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View Full Version : Did a little campaign in honor of Caluins Pit of Champions



Process
March 28th, 2007, 10:38
The campaign is basically a story of a rising champion of chaos, he/she is the hero of this journey of chaos and general destruction. I called the campaign Ascension. It hasn't been play tested so I'm not to sure if the opposition is too harsh in some missions and too weak in others. I suggest stealing the general idea and background and then tooling the opposition to about 80-90% of the heroes forces.

The general Idea is to have a steadily escalating war. Starting pretty much from scratch and ending the campaign with 1500 point armies squaring off deep inside emperium space. please excuse any typos. Enjoy.

/Nina

Background: this campaign is under development and is designed to portray one Chaos lieutenants rise to demon hood. The campaign contains some campaign specific rules regarding Force composition and often the opponent will field a fixed force. Whenever reinforcing the heroes force no unit may be expanded beyond its initial strength and the standard force organization chart must always be used until mission 6. Strongly recommend that the campaign material regarding opposing forces are kept secret from the Chaos player as reinforcing the initial force the Chaos lieutenant will get is a major component of the campaign. The Lieutenant may only be upgraded with a maximum of 15 points after each mission so between mission 3 and 4 for instance the chaos lieutenant could be upgraded to a lord totaling at no more than 111 points. The hero can not bear any mark prior to mission 6 and after mission 6 he must bear the mark of his choice. The campaign begins in the warp and if played successfully ends in a slaughter deep inside empire space bringing the false emperor one step closer to his inevitable downfall. Death to the false emperor!

Initial Force Chaos
HQ
1* Chaos Lieutenant + power weapon+ bolt pistol
Troop1
1*rhino + smoke launchers
7*MoCu bolter marines
1*MoCu marine with Hvy bolter
1*MoCu marine with plasma gun
1*MoCu champion + power weapon+ bolt pistol
Troop2
1*rhino + smoke launchers
7*MoCu bolter marines
1*MoCu marine with plasma gun
1*MoCu marine with plasma gun
1*MoCu champion + power fist+ bolt pistol
HS1
Dreadnought +TL Lascannon + possession + mutated hull
Elite1
1*Obliterator

Mission 1 "Answering the call"
Briefing: That which set our hero on his path to ascension began as a persistent warp dream. A galaxy in flames and a single entity on top of a mountain of fallen enemies... Victory, at last victory. And death. Each night he wakes with the sweet taste blood in his mouth and the tingle of magic through his veins, a sweet burning desire and longing for lost pleasures and just before he opens his eyes he sees the truth of eternal rot and decay. After a few weeks the dreams take him to an ancient tomb lost on a deserted moon. Cursed ground, only tread by the tomb keepers of a lost crusader. The place long since abandoned by all on decree by the powers that be. Until now...

Being a lieutenant under the command of the not so competent Lord Guur, a raving lunatic increasingly paranoid after years of failure that lives in constant fear of being deposed. Unable to take on the core force of Lord Guur our hero must attempt to extract himself from the main compound with his loyal troops to a nearby starport for transport to his first destination, the Tomb Moon.

Board: 6*4
Terrain: 4-6 medium size 3 buildings placed no closer than 6 inches from eachother (the fringe of the encampment)
moderate amounts (4-6 items) of rubble and debrise being no larger than 3*3" size 1. all terrain to be placed alternating between defender and attacker.

Opposition:
Troop1
4*MoCu bolter marines
1*MoCu plasmagun marine
Troop2
4*MoCu bolter marines
1*MoCu plasmagun marine
Troop3
4*MoCu bolter marines
1*MoCu plasmagun marine
Troop4
4*MoCu bolter marines
1*MoCu AC +powerfist+Bolt pistol
HS1
1*imobilized Chaos Predator with Autocannon turret and hvybolter sponsoons.

Deployment:
Attacker (the Hero): one of the long table edges up to 12" in.
Defender: anywhere inside the compound but no closer than 18" from any previously placed Attacking unit. (yes this means that the attacker can at a later point make a placement that makes the initial range shorter than 18" but no closer than 2")

Game length: 6+random game length turns.

Special rules: The obliterator may not deepstrike.

