Tuesday, January 12, 2010

Territorial campaign - Kentack VII

Here's an excellent territorial campaign for three players written by Sovietspace and first published on his blog The Astronomican. It was originally designed for Eldar, IG and Black Templars using both 40k and Epic, but it's easily tweaked to use other races and game systems.


Kentack VII and her moons

Late in the year 996.M41, the previously peaceful world of Kentack VII was the site of a bitter struggle between three mighty forces. What began as a straightforward compliance action by the Black Templars Adeptus Astartes, was turned on its head by the sudden arrival of the Eldar of Cairas Mythar. The Xenos intervention signalled that the world of Kentack VII was of great strategic importance, and would ultimately be a place of death and suffering for all concerned...

The Kentack system was located in Segmentum Tempestus, around 9 months rimward warp travel of the Segmentum Capital at Bakka. Although consisting of 11 desolate planets, an early Imperial exploratory team singled out Kentack VII as suitable for human habitation, and the world had remained under imperial control for tens of thousands of years. Despite having no natural water deposits and a barren landscape, Kentack VII’s mineral wealth ensured the construction of a plethora of mining colonies and even a few scattered Hive Cities, whose hard pressed inhabitants refined the rocks harvested out on the plains.

By M41, generations of industrial activity had resulted in a thick smog that enveloped the planet, leaving it a dim and depressing place to exist, as well as hampering air travel to and from the surface. Continuing regardless, the mining operations became of such importance that a Space Dock was constructed on one of Kentack VII’s moons, along with orbital defences, and a permanent Imperial Guard presence was installed on the planet. Ultimately the planet paid its tithes to the God-Emperor and thus remained a largely uneventful little place. This was until Victor Quinn assumed the role of Planetary Governor.

As head of the wealthiest mining family, Victor Quinn assumed the role of Planetary Governor upon the death of the previous incumbent. For the first 20 years of his reign, life on the planet continued much as it had for thousands of years. However, at some point the ruling class of Kentack were gradually and quietly converted to a cult known as the Followers of the Farther. Initially portrayed as another branch of the Imperial Creed, the few Ecclesiarchical priests on the planet paid it little mind; until it was too late.

At the beginning of 995.M41 warp storms began to trouble much of Segmentum Tempestus, and the guiding light of the Astronomican waxed and waned. On Kentack, contact with the Imperium became intermittent and unreliable. As if foreseeing these events, Quinn and the Followers of the Farther initiated plans to break away from Imperial control and a successful covert campaign saw the agents of the Adptus Arbites and Adptus Administratum quietly removed and eliminated. However, to take total control Quinn still needed to ensure the loyalty of the population of Kentack and, perhaps more crucially, the Praetorian 5th, who were the Imperial Guard regiment stationed on the planet at that time.

Taking to the public address system on the eve of New Year 996.M41, Quinn announced to the population that a great shadow was about to fall over the galaxy. Fabricating a false tale of an Imperium in ruins, Quinn convinced the people that the Followers of the Farther where the true incarnation of the Imperial Church and that the Emperor had in fact sent the current series of Warp Storms to protect Kentack from strife. Fantastically, the velvet tipped words of the governor were convincing enough to even persuade the Officers and Commissars of the Praetorian 5th, who moved man Kentack’s defences. With the Planet under his complete control Quinn and the Followers began to work toward other, darker, ends.

However, unfortunately for Quinn, the cessation of exports from Kentack did not go unnoticed. Segmentum Command at Bakka learned of Quinn’s Heresy. Coincidentally a battle group of Black Templars were less than a months travel from Kentack, assembling to undertake a new crusade. Asked to re-establish the Pax Imperialis, the Templars took to their Strike Cruisers within days and entered the warp.

Upon arrival in the Kentack system, the Templars quickly launched an unforgiving assault on the planets main airfield, catching the Praetorian garrison completely off guard. Finding themselves under attack, the Praetorians resisted with maximum force, but the Marines quickly gained a foothold. In response Quinn quickly began to mobilise his forces, and war was afoot. However, even as the initial assault was happening, Alien forces were arriving, and would proceed to make the situation much, much more complicated.

Under the direction of Farseer Idranel, the Eldar of Cairas Mythar used the commotion of the Templar assault to gain a control of the small orbital station of Saint Octia’s dock. It was crucial to the Eldar that this planet be theirs as soon as possible, for they knew the true nature of the Followers of the Farther, and the horrors they were seeking to aid. They knew that the Great Devourer was coming.

