Warhammer 40K Campaign: The Forlorn System.
The aptly named Forlorn system sits on the fringe of known space, dangerously close to the Eye of Terror. Worse, its location lies on the far side of one of the Eye's long tendrils, and is at best a long round about journey, and frequently isolated completely. It also holds the ruins of an alien empire, and thus is valuable. Each of your warlords has a reason to lead his forces there, and after a long strenous journey has arrived to find the system once again surrounded by the unpredictable warp storms. No option remains but to conquer the system and hope the Eye once again bypasses it.
Forces: Armies are to be built to 1850 points. Players should pick a warlord and give him a suitable background. Army lists can change after each of the mega-battles (see below).
Game turns. Each game turn will coincide with Tom's visits. The turn will end on Saturday just before we roleplay. Battles may be fought at any time between. Tom usually has Friday night and Saturday morning/afternoon for his battles, so we will have to work things out.
Start of game: Each player receives 4 flags to place on the map. These flags may be placed on more than one planet, but multiple flags upon a planet must be placed adjacent to each other.
Turn Sequence: During a turn each player may challenge another player (a player does not have to challenge). Challenges are done in the opposite order of VP's. Challenges follow these rules:
The challenger chooses a territory controlled by the challenged player. This may be any territory, as long as the challenger has a flag on that planet. If the challenger wins, and controls a territory adjacent to the one fought over, he may replace the loser's flag with his own. If the challenger does not have an adjacent territory, the loser keeps his territory, but does not receive its benefits this turn, AND the challenger places a flag adjacent to his closest territory to the one fought over.
If the challenged player wins, and the challenger has a territory adjacent to the one fought over, he may replace the loser's flag with his own. If the challenger does not control a territory adjacent, the challenged player may place a flag adjacent to a territory he controls.
A player may fight as many battles as they wish in a turn, but only one may result in flag's being replaced or placed.
At the end of each turn, each player (starting with the player who has the fewest flags) may place a flag on any empty zone adjacent to one they control.
Once flags are placed, victory points are added up. Players receive one victory point for each flag, and one for each battle they won. Bonus victory points are gained if a player achieved any of his hidden agendas in battle this turn.
A player who is not available for a turn simply misses that turn, no big deal. A player who is challenged and does not make arrangements for the battle before the turn ends is considered to have forfeited that battle. We will work this out, as there may be exceptions etc.
Why have flags?
A player who challenges for a territory he has flags next to, receives +1 to the seize the initiative role for EACH flag he has touching that territory.
Mega confrontations:
After two or three turns are complete (or whenever we feel like it), some sort of special mega battle will be fought over a strategic objective. Players may participate or not. These battles will be fought with 1000 point armies with no restrictions.
Suggested mega battles:
Opening Planetstrike: A mega battle in which the vanguard of each player's army attempts to secure the main starport for the sector. The winner of this battle starts the game controlling a starport, and in addition places the first flag for set-up.
The Asteroid mining complex: A series of asteroids with buildings etc. Space hulkish. Reward, control of the Asteroid mines and their facilities. Once taken, the defense batteries are put online, and this cannot be lost.
The crashed alien ship: A battle fought over some ancient alien ship with “secret” tech. Each player, chosen in the order they finished scoring in the battle, chooses one of the following, with no duplicates;
1: One unit (may be a vehicle) gains +1 armor save (max of 2+) or +1 Armor factor on one side if a vehicle (max of 14).
2: One model (this may be a vehicle) gains +1 to its invulnerable save (max of 3+), or an invulnerable save of 5+.
3: One character gains bionic implants, and may add one to their attacks or wounds.
4: Mind meld: A psycher in the player's army has mind melded with an alien, and now may choose their psychic powers rather than roll for them.
The Arena: Unknown to the armies, this sector is frequently raided by the mysterious Quasar Corsairs. Using technology long lost to even the Eldar, they swoop in and kidnap mighty heroes to fight in their arenas. This will be a battle royal between warlords (or a stunt double if your warlord sucks, but it must be a character from your basic 1850 army). We'll come up with some rules on turn sequence and such. I suggest a roll off each turn, and that all heroes have the Hit and run and It will not die abilities.
