Sunday, September 9, 2007

A 40K CAMPAIGN

CAMPAIGN SETUP
each player rolls a D6. the player that rolls the highest chooses a single zone on the map the rest of the players take turns in descending order claiming zones.

forces are allied in the following manner:
black templar - imperial guard
tau - tau
ork - ork
dark eldar - tyranid

CAMPAIGN TURN
in the same turn order as above, players choose to attack a territory, no more than 1 army may attack a territory per turn. after every player has issued their attack orders players have a week to complete all of the battles. after a battle has been completed submit the results to the organizer to update the battlemap for next weeks turn.

the team at the end of the campaign with the the most territories is the winner

The campaign is scheduled to last for 10 weeks with every third week in the campaign all games will be played using the night fight rules


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ARMY GENERAL EXPERIENCE
you may nominate one HQ choice as your army's general although he doesnt have to be in every list you create he just wont gain xp if hes not present in a battle. He also does not have to have the same wargear options in each list but he may not be a special character. after each battle that the character participates in he gains experience points in the following manner:

For participating in the battle he gains 50xp
if your army is victorious he gains 100xp
if he is removed as a casualty he looses 50xp

for every 600xp gained you may roll a d6 on the table below. each ability is then permanently added to that characters profile.

D6 skill
1 Sure Footed - character and any unit he is attached to can re-roll difficult or dangerous terrain tests
2 Seasoned Veteran - the character may re-roll failed to wound rolls in shooting or assault for one turn in the game
3 Disciplined - any friendly units with a model within 12 inches of the character may re-roll failed morale checks(tyranids or fearless armies re-roll this skill)
4
Natural Survivor - may ignore the first wound suffered in the game

5
Meticulous planner - after terrain setup if the character with this ability is on the board you may move 2 terrain features not in your enemy's deployment zone anywhere you like
6 Master Strategist - the character may choose which deployment zone he wants

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STRATEGIC ASSETS
each asset may be played a number of times in the campaign indicated next to its name. you must declare you are using the asset at the moment in the game it becomes relevant, for instance if you hold a unit in reserve the player must announce at the end of deployment that the unit is in reserve.

ORKS

(3)Drop Rok an' Roll- a unit of orks consisting of 12 models or less may be held in reserve and deploy using the rules for space marine drop pods. rocks are open topped and unit may assault in turn that it comes in. The Drop Rokk is not armed with any weapons.
(1)Bushwak
- by playing this asset you will automatically receive first turn. this can be countered by the other player playing his corresponding asset, in that case first turn is rolled for as normal and both assets count as spent
(3)Da Big Bang - this asset must be played immediately after deployment, use the normal rules for reserves only rolling in your shooting phase instead of movement. when the close air support arrives place a large blast template anywhere on the board. it scatters 2d6 and has the following profile:
S10 AP1 ordnance barrage, if the center hole lands on any part of a building that building is considered destroyed on a 4+ and units in the destroyed building that are not under the template suffer a wound on a 4+ with normal armor saves allowed.
(1)Ambush - you may play this asset and attack any territory on the board
(1)Reinforcements - this card allows you to place an extra 200pts(the extra points do not have a FOC and are outside of your normal FOC) in reserve they come in using the normal reserves rule

TYRANIDS

(3)Genetic Digestion
- the tyranid player does not start out with any racial asset but by defeating an enemy he gains that enemy's racial ability.

(1)Silent Swarm
- by playing this card you will automatically receive first turn. this card can be countered by the other player playing his corresponding card, in that case first turn is rolled for as normal and both cards count as spent
(
3)Viral Blast - this asset must be played immediately after deployment, use the normal rules for reserves only rolling in your shooting phase instead of movement. when the close air support arrives place a large blast template anywhere on the board. it scatters 2d6 and has the following profile:
S10 AP1 ordnance barrage. if the center hole lands on any part of a building that building is considered destroyed on a 4+ and units in the destroyed building that are not under the template suffer a wound on a 4+ with normal armor saves allowed.
(1)Ambush - you may play this asset and attack any territory on the board
(1)Reinforcements - this card allows you to place an extra 200pts(the extra points do not have a FOC and are outside of your normal FOC) in reserve they come in using the normal reserves rule

DARK ELDAR

(3)Webway Raiders - you may place a webway portal marker on the board using the infiltrators rule but may only be placed in your deployment zone. divide the number of units in your army in half and place one half in reserve, roll for reserves as normal except make only one roll for the entire group . they come on the board where the webway portal marker is located.
(1)Lightning Strike- by playing this card you will automatically receive first turn. this card can be countered by the other player playing his corresponding asset, in that case first turn is rolled for as normal and both assets count as spent
(2)Vortex Bomb - this asset must be played immediately after deployment, use the normal rules for reserves only rolling in your shooting phase instead of movement. when the close air support arrives place a large blast template anywhere on the board. it scatters 2d6 and has the following profile:
S10 AP1 ordnance barrage. if the center hole lands on any part of a building that building is considered destroyed on a 4+ and units in the destroyed building that are not under the template suffer a wound on a 4+ with normal armor saves allowed.
(1)Ambush - you may play this asset and attack any territory on the board
(1)Reinforcements - this card allows you to place an extra 200pts(the extra points do not have a FOC and are outside of your normal FOC) in reserve they come in using the normal reserves rule