Barely a year before, the Seer Council of Cairas Mythar had foreseen that imminent arrival of Hive Fleet Leviathan, which would tear into Segmentum Tempestus by the end of 997.M41. They had seen that the Followers in fact formed a small part of the vanguard of this invasion and that the ‘Farther’ to which they referred was no less that a Genestealer Patriarch, who had infiltrated Kentack generations ago. Indeed Quinn himself was descended from this hideous creature, and was a powerful Hybrid Magus in his own right. This was the reason that his words were able to overpower the minds of population of Kentack and the Commissars and Officers of the Praetorian 5th. In a story repeated on several of the most isolated worlds in Tempestus, the Followers were to ensure that Kentack would fall to the Tyranid fleets without a shot being fired, gifting them crucial recourses with which to jump-start their invasion.

But the reason that the Eldar chose to intervene on Kentack was deeper still. They knew the planet by another name entirely, that of Chen’lack. Ancient beyond reckoning, Chen’lack was a bastion world of the old Eldar Empire, designed to guard the fringes of Eldar space from its enemies. To this end the planet had been heavily reconstructed by the bonesingers of old, and at its heart lay an Engine of Vual, one of immense power. Forgotten after the Eldar fall, and revealed to the Seers of Cairas Mythar, Idranel knew that if they could secure it then his forces could set a trap for at least some of the approaching Hive Fleet. Whether it would be enough to blunt the invasion or not, he could not discern, but he knew they had to try…

Colour Sergeant Williams slammed home another magazine and returned the lasgun to his shoulder, which was already bruised from an hour of rifle firing. The small garrison of Airfield Primus had done its best to hold on against the black clad monsters, but it was clear that their time was almost up. Hope had been lost the moment Lieutenant Wilkins’ fire-support team had been brutally ripped apart by bolter fire and chainswords. Without those Autocannons there wasn’t much the rest of the Praetorians could do against the ceramite armoured Black Templars.

With that thought Williams faltered, for the second time during the battle. Black Templars? But they were Astartes of the Emperor, why were they massacring loyal Imperial soldiers? He quickly remembered the words of the great Quinn, his revelation that the Imperium was tearing itself apart with civil war, but it suddenly just didn’t feel right. Why was this happening?

As he looked around him however his doubts quickly faded. As he saw 2nd Platoon engage the enemy, saw Lewick’s Squad cut down by a single Astartes, saw Commissar Thorn fend off three Marines single-handed, he decided only loyal soldiers of the Emperor could die with such heroism. The enemy must be traitors. And, as he was decapitated by a Chainsowrd he never saw coming, Colour Sergeant Williams was convinced that what he was doing was right...


Campaign Rules




(It is important to note that these rules are designed for Eldar, IG and Black Templar armies using 40K and Epic, however, with a little tweaking it could be used for any army in the 40k universe).

Starting Locations
  • Eldar: St. Octia's Station
  • IG: Praetorian 5th HQ
  • Templars: Airfield Primus
Basic Rules
  1. To begin, have all players roll off to see who goes first, second, third etc. This order will remain throughout the campaign.

  2. Moving off from their starting point, players may move into an adjacent territory to one they already own (unless location rules state otherwise).

  3. To capture a territory occupied by another player, simply declare you are moving into it and then consult the location special rules to determine what sort of game is played. Game size (i.e. points limits) is agreed between players before the game begins. The winner of the resulting game wins the territory.

  4. Blue lines donate space routes, which can be travelled by any army. Should a space route be used to invade a territory, then a planetstrike game should be played. Note there is a space route from St. Veyda's Dock & the Praetorian 5th HQ. Also note that, despite the fact that it is linked to the planet on the map, St. Veyda's Obrital station may only be attacked directly by adjoining space routes or St. Veyda's Dock.

  5. Campaign play continues either until a predetermined date or until two of the three armies have captured their vital locations (see location special rules). The person with the most territory points is then declared the winner.
Location Special Rules
*note that unnamed territories with the symbol that looks like a cracker are Towns, and unnamed territories without a symbol are Plains.

The Plains


Being largely a bleak and inhospitable planet, Kentack had much to offer in the way large open spaces, be it for leisurely walks in the near-poisonous atmosphere, holiday travel or general carnage and mayhem. Only really to be used as a method to get to somewhere more important, control of the plans nonetheless proved vital in the war of 996.