Objectives:
Attacker must get as much of his forces within 6" of the opposite edge from his deployment zone.
Defender must attempt to raise the alarm. Any defending unit may attempt to raise the alarm in the assualt phase by beeing within 1" of a building and Rolling 2D6 with the following modifications:
Is in an assualt = can not raise the alarm does not roll.
Predator not destroyed +1
for each other unit attempting to raise the alarm this turn +1
Fired this turn -1
Unit not at full strength -1
Unit below half strength -2

on any roll of 12 or more the attacker looses 30VP

Victory conditions:
Attacker +10VP for each enemy marine killed.
Attacker +30VP for destroying the predator.
Attacker -100VP if the liutenant is killed

All surviving units, partially or fully, within the exit zone are kept exactly as is to the next mission.

Post mission:
Any vehicle damage to any single vehicle can be repaired at 20VP per vehicle.
Any Troop can be reinforced at half the cost in points of the lost models up to original strength for VP.
A new unit can be created for the full cost in points for VP. But only MoCu allowed units at this stage these will be marines or vehicle crews disapointed in Lord Guur and willing to join our Hero.
Reviving the Hero costs 100VP.

Mission2 "Exodus"
Briefing: On the road to the starport our hero is suddenly overcome with the powers of chaos. Strange swirling mists surrounds him as his loyal troops look on. In the blink of an eye our Hero is engulfed and from deep inside the vortex the troops Could start hearing what seemed to be a deep murmoring voices. In a few moments the murmoring stopped and the mists started to clear. A new determination shone in our heros eyes as pointed with his blade towards the starport and the road to Ascension.

Board: 6*4
Terrain: 2-3 medium size 3 woods placed no closer than 18 inches from eachother
moderate amounts (2-3 items) of rubble and debrise being no larger than 3*3" size 1.
One low wall 6-12 inches long (starport outer defense entrenchment)
one road to be placed in the center of the going from one long edge to the other.
all terrain to be placed alternating between defender and attacker except the low wall.

Opposition:
Troop1
4*MoCu bolter marines
1*MoCu heavybolter marine
Troop2
4*MoCu bolter marines
1*MoCu heavy marine
Troop3
4*MoCu bolter marines
1*MoCu lascannon marine
Troop4
7*MoCu boltpistol and closecombat weapon marines
1*MoCu flamer marine
1*MoCu meltagun marine
1*MoCu AC +powerfist+Bolt pistol


Deployment:
Attacker (the Hero): the long table edge that does not have the wall to 12" in.
Defender: (starport defenders) the long table edge that is closest to the wall 12" in.
Game length: 6+random game length turns.

Special rules: No deepstrike.

Objectives:
Attacker must get as much of his forces within 6" of the opposite long table edge from his deployment zone.
Defender destroy all enemy units

Victory conditions:
Attacker +10VP for each enemy marine killed.
Attacker +50VP for being in control of the road with a majority of scoring units(6" from the table edge and the road)
Attackar -50Vp for not being in control of the road with a majority of scoring units(6" from the table edge and the road)
Attacker -100VP if the liutenant is killed

All surviving units, partially or fully, within the exit zone are kept exactly as is to the next mission.

Post mission:
Any vehicle damage to any single vehicle can be repaired at 20VP per vehicle.
Any Troop can be reinforced at half the cost in points of the lost models up to original strength for VP.
A new unit can be created for the full cost in points for VP. But only MoCu allowed units at this stage these will be marines or vehicle crews disapointed in Lord Guur and willing to join our Hero.
Reviving the Hero costs 100VP.

Mission3 "Moon Fall"
Briefing: Several weeks have passed. Only a few hours ago the ships crew reported that The Tomb Moon is in range for preliminary scans. Our Hero sits in the commanders chair and contemplates the trials ahead, murmoring voices in his head and illusions of what may be to come. Pictures of carnage, lost knowledge, complete rapture and decay at the edge of his field of vision. The others in the chamber does not notice but behind his faceplate our Hero is starting to become unable to tell teh difference between dream and reality. Silently he smiles as he knows now that he is chosen.

Board: 6*4
Terrain: 2-3 big size 3 rocks (big ones like big...) placed no closer than 12 inches from eachother these are impassable
moderate amounts (2-3 items) of rubble and debrise being no larger than 3*3" size 1.
all terrain to be placed alternating between defender and attacker.

Opposition:
Troop1
8*MoT bolter marines
1*MoT AC + bolt pistol +inferno bolts + GoC
Troop2
7*MoK marines+khornate chainaxes+Boltpistol
1*MoK AC+boltpistol+Powerfist+Demonic strength
Troop3
5*MoS marines+Sonic blasters
1*MoS AC+Demonic strength+Demonic mutation+powerweapon+boltpistol
Troop4
6*MoN boltgun marines
1*MoN AC+demonic strength+demonic mutation+powerweapon+boltpistol

Deployment:
defender (the Hero): within a circle no further from the center of the table than 12".
Attacker: (Tomb moon contingent) one troop in each corner no further from the table corner than 6".
Game length: unlimited.

