Wednesday, December 16, 2009

Map - Faaris IV (Territorial map)

Here's an territorial campaign map for 2 to 3 players from the excellent campaign blog Faaris IV (in Italian).



Created by Paolo Bertoncini (Grande Maestro)

Did you like this map? can suggestions? add them in the comments.

Monday, December 14, 2009

Ladder Campaign - Tainted Rebellion

Tainted Rebellion

"A planet has rebelled against the Imperium. Chaos has started to take it’s hold on the population. And now that the Planetary Governor had formally told of his planet’s separation and movement towards the powers of Chaos. The skies are filled with strange Wrap happenings making communication is next to impossible except with the most powerful Vox Arrays"

This is a long narrative campaign for two players where a Space Marine Company has been readied to attack the central government and remove the Governor. Other Imperial forces are on their way to reinforce the Space Marines.

Victory conditions - Victory is decided in the final climatic battle. Make sure to focus your energy there.

Forces notes - Imperial Inquisitorial Forces (Codex:Daemonhunters, Codex:Witch Hunters), Space Marines (Codex:Space Marines, Codex:Black Templars, Codex:Dark Angels, Codex:Space Wolves, Codex:Blood Angels), Imperial Guard (Codex:Imperial Guard),Chaos Daemons (Codex:Chaos Daemons), Chaos Space Marines (Codex:Chaos Space Marines), Traitor Guard (Codex:Imperial Guard) Note: The Traitor Guard may use standard Imperial Guard models, as the planet has only be consumed by Chaos for a short while, but this shouldn’t stop anyone from converting a Traitor Guard army solely for this campaign.

A note on points : The games/missions in this campaign do not have point limits, so the players are able to choice how many points will be used each mission. The rules and expansions will give you a guide to how many points you should be using per game, but again, it’s all up to the players involved.

A note on missions : This campaign draws missions from many different rulesets. To properly play this campaign you should ensure access to a Warhammer 40000 5th Edition Rulebook and the Planetstrike, Cities of Death and Apocalypse expansions.

Added Rules : Draws/Ties: If both sides draw then not outcome will come into effect, unless otherwise explained. Minimal Support: Space Marines and Chaos Space Marines may not take Land Raiders of any type. Imperial Guard and Traitor Guard have a 0-1 restriction of Leman Russ Tanks of any type. These restrictions can be changed/removed by completing mission objectives. Combined Forces: When a mission forces rule show show two forces of the same side (ie. Chaos Space Marines and Traitor Guard), the points for the forces must split evenly between the two or three forces (ie. in a 2000 point game with Chaos Space Marines and Traitor Guard on one side, the Chaos Space Marines may use 1000 points and the Traitor Guard may use the other 1000 points). In the case of uneven points the players who control the forces may choose which force may have the one extra point.

Scenarios

1. Attack on the Governor

The Space Marines attack the central government complex, which is defended by Traitor Guard, in order to remove and execute the Planetary Governor. The Space Marines will attack from their Strike Cruiser via Drop Pods into the capital city’s government district and fight their way though to find the Governor’s Quarters.

Planetstrike Mission: Planetfall (Planetstrike: page 14)
Forces : Chaos Traitor Guard (defending) versus Space Marines (attacking).
Added Rules :
Quick Insertion: The Space Marines are attacking fast and precisely, thus will not have enough time to deploy heavier units such as vehicles. The Space Marine may not deploy any vehicle units (except for Drop Pods, Dreadnoughts (in Drop Pods) and Land Speeders).
Drop Pod Assault: All Space Marine units must arrive in a Drop Pod if possible, otherwise they must Deepstrike. Space Marine Bikes are the only unit that can use the Drop Zone.
Escape: The Planetary Governor plans to escape the wrath of the Space Marines. The Chaos player must chose the Escape Hatch Stratagem. When the Escape Hatch is revealed the Planetary Governor is thought to have used it to escape. The building is considered to be the Governor’s Quarters.

Outcome:
If the Space Marines win the mission, they are able to establish a beachhead. This means the attackers retain the first turn for next game. If the Space Marines have control of the Governor’s Quarters at the end of the game they find the Governor has left and also find he has been dealing with Chaos Space Marines. The Forward Elements rule becomes D3+2 non-vehicle units.