When attacking a plain, roll a D6. On the roll of a 1 play a game of 40k, on a 2-6 play a game of Epic.
1pt

The Towns

Outside the Hives, settlements are rare - the expense of importing vital resources like water and foodstuffs often out weighed any possible gain. That said, some of the larger mining stations had small supporting settlements, that often became the focus of fighting in the area.

When attacking a town, roll a D6. On the roll of a 1-2 play a game of 40k, on a 3-6 play a game of Epic.
1pt

Airfield Primus

Site of the initial Templar landing on Kentack, the Airfield became the base of their operations for the duration of the war. The extensive airfields and runways allowed the Marines to deploy to any point on the planet, giving them the element of surprise that the Astartes so loved. However, Kentack’s fraught atmosphere, worsened by the increasing Warp tension, meant that any airborne travel was hazardous, and ships often crashed en-route, for no explicable reason.

Control of the Airfield allows a player to occupy any plain or town on the map, playing a Planetstrike mission to gain control of the area. However, if claiming a territory in this way, the player must roll a D6. A roll of 3-6 means the attack goes ahead as usual. A roll of a 1-2 means that a terrible accident has occurred, and no attack is made. The player may do nothing further in the campaign turn.
2pts

Ecclesiarchical Palace

Keen not to cause unrest amongst the population, nor to give any visible sign of their treachery, Quinn and the Followers left Kentack’s Ecclesiarchical Palace largely untouched throughout their reign (although the preists themesleves were slaughtered, naturally). Upon learning this, the Black Templars made it their primary mission to sucure the Palace and the artificts within, to potect them from any possible harm. They vowed that the bones of Saint Octia would not fall into the hands of any enemy.

When attacking the Palace roll a D6. On a 1-2 play a Cityfight game, 3-4 play a 40k game, 5-6 an Epic game. This is the Templars’ PRIMARY OBJECTIVE.

3pts (8pts for the Black Templars)


Hive Primus

Once the jewel in Kentack’s crown, Hive Primus used to be a relatively civilized place to live. As with any typical Imperial Hive, the glory and splendour of the Spire realms were contrasted with the dull and depressing drudgery of the middle and lower Hives, where life was a simple cycle of working to survive. Home to some 4.5 billion citizens, the Followers of the Farther were keen to keep this valuable bio-resource intact, and as such constructed huge defensive walls and bastions; as much to keep the people contained within as to keep any enemy out. The result was a besieger’s nightmare of dense killzones and murderous streets.

Hive Primus can only be attacked once all three Hab P territories have been captured. The Grand Assault Mission is always played at this location.
7pts

Habitation Blocks P/a, P/b & P/c

Though often centrally planned, Hives normally sprawl out of their original confines as their populations grow, Hive Primus being no exception. Vast tracks of hab blocks and supporting infrastructure stretched for miles in every direction around the main Hive spire, and this was where most of Kentack’s citizens lived their pointless, unfulfilling lives. Although not designed with defence in mind, the very nature of condensed streets and alleyways made the Hab regions a nightmare to take and hold. This situation was not helped by the murderous hab gangs, who eked out a living, even as war raged around them.

Cityfight games are always played in the habs.
Hab Gangs: Any 1 rolled for difficult or dangerous terrain tests will result in the unit loosing D3 models to stealthy Hab gangs. Monstrous Creatures, Independent Characters or Vehicles are not affected.
2pts each

Hive Secondus

Although significantly smaller than Hive Primus, Hive Secondus proved to be incredibly important during the war for one primary reason. Fearing the retribution of the Emperor’s forces, Quinn and his entourage quietly relocated there, hoping to escape attention for as long as possible. Messages were covertly dispatched to the brain-washed Praetorian 5th, who made the rescue of their beloved leader their highest priority.

Citfight games are always played in Hive Secondus. This is the Praetorian 5th’s PRIMARY OBJECTIVE
.
4pts (8pts for the Praetorian 5th)

Habitation Blocks S/a & S/b

Being constructed in the late M36., Hive Secondus was significantly younger than the Primary Hive. As a result its hab blocks were somewhat better planned and often contained wide boulevards and wooded squares. It was therefore a surprise to many that, as war neared, the populous descended into even more violent gang warfare than that seen in the Habs of Primus, as mans basic instincts were revealed.