Special rules: N/A

Objectives:
Eliminate all opposition with extreme prejudice

Victory conditions:
Defender +15VP for each enemy marine killed.
Defender -100VP if the liutenant is killed

All surviving units, partially or fully, alive are kept exactly as is to the next mission.

Post mission:
Any vehicle damage to any single vehicle can be repaired at 20VP per vehicle.
Any Troop can be reinforced at half the cost in points of the lost models up to original strength for VP.
A new unit can be created for the full cost in points for VP. But only MoCu allowed units at this stage these will be marines or vehicles that were unable to deploy into the beach head in the initial engagment.
Reviving the Hero costs 100VP.


Mission4 "Tomb of the undivided"
Briefing: The moons defenders have largely been subjugated but the entrence to the Tomb is still heavily fortified for each victory new visions of grand chaos are granted our hero. During the week long campaign of cleansing the moon of the tomb wardens a quartet of spectacular splendour have graced the fields with their presence. One of each of the gods greater manifestations have lurked in the background. Their gaze carving into the soul of our Hero. He knows now he must choose one path. The gods will not accept that he have more than one patron. The tomb of the undivided will be shattered and broken and a new force will rise and it will be of but one path.

Board: 6*4
Terrain: 2-3 big size 1-3 hills placed no further than 12 inches the centre.
moderate amounts (2-3 items) of rubble and debrise being no larger than 3*3" size 1.
1 medium house/temple ruin to be placed in the centre of the board.
all terrain to be placed alternating between defender and attacker.

Opposition:
Troop1
8*MoT marines+inferno bolts
1*MoT AC+power sword+BoC+infernobolts
Troop2
7*MoK marines+khornate chainaxes+Boltpistol
1*MoK AC+boltpistol+Powerfist+Demonic strength+FNP+talisman of the burning blood
Troop3
4*MoS marines+Sonic blasters
1*MoS marine+sonic canon
1*MoS AC+Demonic strength+Demonic mutation+powerweapon+boltpistol
Troop4
6*MoN boltgun marines
1*MoN AC+demonic strength+demonic mutation+powerweapon+boltpistol
4*raptors+FC+MoCu
1*raptor+FC+MoCu+meltagun
1*raptor AC+FC+MoCu+Pfist


Deployment:
Attacker (the Hero): 12" in from any table edge.
Defender: (Tomb moon contingent) placed inside a circle no further away from the center than 12".
Game length: unlimited.

Special rules: N/A

Objectives:
Eliminate all opposition with extreme prejudice

Victory conditions:
Attacker +18VP for each enemy marine killed.
Attacker -100VP if the lieutenant is killed

All surviving units, partially or fully, alive are kept exactly as is to the next mission.

Post mission:
Any vehicle damage to any single vehicle can be repaired at 20VP per vehicle.
Any Troop can be reinforced at half the cost in points of the lost models up to original strength for VP.
A new unit can be created for the full cost in points for VP. But only MoCu allowed units at this stage these will be marines or vehicles that were unable to deploy into the beach head in the initial engagement.
Reviving the Hero costs 100VP.

Mission5 "Chooser of paths"
Briefing: The quartet descended on the battlefield smoldering Space marine husks littering the field. The Bloodthirster rumbled his approval of the carnage, The swirling form of the Lord of Change hissed his approval also for all was unfolding as it had planned. Nurgle was pleased as this world would soon be abandoned and left to decay forever in the warp and his avatar of filth Chuckled spewing forth a noxious vapor with each exhalation. Last The keeper of secrets just smiled in pure ecstasy for the coming challenge. This is the time of your choice they echoed…

Board: 6*4
Terrain: 2-3 big size 1-3 hills placed no further than 12 inches the centre.
moderate amounts (2-3 items) of rubble and debrise being no larger than 3*3" size 1.
1 medium house/temple ruin to be placed in the centre of the board.
all terrain to be placed alternating between defender and attacker. If possible use the same terrain as that from the previous scenario.