TAU


(3)M'yen Mont'Ka(Unforeseen Killing Blow)
- any one unit may be placed in reserves and may re-roll its reserves roll. the unit comes in anywhere on one of the 2 short table edges or any table edge if none are shorter
(1)Kunas'Nan(Agile Sword) - by playing this asset you will automatically receive first turn. this can be countered by the other player playing his corresponding asset, in that case first turn is rolled for as normal and both assets count as spent
(3)Kor'Ka(Air-strike)
- this asset must be played immediately after deployment, use the normal rules for reserves only rolling in your shooting phase instead of movement. when the close air support arrives place a large blast template anywhere on the board. it scatters 2d6 and has the following profile:
S10 AP1 ordnance barrage. if the center hole lands on any part of a building that building is considered destroyed on a 4+ and units in the destroyed building that are not under the template suffer a wound on a 4+ with normal armor saves allowed.
(1)Ambush - you may play this asset and attack any territory on the board
(1)Reinforcements - this card allows you to place an extra 200pts(the extra points do not have a FOC and are outside of your normal FOC) in reserve they come in using the normal reserves rule


BLACK TEMPLAR


(3)Tactical Redeployment
-after deployment and infiltrators, any one unit may redeploy anywhere within the deployment zone
(1)The Emperor's Blessing- by playing this card you will automatically receive first turn. this card can be countered by the other player playing his corresponding asset, in that case first turn is rolled for as normal and both assets count as spent
(3)Orbital Strike
- this asset must be played immediately after deployment, use the normal rules for reserves only rolling in your shooting phase instead of movement. when the close air support arrives place a large blast template anywhere on the board. it scatters 2d6 and has the following profile:
S10 AP1 ordnance barrage. if the center hole lands on any part of a building that building is considered destroyed on a 4+ and units in the destroyed building that are not under the template suffer a wound on a 4+ with normal armor saves allowed.
(1)Ambush - you may play this asset and attack any territory on the board
(1)Reinforcements - this card allows you to place an extra 200pts(the extra points do not have a FOC and are outside of your normal FOC) in reserve they come in using the normal reserves rule


IMPERIAL GUARD


(3)Lay of the Land - may choose any one unit to infiltrate regardless if the infiltrate mission rules are being used.
(1)Roll Out!- by playing this card you will automatically receive first turn. this card can be countered by the other player playing his corresponding asset, in that case first turn is rolled for as normal and both assets count as spent
(3)Tactical Ballistic Missile - this asset must be played immediately after deployment, use the normal rules for reserves only rolling in your shooting phase instead of movement. when the close air support arrives place a large blast template anywhere on the board. it scatters 2d6 and has the following profile:
S10 AP1 ordnance barrage. if the center hole lands on any part of a building that building is considered destroyed on a 4+ and units in the destroyed building that are not under the template suffer a wound on a 4+ with normal armor saves allowed.
(1)Ambush - you may play this asset and attack any territory on the board
(1)Reinforcements - this card allows you to place an extra 200pts(the extra points do not have a FOC and are outside of your normal FOC) in reserve they come in using the normal reserves rule


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ARMY LISTS

players will need to generate one of each of the following lists. you may only change your lists halfway through the campaign.
2 750pt lists
2 1500 pt lists


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MAP SECTORS

KRANDELL MINING OPERATIONS
Points: 4x6 1500 cities of death
Setup: City with large statue in middle of the board

Deployment zones: normal citifight quarters

Scenario: omega level High ground(COD)

Special rules: choose 3 Stratagems


WEST HILLS 1
Points: 1500
setup: 4x6 Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Secure and Control(BGB)

Special rules: none

WEST HILLS 2
Points: 750
setup: 4x6 Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Secure and Control(BGB)

Special rules: none


MORAAN FARMS
Points: 750
setup: 4x6 farms

Deployment zones: normal 12" on long table edges

Scenario: Gamma level cleanse(BGB)
Special rules: none

HERRAN FARMS
Points: 750
setup: 4x6 farms

Deployment zones: normal 12" on long table edges

Scenario: Gamma level cleanse(BGB)

Special rules: none


BEJAN HILL
Points: 750
setup: 4x6 Woods with hill in center of table

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Take and Hold(BGB)

Special rules: none

BEJAN FARMS
Points: 750
setup: 4x6 Farmland

Deployment zones: normal 12" on long table edges

Scenario: Gamma level cleanse(BGB)

Special rules: none


WESTERN BANK
Points: 750

Setup: 4x6 farmland or sparse buildings

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Cleanse(BGB)

Special rules: none


IMPERIAL HIGHWAY

Points: 750

Setup: 4x6 Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Cleanse(BGB)
Special rules: none

THE BROKEN WOOD
Points: 750

Setup: 4x6 Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level seek and destroy(BGB)
Special rules: none