When attacking a hab, roll a D6, on a 1-2 play a 40K game, on a 3-6 play a Cityfight game. Hab Gangs rules apply.
2pts each

Hive Secondus Habitation Block S/c (The Tunnels)

Another, little known reason, for Quinns flight to Secondus was his knowledge that he could return to his capital quickly if he needed. He was aware of an incredibly long tunnel system that stretched from a secret opening in Hab Block S/c, right into the heart of Hive Primus’ Spire. Constructed by a mad Lord Governor, Rector the Wise, some three thousand years ago, its existence had long since fallen out of common knowledge. It was a useful card that Quinn intended to keep up his sleeve.

When attacking Hab S/c, roll a D6, on a 1-2 play a 40K game, on a 3-6 play a Cityfight game. The player who controls Hab S/c may launch an attack on Hive Primus, by passing the need to occupy it’s surrounding habs. However, due to the size of the tunnel, no vehicles or walkers may be used in the assault.

2pts

Kentack Fabrication Blocks

In addition to its mining operations, Kentack had a small manufacturing sector, which supplied industrial equipment to its own Hives and nearby systems. Sanctioned and co-run by the Adeptus Mechanicus, the Fab Blocks encompassed many miles of factories and workhouses, engaged in relentless construction. The faction that eventually gained control of this region was able to harness these resources to bolster their own forces.

Cityfight games are always played in the Fab Blocks. The player who controls the Fab Blocks is allowed a ‘free’ 50pts in any 40k game, or a ‘free’ 100pts in any Epic game
4pts

Kentack VII Spaceport

Previously a busy harbour, filled with bulk haulers loading up on Kentack’s mineral exports, the increasing Warp Storms meant that the Spaceport played little part in the wars overall course. Still, it was one of a only a few reliable routes onto the orbital stations, and the powerful assets contained therein.

When attacking the Spaceport (expect from a space route) roll a D6. On a 1-2 play Cityfight, 3-4 play 40k, 5-6 play Epic.

4pts

Mining Post Xc-03

For the population of Kentack, Mining Post Xc-03 was much like any one of the several hundred mining posts that could be found dotted over the planet. It had been in place for several generations and workers had successfully drilled many miles below the surface, following a particularly strong adamantium vein. Little could they know that they were but scant meters from unearthing the immense Engine of Vual, before war came and drilling ceased. For the Eldar, locating this devise was an objective of all consuming importance

When attacking the Mining Post, a 40k game is always played. This the Eldar’s PRIMARY OBJECTIVE
2pts (8pts for the Eldar)

Praetorian 5th HQ

Positioned far away from most areas of habitation (in order to create detachment between the Guard and the population) the HQ of the Praetorian 5th was a fortress befitting any garrison force. Though far from any existing front line, the Praetorians had ensured they were well equipped, and boasted a full infantry regiment as well as supporting armour, even a number of Superheavy detachments. As soon Kentack was assaulted the Praetorian 5th sallied forth from their palisades, ready to rid the world of the enemies of the Emperor. It was tragic that so many of them died whilst unwittingly furthering the cause of the Xenoform Quinn, and it is a sin that the 5th seek to absolve, even to this day.

When attacking the HQ (expect from a space route) roll a D6. On a 1-2 the Grand Assault Mission is played, on a 3-6 a Cityfight game is played.
2pts

Space Routes - Any attack launched using a blue ‘Space Route’ results in a Planetstrike Mission being played.

St. Octia’s Station

Cited on the smaller of Kentack’s two moons, St. Octia’s station was home to the planets defensive weapon battery, designed to form the last line of defence against any hostile Space Fleet. It proved to be no match for Eldar ship technology however, whose vessels slipped past its defences unseen, and proceeded to capture the station without much fuss. Its guns were not wasted however, as the Eldar Guardian teams put the Mon-Keigh weapons to good use.

Possession of St. Octia’s Station allows the controlling player to launch a preliminary bombardment at the start of any 40k game, or a free Orbital Bombardment (with the stats bellow) in any Epic game.
Orbital Bombardment - 3BP - Macro Weapon

2pts

St. Veyda’s Dock

Similarly to the Spaceport, St. Veyda’s Dock was of little use given that most of the combatants already had their forces on the surface of Kentack. However its advanced communication arrays did allow army commanders greater accuracy in coordinating their forces on the ground, an asset that gave the upper hand in many battles.

When attacking St Veyda’s Dock (expect from a space route) a 40k game is always played. While controlling St Veyda’s Dock, a player may add or subtract 1 from any of their reserve rolls.
1pt

St. Veyda’s Orbital Station

Taking up the majority of Kentack’s largest moon, St Veyda’s Obrital Station was almost a city in its own right. Constantly looking onto the surface of the planet, the Station was mostly used as a launch pad for strikes onto the surface, though these faced similar difficulties to those lunched from Airfield Primus.

