treated as Armour:12, destroyed on first glancing or penetrating hit).

It is protected by four automated heavy bolter bastions which will fire at the beginning of each defenders shooting phase at the nearest target in sight (BS 2). If held by attacker, the bastions guns will not work as they have been switched off.

In addition the outpost is protected by either:
Quad Gun (Range:48", Str:7, AP:4, Heavy 4 Twin-Linked Interceptor) or a Icarus Lascannon (Range:96, Str:9, AP:2, Heavy 1 Interceptor)

Interceptor: Treated as artillery piece with armour 10 (destroyed on first glancing or penetrating hit). Automated weapon system, may fire in the beginning of the defenders shooting phase. May fire at the end the attackers movement phase (If so, then can not shoot next turn).

Defence Lines:

Shield sections that provide 4+ cover to the front, +2 cover if unit goes to ground.


ATTACKER

All models are in reserve and can deep strike (units which already have the deepstrike rule, can also assault in the turn they arrive). The reserve roll for deployment is (Turn 1: 3+, Turn 2: 2+, Turn 3: Automatic).

Before beginning of game roll D3, and receive that number of preliminary bombardments (Str 9, AP 3). These fall before turn one and can scatter upto 2D6" if not a hit on scatter dice. No morale checks are taken for defender casualties. If the round hits open ground the attacker may place a crater if they want too (4+ cover save; area terrain). Void shield are immune to the preliminary bombardment.

Game Length:

As per standard games.

Victory Conditions:

Attacker wins if they have the the only non-vehicle model in base contact with the outpost (or crater if outpost destroyed) by end of game. They have positioned enough explosives to sever the line.

Any other result is a defender win.

Force Composition
Attacker

Compulsory 1 HQ

Optional 2 HQ, 6 Troops, 6 Elites, 6 Fast Attack, 3 Heavy Support

Defender

Compulsory 1 HQ, 2 Troops

Optional 2 HQ, 6 Troops, 3 Elites, 3 Fast Attack, 6 Heavy Support

Tuesday, 28 July 2009

Rules for Dark Angel Games

Victory and Campaign Points
Dark Angels score Victory points and campaign points differently to other forces

Win : 1VP and 1CP on a roll of 6+ per Fallen slain
Draw : -1 VP (cannot take below 0) and -1 CP + 1CP on a roll of 6+ per Fallen slain
Loss : -1 VP (cannot take below 0) and -2 CP + 1CP on a roll of 6+ per Fallen slain

After a game that the dark angels were present roll a D6 for each member of the Fallen that was slain. The Dark Angels gain 1 additional CP for every roll of 6

Win Conditions
Dark Angels are always playing annihilation against the Fallen. If 8 or more Fallen are killed, the Dark Angels gain a win, 4 or less they have lost. This may mean that both players can achieve a victory point.


The Fallen

In any game against the dark angels there will be Fallen Angels, the Fallen will be represented by a full strength (170 pts) tactical squad with any options that do not increase the squads points cost. The exception to this is the Sergeant who can select any war gear he is normally allowed (any amount).

The Fallen can be split up into sub squads as the opposing player feels is appropriate (e.g. 1 squad of 10, 2 squads of 4 and 6 using the rules of Shaefers Last Chancers (Codex: Imperial Guard 4th Ed.)
If split and a sub squad of 1 is made that marine is treated as having the Independent character Universal Special Rule.

Due to the nature of the relationship between the Dark Angels and members of the Fallen
both are subject to the Preferred Enemy Universal Special Rule against one another.

Hunt the Fallen
At the start of the Dark Angels shooting phase, if any member of the fallen is within 12" of a Dark Angels unit that unit must direct all its firepower at the fallen and any squad they may be with and then assault in the following assault phase.

Leave no Witnesses
The Dark Angels will not allow their secret to become public knowledge and thus will fire upon Imperial allies as well as enemies to keep their secret safe.

Any allied or enemy unit which has line of sight and is within 6" inches of a fallen becomes a target for the Dark Angels.

If all witness squads are killed then one extra CP dice can be rolled, if any are left alive then - 1 CP rolls.

Saturday, 11 July 2009

Battle For Praxedes IV Campaign Rules

Introduction

The goal of the campaign for Praxedes IV is basically the same as the previous campaign for H'Russ:

  • To keep the book keeping to a minimum;
  • to have a definitive end in a reasonable space of time;
  • provide a framework to tie games into a narrative whole.

As such we are broadly keeping the same rules as that campaign.

Victory Conditions

the first player to Reach a total of 8 victory points.

Factions
This campaign contains the following factions:
All factions except Necrons may form alliances. All alliance members gain the VP' s and Cp's for a game played where they had figures on the field.


Victory Points
Gain One victory point per game where the player was on the winning side.

Campaign Points
For each game played a player may accumulate CP's based on the result of the game. CP's can be redeemed for Veteran Skills or points bonuses in a single game.

Win = 2 CP's

Draw =1 CP's

Loss = 0 CP's

Redeeming Campaign Points
CP's can be used to buy a roll on the Veteran Skills table at the following rate:
  • 1CP = Preliminary Bombardment
  • 4CP = 1 Random Veteran Skill (Roll once on the veteran skills table E5:p263 and add it to the army list)
  • 6CP = 15 % points bonus for one game
Army lists
Games must be played with a valid army list and you must have it available for inspection by your opponent at time of play.

An army list may be changed at any time during the course of the campaign with no detrimental effects.

Using veteran skills
Veteran Skills are gained by a player for their faction by spending CP's. Roll once on the veteran skills table E5:p263 and add it to the army list.

The veteran skill can be applied to any legal unit in the army for a game.

The unit carrying the Veteran Skill must be declared to the opposition at the begining of the game or it cannot be used for that game.

If a unit carrying a veteran skill is completely destroyed (or the vehicle explodes) during a game then the Veteran Skill is permanently lost and is removed from the players faction.