THE BROKEN CREEK
Points: 750

Setup: 4x6 Woods

Deployment zones: diagonal

Scenario: Gamma level seek and destroy(BGB)
Special rules: none

HERRAN PLAINS ZONE 01
Points: 750

Setup: 4x6 plains sparse woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level seek and destroy(BGB)
Special rules: none

HERRAN PLAINS ZONE 02
Points: 750

Setup: 4x6 plains sparse woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level cleanse(BGB)
Special rules: none

HERRAN PLAINS ZONE 03
Points: 1500

Setup: 4x6 plains sparse woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level seek and destroy(BGB)
Special rules: none

ORBITAL COMMUNICATIONS COMPLEX
Points: 1500

Setup: 4x6 plains sparse woods Communications tower in center of board

Deployment zones: normal 12" on long table edges

Scenario: Gamma level take and hold(BGB)
Special rules: none

NORTHERN WOODS

Points: 750

Setup: 4x6 Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level seek and destroy(BGB)
Special rules: none

MOUNT HERRA
Points: 750

Setup: 4x6 Dense Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Recon(BGB)
Special rules: none

MOUNT LETO SUMMIT
Points: 1500

Setup: 4x6 Dense Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Cleanse (BGB)
Special rules: none

FOOTHILLS
Points: 750

Setup: 4x6 Dense Woods

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Recon(BGB)
Special rules: none

HILL 6542

Points: 750

Setup: 4x6 Woods and sparse buildings or wreckage

Deployment zones: normal 12" on long table edges

Scenario: Gamma level Take and Hold(BGB)

Special rules: none


SAINT LIND SQUARE

Points: 4x6 1500 cities of death

Setup: City with large statue in middle of the board

Deployment zones: normal citifight quarters

Scenario: omega level High ground(COD)

Special rules: choose 3 Stratagems


COMMERCE SECTOR

Points: 4x4 750 cities of death

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Firesweep(COD)

Special rules: choose 2 Stratagem


ADMINISTRATION SECTOR

Points: 4x4 750 cities of death

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Firesweep(COD)

Special rules: choose 2 Stratagem


PILGRIMS PASSAGE

Points: 4x4 750 cities of death

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Firesweep(COD)

Special rules: choose 2 Stratagems


SENATE IMPERIALIS

Points: 4x6 1500 cities of death

Terrain: City with large senate building in center

Deployment zones: normal citifight quarters

Scenario: omega level Highground(COD)

Special rules: choose 3 Stratagems


GOVERNORS PALACE

Points: 4x6 1500

Terrain: city

Deployment zones: normal citifight

Scenario: Gamma level High ground(BGB)

Special rules: 3 stratagems


ALPHA HAB COMPLEX

Points: 4x4 750

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level urban assault(COD)

Special rules: choose 2 Stratagems


ADEPTUS MECHANICUS INDUSTRIAL SECTOR

Points: 4x6 1500

Terrain: City and industrial

Deployment zones: normal citifight quarters

Scenario: omega level domination(COD)

Special rules: choose 3 Stratagems, Nightfight


BETA HAB COMPLEX

Points: 4x4 750

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level urban assault(COD)

Special rules: choose 2 Stratagems


RESOURCE DISTRIBUTION CENTER

Points: 4x4 750

Terrain: City and industrial

Deployment zones: normal citifight quarters

Scenario: Gamma level domination(COD)

Special rules: choose 2 Stratagems


DOCKS

Points: 4x4 750

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Firesweep(COD)

Special rules: choose 2 Stratagems

THE TOWER OF ASCENSION

Points: 4x6 1500

Terrain: City

Deployment zones: normal citifight quarters

Scenario: omega level Highground(COD)

Special rules: choose 3 Stratagems

HIGH TEMPLE OF THE EMPEROR ASCENDANT

Points: 4x6 1500

Terrain: City

Deployment zones: normal citifight quarters

Scenario: omega level Highground(COD)

Special rules: choose 3 Stratagems


BASILICA ARCHIVUS

Points: 4x4 750

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level maximum attrition(COD)

Special rules: choose 2 Stratagems


RIVERFRONT

Points: 4x4 750

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Maximum Attrition(COD)

Special rules: choose 2 Stratagems


PLEASURE DISTRICT
Points: 4x6 1500
Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Total Devastation(COD)

Special rules: choose 3 Stratagems


DELTA COMPLEX

Points: 1500

Terrain: 4x6 smoking rubble and sparse buildings

Deployment zones: diagonal deployment

Scenario: Gamma level Secure and Control(BGB)

Special rules: none


GAMMA HAB COMPLEX

Points: 4x4 750

Terrain: City

Deployment zones: normal citifight quarters

Scenario: Gamma level Firesweep(COD)

Special rules: choose 2 Stratagems


ARMORY

Points: 4x6 1500

Terrain: City, 6" wide river 12" from attackers edge of the board with
one bridge in the center of the river

Scenario: grand assault(COD)

Special rules: choose 3 Stratagems


ARBITES PRECINCT 423

Points: 4x6 1500

Terrain: City with precinct headquarters in center of table

Deployment zones: normal citifight quarters

Scenario: relief Force(COD)

Special rules: choose 3 Stratagems