Saturday, September 3, 2011

Campaign Phase 1 -


In order to make it easier for all of the players of the campaign, I am going to list the rules for each phase on my blog in order for all of the players to have easy access to the rules. I will list the rules per phase and will update the status of each side so we know who is in the lead, armies being played by players, and the special mission that will need to be played by the phase champions. After speaking to the group today, we have decided that each team will have 3-4 members, one team playing the Imperium, and the other playing the forces aligned with the falling Space Marine Battle Company (Forces of Disorder)that I eluded to during my last post. Matt has agreed to play the fallen space marine army and if he likes has access to play the Tyrant's legion from Imperial Armor 9. We still need to decide on teams so hopefully we can get that sorted out next week and start the campaign. Like the campaign that the former manager of our local FLGS did, we agreed to have Unique HQ's, squads, and vehicles the ability to gain veteran skills after each game.
I will be using the table detailed in the 40K main rule book for this and it will be based on the following -
1. At the end of each game, each player will nominate a unit in their army based on the following - the winner will chose 2 units, losers 1 unit, and in the case of any ties, both players will nominate 1 unit. Each nominated unit will be able to chose from the following tables, roll a D6 and that unit will have that USR from that point on. If the unit or vehicle is lost, the unit will lose the ability. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience.
The tables are –
Fieldcraft Veteran Ability –
1 – Infiltrate
2 - Move Through Cover or Skilled Rider
3 – Stealth
4 – Scouts
5 – Fleet
6 – Fearless
Melee Veteran Ability –
1 - Feel No Pain
2 - Furious Charge
3 - Counter-attack
4 - Hit & Run
5 - Preferred Enemy
6 - Eternal Warrior
Gunnery Veteran Ability -
1 - Night Vision/Acute Senses
2,3 – Relentless
4,5 - Tank Hunters
6 – Fearless
Vehicle Crew Veteran Ability -
1 - +1 BS
2,3 - Can re-roll dangerous terrain test
4,5 - Ignore Shaken results
6 - +1 AV all facings (Max 14)

Campaign Phase 1 -
Storm Clouds gather
With the Imperium starting to build up its presence around the Fallen Space Marine companies Base planet, the captain reaches out to anybody for aid. He feels that he will just use them to keep the Imperium off of his back long enough to plead his case to the High Lords of Terra. Unfortunately for him, the fact that he going to xenos and heretics for aid just makes him look even more guilty -


Victory in a Boarding Action (1000 pts or more a side) is worth 3 Campaign Points
Victory in a Team battle (500 pts each player or more (no more then 1750 per player) is worth 2 Campaign Points
Other types of games (regular 40K games, etc.) is worth 1 Campaign Point.

Special Mission - The Massacre at Bellerophon's Fall - is worth 4 Campaign Points - Remember, this game can only be played once. Each team must select a Phase Champion to play this special mission.

The forces of Disorder have managed to isolate and encircle forces of the Imperium on the ruined industrial moon of Bellerophon's Fall. Here they hope to decapitate the enemy's force leadership in a single devastating blow before they can bring in reinforcements.
This game is a 2000pts games on each side, chosen as normal. The Imperial forces however need to take 3 HQ selections as these will play the part of objectives in the mission. For every one that is killed or leaves the battlefield (run off), the forces of disorder gain an objective point. For anyone that survives, the Imperial forces gain an objective point. Kill points are also used, the one with the most kill points count as having gained an extra objective. If they choose, the forces of disorder may trade in a heavy support slot to run an additional fast attack slot.

This mission uses a 6' by 4' playing area with a 12" border area around the edges. Terrain is setup as normal with the insides of building or ruins counting as both difficult and dangerous. The imperial forces deploy first, deploying their forces into the central area of the table. Unless they have ability to deep strike, no imperial units can be held in reserve. The forces of disorder deploy second anywhere along the the 12 inch border but not closer then 6" of an enemy model. They can keep as many units in reserve as they wish. Unless deep striking, their forces may enter from any table edge.
First turn is roll off, whoever wins gains first turn however if the forces of disorder have fewer units on the table then the Imperial forces, they gain +1 to their roll's result.

Special rules - Twilight Assault: Roll a D6 at the beginning of each game turn. On a result of 4+, the rest of the game is played using Night Fight.
Game Length is 6 turns only, however at the end of the 5th turn, players must roll to see if the game continues to turn 6.

If the Imperial forces win the phase, they will have +1 to all reserve rolls for the next phase. If the Fallen forces win, they can re-roll Deep Strike scatter dice in the next phase.

Lets get gaming!!


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