If Chaos wins the mission, the Space Marines are forced to fight without a strong grip on the complex and may not do very well if enemy reinforcements arrive. This means the Chaos Space Marines will get the first turn in the next game. If the Space Marines do not have control of the Governor’s Quarters they do not know he has left and consider him to be somewhere else, being none the wiser about the Chaos Space Marines in the area. The Forward Elements rule becomes D3-1 non-vehicle units.

2. Chaos reveals itself

The Chaos Space Marines reveal themselves and attack the Space Marines, who are in pursuit of the Governor. Caught by surprise, the Space Marines are forced to setup a vox-link with the Strike Cruiser to call in reinforcements. Despite this, the Strike Cruiser is forced to disengage thanks to an ambushing Chaos fleet. As it moves to land heavy support for the Space Marines already on the ground, the Space Marines will need to push through the Chaos Space Marines to reach their reinforcements before the Chaos Space Marines do.

Planetstrike Mission: Desperate Assault (Planetstrike: page 47)
Forces : Chaos Space Marines and Traitor Guard (defending) versus Space Marines (attacking).
Added Rules :
Quick Insertion: See Mission One. (Note: The Space Marines may deploy as many Dreadnoughts from the drop zone as were deployed in the last mission.)
Last Outcome: The outcome of Mission One will determine who gets the first turn.
Disengage!: After Turn 4 the Space Marine player cannot make use of the Deep Strike rule in any way. If the Space Marine player has a Chapter Master, he may not use Orbital Bombardment after Turn 4 either.
Determining the Victor: For this mission the victor is the side with the most objectives at the end of the game is the winner.

Outcome :
If the Space Marines win, they are able to push through the Chaos forces, and establish contact with the Strike Cruiser, which is landing support before being forced to the outskirts of the system. This means the Space Marine automatically go first for deployment and get first turn next game and objectives are deployed normally.

If Chaos wins, the Space Marines are held back, unable to communicate with the Strike Cruiser. The Chaos Space Marines intercept messages bound for the Space Marines and move towards the the area where the Space Marine’s support has landed. This means Chaos will go first for deployment and get first turn and may place BOTH objectives in the next game.

3. Support

The Space Marines have found their reinforcements, but so have the Chaos Space Marines. A Land Raider damaged in it’s drop from the Strike Cruiser is being repaired, but finds itself between the Chaos Space Marine and Space Marine forces. A Vox Relay is situated close by and the side who has control of it will be able to establish communication to their fleet.

Standard Mission: Capture and Control (40k 5th Ed: page 91)
Deployment: Spearhead
Forces: Chaos Space Marines versus Space Marines.
Added Rules:
Last Outcome: The outcome of Mission Two will determine who goes first and who places the objectives.
Disengaged: The Space Marines are subject to the Disengage rule of Mission Two for the entire game.
Reinforcements: If the Space Marine did not win the last Mission, they are forced to deploy their Heavy Support choices and vehicles ONLY. Note that these vehicle may have embarked unit within them. If the Space Marines did win the last Mission, they deploy as per normal.
Objectives: The objectives should represent a damaged Space Marine Land Raider, which is the Space Marine objective, and a Vox Relay, which is the Chaos Space Marines objective.

Outcome:
If the Space Marines control the Land Raider at the end of the game, the Land Raider restriction is changed from none to 0-1 for the Space Marines. If the Space Marines control the Vox Relay at the end of the game, they are told of the Imperial fleet and reinforcements that are en route. This allows the Space Marines to make their way towards the Imperial Landing Zone and are able to prepare a small delay. This gives them a free Trench Network and Minefield Stratagems for the next game.

If the Chaos Space Marines control the Land Raider at the end of the game, the Land Raider restriction is changed from none to 0-1 for the Chaos Space Marines. If the Chaos Space Marines control the Vox Relay at the end of the game, they receive a warning of the approaching Imperial fleet and reinforcements. The Chaos forces begins marching towards the landing zone. This gives the Chaos forces a free Sustained Assault Stratagem for the next game.

