Warhammer 40K Campaign [PDF]

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Zitiervorschau

Introduction:

Welcome to Planet – Crimson Hell, a newly found planet at the far edge of the Universe. Planet – Crimson Hell, a Death World with a similar habitat and landscape like the rest of the Home World but don’t have any living creature survive. One of the reason why no creatures there is mainly due to its extreme weather and it changes every season. Although this planet no longer have living creatures, recent reports had shown that several ancient cities can be found and those cities contain survival facilities that can be use as home base. Signals were sent out from the Hive City located at the centre of the planet to the home worlds in the Universe. Your home world receive and de-code the signals and found out that this planet once had highly civilized creatures living there but with unknown reason, the whole civilization extinct and leave a great amount of resource in this Hive City. Due to this information, your home world appoints you, as the commander, leading your army to this planet. Your main mission is to conquer this planet and bring the resources home.

Mission: At the end of the campaign, the player who controls the Hive City or capture the highest number of artifacts on Planet Crimson Hell will be the winner. Campaign Period: 12 weeks, starting from 1st September 2012. Numbers of player: 8 players

Game Details: At the start of the campaign, each player will have 2 army tokens which start at level 1 and two tiles at the edge of the map as their home base. Planet Crimson Hell has been divided into 4 zones, from zone 0 to zone 3. Except zone 0, which is neutral zone, each zone will has its own special effects and this will affect the battles fight within that zone. The details of the zone effects as follow: Zone 0 Zone 1 Zone 2

Zone 3

Neutral zone, no special effect. Darkness zone, all battles in this zone will have the “Night fight” special rule throughout the battle. Sand storm zone, this zone is affect by heavy sand storm, -1 to hit and the visible range is 24” (24”- 36” 5+ cover save, 36”- 48” 4+ cover save) Tornado zone, this zone is affect by several tornados; Three tornados appear at the battlefield with the size of a small round template. On each player’s turn before the movement phase, the tornados scatter 3D6 inches. Each model the tornado past through or stop at suffer D3 strength 7 hits with no AP. If the tornados move out of the table, it will re-enter the battlefield at the same edge during the next player’s turn.

Army tokens can only enter the zone which is smaller or equal to its level, but it can declare attacks to another army tokens with higher levels. There are ten artifacts randomly distributed on different tiles, if your army tokens enter a tile with an artifact on it, you can capture it but the army’s movement will reduce to 1. If your army is attack by another army and you lost the battle, that artifact will be capture by that army.

Move Armies: Each army tokens can move d3 tile across any terrain once per week (Assuming that they have transport to deliver troop to different area). Enemy armies will block movement.

Declare Attacks: Players take turns to declare any attacks their armies are making. Each army can only attack once per turn and only if it is not already being attacked. If your army is in the same tile as another army, one of you must declare and attack against the other. If your army is in an enemy tile and there is no army to defend it, you may attack (try to claim) that tile. If at the end of the Declare Attacks phase, you have an unengaged army that is adjacent to one of your undefended tiles is under attack, you may move the army into that tile to accept the attack as they hurry to defend their territory. Fight Battles: Players arrange to fight battles at the point level according to their army’s level, starting from 1500 points to a maximum of 1750 points, details as follow: Level 1 Level 2 Level 3

1500 points 1600 points 1750 points

All battles in this campaign follow the Warhammer 40K 6th Edition Rule Book. If there is any argue with the rules and you and your opponent can’t agree on the application of a rule, roll a D6 to decide. If still can’t solve the problem, the Game Master has the final decision. Resolve Victories and Defeats: When all battles have been fought, the winner army will raise one level and the loser army will drop one level to a minimum of 1. Any player whose army was defeated must roll a d6. On a 1-3 the army is removed from the board for one turn as it is crippled or near-destroyed and in need of replenishment. On a 4-6 it is pushed back into the nearest friendly tile. When an army comes back into play, place it anywhere in your controlling tiles. Capturing Tiles: If at the end of the turn, you have an army in a neutral tile, you may automatically claim it and plant one of your flags there. If you have an army in an enemy tile with no enemy armies in it, you may attempt to claim it but first the player it belongs to may try to make a fortification save to stop you. A fortification save is successful on a 6+. Apply the following modifiers: -1 +1 +2

The tile is adjacent to the attacking player’s tile The tile is adjacent to the defending player’s tile The tile is adjacent to the defending player’s home base

Map of Planet Crimson Hell

Base 1 Zone 0

Base 2

Zone 1

Base 8

Zone 2

Base 3

Zone 3

Base 7

Base 4

Base 6 Base 5