Opposition:
The hero must now choose a path leading to possible ascension for one of the powers of chaos
Choice:
Khorne
Keeper of secrets, Great unclean one and Lord of change all starting on the board.
Tzeentch
Bloodthirster, Great unclean one and keeper of secrets all starting on the board
Nurgle
Bloodthirster, Keeper of secrets, and lord of change all starting on the board
Slaanesh
Bloodthirster, Great unclean one, Lord of Change all starting on the board

Deployment:
Defender (the Hero): 12" from the center of the board deploys all units first.
Attacker: (Disapproving gods) anywhere on the table at 24" or more from defenders closest unit.

Game length: 6+random game length.

Special rules: no deepstriking. Coice Khorne defender choose to get first turn on a 4+ on 1d6. Choice slaanesh defender choose to get first turn on a 3+ on 1d6. Choice Tzeentch choose to get first turn on a 3+ on 1d6. Choice Nurgle choose to get first turn on a 3+ on 1d6.

Objectives: Destroy all opposition.

Victory conditions:
Defender full VP for each greater demon destroyed.

All surviving units, partially or fully, alive are kept exactly as is to the next mission.

Post mission:
Any vehicle damage to any single vehicle can be repaired at 20VP per vehicle.
Any Troop can be reinforced at half the cost in points of the lost models up to original strength for VP.
A new unit can be created for the full cost in points for VP. But only MoCu or Mark of your choice or unmarked troops may be taken. Get free Greater demon as retinue for your lieutenant starting on board.
Reviving the Hero costs 100VP.

Mission6 "The Rising"
Briefing: Our hero and his new warden, the greater demon, went into the tomb. Our heroes minions waited patiently, the sky darkened. A mist formed slowly accompanied by murmurs from the deep of the tomb. An hour passed as the chosen waited. A different sound suddenly broke the stillness. Tank treads, marching warriors and the rumblings of demons. Nothing could be could be seen through the thick, almost smoke like mists but none could mistake the rumbling voice of Lord Guur as he called the hero out.

Board: 6*4
Terrain: 2-3 big size 1-3 hills placed no further than 12 inches the centre.
moderate amounts (2-3 items) of rubble and debrise being no larger than 3*3" size 1.
1 medium house/temple ruin to be placed in the centre of the board.
all terrain to be placed alternating between defender and attacker. If possible use the same terrain as that from the previous scenario.

Opposition:
HQ: Lord Guur: MoK, Axe of Khorne, Terminator armor, Demonic mutation, Demonic Strength, demonic resilience, Demonic essence, FNP

Troop1
7*Khorne Berzerker + Khornate chainaxes
1*Khorne berserker champion + power weapon+demonic strength

Troop2
7*CSM, MoCu, bolt pistol/CCW frag grenades
2*CSM, MocU, Meltagun, frag granades
1*CSM, Champion, Power weapon demonic strength
1*Rhino+smoke

Troop3
8*Bloodletter

HS1
Dreadnought+Autocannon+destroyer

HS2
Predator+TL lascannon+Sponsoon Heavy Bolters.

Deployment:
Defender (the Hero): Any table quarter.
Attacker: (lord Guurs Assualt force) opposing table quarter
No units may be closer than 6” from any enemy unit during deployment.
Game length: 6+random game length.

Special rules: no deepstriking. Mists: los as night fight but only 3d6” the hero and his greater demon arrives via reserves ( turn 2: 4+ turn 3: 3+ turn 4: 2+ turn 5: 1+) and must deploy in the center of the board. All units may exit close combat at the end of their own assault phase if they did not charge that turn due to the thick fog.
Objectives: Destroy lord Guur and the hero must survive. Exit with as much troops as possible (units within 12” of starting table quarter corner count as having escaped unless locked in close combat.
Army size max 1250pts + Hero and Greater Demon.

Victory conditions:
Defender 250VP if greater demon survives.
Defender Keep all units escaping at end of battle exactly as is.
Defender 500VP for killing lord Guur.
Defender Half normal VP for kills

All surviving units, partially or fully, alive are kept exactly as is to the next mission.

Post mission:
Any vehicle damage to any single vehicle can be repaired at 20VP per vehicle.
Any Troop can be reinforced at half the cost in points of the lost models up to original strength for VP.
A new unit can be created for the full cost in points for VP. But only MoCu or Mark of your choice or unmarked troops may be taken. Get free Greater demon as retinue for your lieutenant starting on board.
Reviving the greater demon costs 100VP

DarkKnight
August 18th, 2007, 22:28
Sounds awesome the only thing i would change is the wargear that the hero upgrades to throughout the campaign so he is not stuck with the same weapons


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