4. Falling Back

The Space Marines are falling back towards the Imperial Landing Zone. The Chaos forces are close on their heels. The Space Marines try to stall the Chaos forces by making a stand in a small town. They plan to delay the Chaos force before the Imperial forces begin landing. Above, orbiting around the planet, the Imperial fleet has arrived and is engaging the Chaos fleet.

Planetstrike Mission: Stranglehold (Planetstrike: page 49)
Forces: Chaos Space Marines and Traitor Guard (attacking) versus Space Marines (defending).
Added Rules:
Last Outcome: The outcome of Mission 3 will determine which side get free Stratagems.
Falling Back: The Space Marines are prepared to give ground to the enemy in order to survive. They are not subject to the Backs to the Walls rule. The Chaos forces aren’t expecting the Space Marines to hold at the town and thus are not subject to the Demolition Crew.
Disengage!: After Turn 4 the Chaos Space Marine player cannot make use of the Deep Strike rule in any way.

Outcome:
If the Space Marines win, they have managed to delay the Chaos forces long enough to allow the Imperial Guard to deploy their heavy firepower. In the next game the Imperial Guard are able to deploy one Heavy Support choice at the beginning of the battle as well any others they deploy.

If the Chaos forces win, they have managed to break through the Space Marine’s stand at the town and begin advancing toward the Landing Zone again, before the Imperial Guard can deploy their Heavy Support. In the next game the Imperial Guard is restricted to two Heavy Support slots.

5. The Landing Zone

The Imperial Guard has, and still is, landing at the designated Landing Zone. The forces of Chaos are fast approaching and as their vanguard reaches Imperial lines, fighting erupts. The first area attacked by Chaos is the armory, because with out weapons the Imperial Guard would already be fighting a losing, yet inevitable, battle.

Standard Mission: Seize Ground (40k 5th Ed: page 91)
Deployment: Dawn of War (Do not use the Night Fighting rule)
Forces: Chaos Space Marines and Traitor Guard versus Imperial Guard and Space Marines.
Added Rules:
Last Outcome: The outcome of Mission 4 will determine how Imperial Guard Heavy Support is effected.
Armory: Because the Imperial Guard always has a mass of weapons, the full five objectives must be used. All objectives should be represented as weapon caches or munitions and have the following special rule.
Munitions: Should a any template or blast template of any weapon cover any part of an objective, roll a D6. On a 5+ the objective explodes in a brilliant pyrotechnic display and the objective is removed from play. This objective is counted towards the Chaos side, because the Imperial Guard can no longer make use of the munitions. Objectives CANNOT be targeted directed by any unit’s shooting.

Outcome:
If the Imperial forces win, they manage to hold against the Chaos forces. The Imperial landing and advance is now going ahead as planned and the Imperial Guard may give the Scout special rule to any two units of the owning player’s choice for the next mission, as they advance all full ahead. But the Traitor Guard automatically get first turn as the suddenly turn about on the Imperial Guardsmen.

If the Chaos forces win, they manage to cripple the Imperial Guard resources and plunder some for themselves. In the next mission the Traitor Guard may use the Stealth and Tank Hunter special rule for all non-vehicle units in Turn 1-3 after which they have used all the ammo and have given away their positions. But the Imperial Guard get the first turn as the are able to control when they attack.

6. Advance

After the landing is complete, Imperial forces begin their inevitable advance on the city again. The Chaos Space Marines have already made their way back to the city, but the Traitor Guard are still slowly retreating. The Space Marines have returned to their Strike Cruiser for an attack on the city and as the Imperial Guard catch the retreating forces, battle erupts in the small town where the Space

Standard Mission: Capture and Control (40k 5th Ed: page 91)
Deployment: Spearhead
Forces: Traitor Guard and Imperial Guard
Added Rules:
Last Outcome: The outcome of Mission 5 will determine who may give special rules to their units.
Objectives: The objectives in this mission should represent an damaged Leman Russ Battle Tank (or variant) painted in the Traitor Guard scheme and a group of Guardsmen/Traitor Guardsmen/Civilians who are POWs.