When attacking St Veyda’s Station (expect from a space route) an Epic game is always played. Control of the Station allows a player to occupy any plain or town on the map, playing a Planetstrike mission to gain control of the area. However, if claiming a territory in this way, the player must roll a D6. A roll of 3-6 means the attack goes ahead as usual. A roll of a 1-2 means that a terrible accident has occurred, and no attack is made. The player may do nothing further in the campaign turn
3pts

End of Rules

Design notes - So there you have it guys! This is the first campaign that I have entirely written myself and I would love to hear any questions or comments you guys have, either to clarify or improve the rules. 

Creator - Sovietspace

Friday, January 1, 2010

Unbalanced Raid Scenario - Fighting Withdrawal

Fighting Withdrawal

The heretical betrayal bringing back some of their darkest memories, several detachments were so enraged they refused to fall back, their righteous fury lending strength of might to their arms and accuracy to their fire and allowing them to beat back their attackers. Having fallen back to their waiting landing pads, they await planetary extraction.

Your forces have fought their way free of a scathing ambush. Extraction is imminent, your transports have reported an estimated maximum ETA of 7 tics. Enemy contact expected from all fronts imminently. Prepare yourselves.

Setup

Place a skyshield landing pad (or any equivalent terrain piece) central to the board. Defender sets up all terrain. All Defender (Loyalist) forces must be deployed within 12" of the landing pad. Defender may not use any reserves (all units are already present). Attacker deploys nothing. Attacker takes the first turn. Defender may sieze the initiative normally.

Forces - Standard force organization chart

Scenario Special Rules
  • The defender has successfully fallen back to their primary extraction point. Appropriate super heavy flyers are inbound to extract the detachment. The flyer is a thunderhawk if Space Marines. It can carry up to 30 marines in power armour (terminators count for 2). An entire unit must be extracted at one time.
  • The thunderhawk is inbound from orbit (Modified Reserves) and will arrive on turn 3 (4+), 4 (3+), 5 (2+), 6 (auto).
  • Units must be able to move within 2" of the thunderhawk to embark, which they may do according to the rules below.
  • If the landing pad is shielded, the thunderhawk will not be able to land, embark, and depart in the same turn. It may do any two of these actions in a single turn on a shielded pad.
  • If the landing pad is not shielded, the thunderhawk may land, embark any available units, and depart in the same movement phase.
  • If the thunderhawk does not land on the pad, it will be forced to land during 1 turn, load during the following, and take off in the next turn (meaning it could land on 3, load on 4, take off on 5)
  • Landing pad operates per Planetstrike Book.
  • Any attacker units may enter the board from any table edge on turn 1. No more than 3 units may enter from the same edge.
  • Army attacker units in reserve may outflank if desired.
  • Attacker units will fall back towards the closest board edge.
  • Defender units will back towards the landing pad. They automatically regroup once there.
  • If a thunderhawk is destroyed or departs the board, another from the squadron will arrive the following turn automatically.
Mission Objective

This mission can be played with two mission objectives. Kill points are used for those wishing to have a detailed account of how much they "won" by. In this method, defender units extracted are worth one kill point to the defender. Defender units left on the table at the end of the game are considered destroyed by the attacker. The other method less complex. If the defender gets more than 1/2 of his units extracted, he has achieved a win, less than 1/2 but more than 0 will achieve a draw, and 0 units off will achieve an attacker victory. This method is more advantageous to the defender by making it more difficult for the attacker to achieve a victory.

Reserves - Standard reserves for all units placed in reserve. For campaigns, defender reserves should be limited to those available at the end of the previous mission.

Game Length - Non-standard game length. The game will last 7 turns or until there are no defender units left alive on the field, which ever comes first.

Design Notes - This mission was designed to follow the Ambushed and Betrayed mission in a narrative campaign setting. This mission was designed to show the forces of the defender if they achieved a draw or win in the previous mission. This mission is extremely unbalanced, and should regularly result in a win or draw for the defender. This mission places the same constraints on the defender as the Breakout mission. Additional considerations should be made to whether the super heavy transport can shoot/be shot at. In play testing this was ruled out (we found that more fun at <1500 points). If it can shoot, this mission quickly becomes too unbalanced and the points cost/benefits afforded to the attacker should be re-examined.

Creator - sunflame


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

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