Outcome:
If the Imperial Guard control the Leman Russ at the end of the game, the Leman Russ restriction is removed for the Imperial Guard. If the Imperial Guard control the POWs at the end of the game, they free the POWs and allow them to rejoin the Imperial cause. This allows the Imperial Guard to take one free Armory Stratagem for the next two games. Note: the same stratagem must be used in both games.

If the Traitor Guard control the Leman Russ at the end of the game, the Leman Russ restriction is removed for the Traitor Guard. If the Traitor Guard control the POWs at the end of the game, they free the POWs and turn them to the powers of Chaos. This allows the Traitor Guard to take one free Armory Stratagem for the next two games. Note: the same stratagem must be used in both games.

7. Into the City

The Imperial forces reach the capital city. And as the Imperial Guard begin assaulting the city they find only Traitor Guard in their way. They make it through to the first blockade and begin a full attack. As this begins the Space Marine drop for low orbit to land behind the line and support the attack. But the Chaos Space Marines are lying in wait.

Cities of Death Mission: Domination (Cities of Death: page 43)
Forces: Chaos Space Marines and Traitor Guard versus Space Marines and Imperial Guard
Added Rules:
Last Outcome: The outcome of Mission 6 will determine which side will gain free stratagems.
Enter the Space Marines: The assault on the city was planned in such a way that the Space Marines would attack the Traitor Guard from their Drop Pods, once the Imperial Guard have already engaged. All Space Marine units must be placed in reserve. The Space Marines must once again use Drop Pods or Deep Strike for all units that have the option, though vehicle are allowed. The Drop Pod Assault will instead come into effect on the player’s second turn and no Space Marine reserves may enter play until the player’s third turn.
Enter the Chaos Space Marines: The Chaos Space Marines have anticipated the Space Marine’s attack well and have concealed themselves from the front line, ready to pounce upon their greatest rivals. All Chaos Space Marine units must be placed in reserve. No Chaos Space Marine units may enter play until the player’s third turn.

Outcome:
If the Imperial forces win, they begin to quickly pushing through the city and into the civil areas of the city. Part of the Space Marine force reach ‘The Fort’ first but, find themselves cut off and in need of the Imperial Guard. Two units of Space Marines may be setup occupying ‘The Fort.’

If the Chaos forces win, they begin to quickly withdrawing through the city towards strong points and leave the Imperial forces out in the open. Most of the Chaos Space Marines reach ‘The Fort’ first but, find themselves cut off as the Traitor Guard continue to retreat, before they are ordered to turn around. Two units of Chaos Space Marines and/or Traitor Guard (this must be two units in total) may be setup occupying ‘The Fort.’

8. The Fort

As Imperial forces continue move throughout the city, they begin an attack on Fort Matthias. Fort Matthias, part of the main civilian sector, housed the majority of the PDF and when Chaos took it’s hold, it was strangely abandoned. Known as ‘The Fort’, it is now more important than ever as the desperate struggle for control of the world begins reaching it’s climax.

Cities of Death Mission: High Ground (Cities of Death: page 43)
Forces: Chaos Space Marines and Traitor Guard versus Space Marines and Imperial Guard.
Added Rules:
Last Outcome: The outcome of Mission 7 will determine who has early control of Fort Matthias.
‘The Fort’: The first building placed in the centre of the board should represent a fortified building (such as the Imperial Bastion). The building may not count as being intact, because considering it’s actual size, importance and the rules, units must be able to fight within and not destroy something so vital. This building is ‘The Fort.’ Due to it’s importance nether side may apply the Demolition stratagem to the building.
Change of Hands: Both sides must choose one Key Building Stratagem each and apply it to ‘The Fort’. Both sides are able to make use of both stratagems while they occupy the building. If both sides have models occupying the building then no side may make use of ether of the stratagems.

Outcome:
If the Imperial forces win they take full control of ‘The Fort’ and begin housing part of the Imperial Guardsmen within the area. Such is the mass of available billeting in the area that the Imperial Guard can hold reserves within the city. The Imperial Guard may add +1 their to reserve rolls for the rest of the campaign.

If the Chaos forces win, they begin ambushing Imperial supply lines throughout the city, using underground tunnels from ‘The Fort’ and force the Imperial Guard’s advance to become unreliable, allowing the Traitor Guard more freedom to maneuver around the city. The Traitor Guard may add +1 to their reserve rolls for the rest of the campaign.

If the game is a draw, ‘The Fort’ is destroyed as one side’s officer (Imperial or Chaos, you decide) becomes frustrated and decides to deny his opponent, and himself for that matter, a glorious prize. The resulting bombardment causes untold damage, including the destruction of Fort Matthias and the main vox tower, disrupting all communication on the surface. All forces must subtract -1 from their reserve rolls!

9. Warp Gate

Members of the Chaos cult have opened a small Warp Gate near the central government complex. The Imperium managed to dispatch a few Inquisitorial forces to the planet before the gate opened. With demons pouring into the the city, it is a race against time for the Imperial forces.

Apocalypse Mission
Forces: Chaos Space Marines, Traitor Guard and Chaos Daemons versus Space Marines, Imperial Guard and Imperial Inquisitorial Forces.
Added Rules:
Best Side: Count the number of victories each side (Chaos/Imperial) has achieved. The side with the most victories may force the opposing side to wait until at least one unit of their own new forces have arrived from reserve, before any of the opponent’s new forces may arrive. All new forces must be held in reserve. The new forces are; Chaos Daemons for the Chaos side and Imperial Inquisitorial Forces for the Imperial side.
Warp Gate: The Warp Gate is not only the cause for this battle, but is now a complete reason and the final reason why each side must gain full control of this world. The Chaos Daemons player must include at least half of his force in a Warp Rift (see slide 12 for details). The Imperial Inquisitorial Forces player must include a Grey Knights Redeemer Force as part of his force (Traitor Guard count as Chaos). The Warp Gate counts as both of the two objectives to be placed in no-mans land, but the other objectives placed in deployment zone should be placed as per normal.

Outcome:
The Warp Gate must be closed! Imperial forces must capture and destroy it. If they do win, the Imperial forces have have won the campaign! But its not over yet. The ‘Governor’ is still on the loose and is suspected to have been possessed by a Greater Daemon. The Grey Knights take some men and begin the hunt.

The Warp Gate must remain open! Chaos forces must recapture and secure it. If they do win, then the forces of Chaos have won the campaign! But its not over yet. The Grey Knights are still dangerous to the Daemons and the ‘Governor’, now a Greater Daemon, begins hunting their leader. If the game is a draw, the next mission will determine the winner. Nether side will be the Hunter.

Warp Rift Rules - The Chaos Daemon player will be required to put part of his force into a Warp Rift Apocalypse Formation in Mission 9. To do this, instead of the units shown on the datasheet, rather, apply the following;

1+ Greater Daemon, chosen from below:
Keeper of Secrets
Great Unclean One
Bloodthrister
Lord of Change

3+ units of Daemons, chosen from below:
Bloodletters of Khorne
Daemonettes of Slaanesh
Plaguebearers of Nurgle
Pink Horrors of Tzeentch

With this amendment comes a new rule, to be added when using the Warp Rift in the above way;
Patron Daemons: Most Lesser Daemons follow Greater Daemons through the Warp and any who do will only follow Greater Daemons of their of god. As such, a unit of Daemons may only enter through the Warp Rift if a Greater Daemon of the same god is part of the Warp Rift Formation. (i.e. A unit of Plaguebearers of Nurgle may only enter play if a Great Unclean One is also part of the formation.)

10. The ‘Governor’

The hunt has finally revealed the ‘Governor’s’ true form, a Greater Daemon. The Grey Knight Commander decides to battle his foe alongside many of those who have already bleed for this world, while the ‘Governor’ allows only the best performing units to join him.

Mission: Yarrick’s Stand (40k 5th Ed: page 267)
Forces: Chaos Space Marines and Traitor Guard versus Space Marines and Imperial Guard.
Added Rules:
Definite Foes: The Imperial Hero must be a Grey Knights Hero from Codex:Daemonhunters, but his squad must not exceed 5 members (i.e. 4 Terminators and him). The Chaos Hero must be a Greater Daemon from Codex:Chaos Daemons form this list; a Bloodthirster, a Keeper of Secrets, a Great Unclean One or a Lord of Change.
The Hunt: Whichever side won the campaign, is the Hunter. The Hunter must deploy second and start first, as they surprise their prey.

Outcome:
If the Imperial forces win this battle, the ‘Governor’ is sent back to the Warp and the Imperial forces rejoice. If the Imperial forces have already won the campaign, they find themselves on a world in need of reconstruction. If Chaos has already won the campaign, then it becomes a rather hollow victory as they abandon the world anyway.

If Chaos wins this battle, the ‘Governor’ kills the Grey Knight Hero is such a fashion that any Imperials (and some Traitor Guard) in the area commit suicide, rather than be killed by something so sinister. If the Chaos force have already won the campaign, they begin turning the planet into something of a fortress infested with all kinds of Warp energy and filled with Daemons. If the Imperial forces have already won the campaign, then the Chaos forces begin withdrawing, but feel they have not been completely cheated of their moral victory, not that Daemons have any morals anyway, but still.

Design notes - none

Creator - Timythenerd

Saturday, December 12, 2009

Map - Ice world (Grid map)

Here's a grid map based on an iceworld.



Created by FoxPhoenix135

Did you like this map? can suggestions? add them in the comments.

Tuesday, December 8, 2009

GW Legal say Yay!

Sorry it's been a while since the last update. With all the GW cease and desist notices in the air, I thought it'd be a good idea to run the project by them before I put to much work into it.

Well, it's been a little while, but they've got back to me and other than a few small suggestions to make sure I stay on the right side of the IP TnC's they've given it the nod. Now it's important to say that this isn't an official sanction of the project, it's still a very unofficial project. What it is, is confirmation that as long as the project continues as it's started and I don't source any of it directly from any GW publications, we'll be fine.

So, expect more sections on running a map campaign coming real soon.

Tuesday, November 24, 2009

Unbalanced Raid Scenario - Breakout

Breakout

Having barely escaped the jaws of a deadly trap, your forces must break free from the battle zone and get to a safe extraction point.

Your forces barely survived an ambush by enemy forces. You must get out of range of their jamming equipment to request planetary extraction and deliver vital information regarding your attackers. This is raid mission with an attacking force and a defending force. This is an unbalanced scenario designed for a story or narrative campaign setting. The defender should expect a win or draw.

Setup - Pitched Battle; Terrain should include lots of "rural" features (trees, hills, rivers, etc...).

Forces - Standard force organization chart.

Scenario Special Rules

Defender will deploy first and take the first turn (Attacker may attempt to steal the initiative). Defender forces will fall back away from their deployment zone, towards the opposite board edge.

Mission Objective

The Defender must escape off the table edge opposite their deployment zone. If any defender forces escape off battlefield the defender will achieve a win. If the number of units who successfully escaped is more than half then the defender will achieve a draw. If zero units escape, the attacker will achieve a win. Any Defender units still on the table at the end of the game count as destroyed by the Attacker.

Reserves

Attacker units held in reserve gain the Outflank USR if desired. Defender may not Deep Strike any reserves (Does not affect attacker). Defender may not infi ltrate, but may make any Scout moves available (or outflank them if reserved).

Game Length - Standard game length or until all Defender units are wiped out or escaped (which ever comes first).

Design Notes - This mission was designed to follow the Ambushed and Betrayed mission in a narrative campaign setting. It is designed to represent the fleeing forces of the ambushed player as they attempt to make for a clear landing zone for planetary extraction. The balance is brought into play in that the Defender may easily flee the table early in the game with faster units, but that may leave more valuable units left alone to face the Attacker's forces. This makes little impact in a single game, but in a campaign with attrition and realized losses from casualties it can be a serious consideration (do I keep those land speeders on the table to help my HQ and troops get off for the win, or boost off first or second turn for the easy draw).

Creator - Sunflame


Did you like this scenario? anything you'd suggest or change? let us know what you think, add it in the comments.

Friday, November 20, 2009

Resource markers



Here's a collection of resource markers for your computer generated campaign maps. They're photoshop psd's, you'll find command bastion, hive city, starport, manufactorum, power station and a shield generator.


Contributed by Broadsword (Freebootaz)

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