Ideas for planets surface:
Spaceport: (6)
Although the warp storm prevents lifting for interstellar journeys, intra system travel is possible. A player who controls a spaceport can challenge any other player on any planet, and may place a single flag anywhere at the end of a turn.
Heavy metal Asteroid mines and facilities: (1 unique)
(A player MUST control all three rocks of the Asteroid Mines to gain the benefit)
These mines produce some of the heaviest, densest metals known in the universe. Armor or weapons made from these metals are stronger than any other. The player who controls the Asteroid mines may nominate one unit (this can be a vehicle) to be armed with ammo made from these heavy metals. These weapons have their strength raised by 1. These can be either shooting or melee weapons.
Lazertech manufactorum: (3)
Lazertech manufactures materials using the ore from the Asteroid mines. This material can be honed into the finest tolerances known in the universe. The controller of a manufactorum may designate one unit (this may be a vehicle) to be armed with weapons manufactured at Lazertech. This unit's weapons have their AP value lowered by 1 (so an AP 5 bolter becomes AP 4 an AP 3 power sword becomes AP2 etc, weapons with no AP are not affected).
Communication Node: (2)
Fast communication is a valuable asset in the moments leading up to a battle as satellite imaging can show enemy disposition. The controller of a communication node gains +1 to the roll to seize the initiative.
Power plant: (2)
This facility produces high yield batteries and fuel of all types, as well as powering the grid. Your vehicles gain +2 inches of movement.
Shield Generator: (0)
This facility originally projected a shield protecting some strategic location from orbital bombardment. It can be re-purposed for several different uses. When fighting a battle on a planet where one player controls a shield generator, the controller may use the shield generator for one of the following purposes:
1: The player may designate one unit as protected by the shield. This unit gains slow and purposeful and now has a 5+ invulnerable save against shooting only.
2: The shield may be expanded to cover the entire battlefield. This prevents orbital bombardments and Deep Strikes. Any unit that normally deep strikes must be set up on the board during deployment. This does not affect flyers BUT once a flyer enters the shield's area, it cannot zoom and must hover.
3: The shield may be tuned to disrupt communications. All reserve rolls add one to the roll. In addition, lack of communication can hinder commanders trying to mass their units for battle. Each player must designate d3 units that start in reserve.
Hive City: (4)
Governing a hive city can be extremely lucrative, as tariffs, tithes and corruption abound. The controller of a hive city may partake of this and gain an extra d3 victory points per turn. However, this comes at a dangerous cost. This type of abuse is often frowned upon by common troops, honorbound marines, the greater good, etc. For each hive city where a player takes the extra VP's, he rolls his d3, then rolls a d6. If the d6 is LESS than the d3, rumors of his corruption have spread. His army suffers -1 to their leadership characteristic for the next battle.
Control of one of the mega-hive cities also gives a player knowledge of the city's passages. In a battle for a hive city controlled by one player, the controlling player may nominate two units who may deploy using the infiltrate rules. These can be any type of unit.
Hydrofoil shipping, Cog rail network, Hover transports, etc: (1)
These represent whatever infrastructure exists on the planet, and allows the controlling player to reinforce his forces quickly. The controlling player may spend 100 extra points (this may be a separate unit or points added to an existing unit). This unit must start the game in reserve, and subtracts one from its reserve dice rolls (this means it shows up on turn 2 on a 4 not a 3, etc etc.)
Mine Facility: (0)
This can be a strip mine, deep shaft mine, or drilling well, it doesn't matter. Your force has access to raw materials. This can be used to gain d3 victory points each turn OR, once per battle, allow a unit to re-roll all of its shooting dice. (This represents prodigious ammunition supplies)
Ancient ruins (6)
These mysterious places may contain all manner of technology. A player who places a flag on a ruin rolls a d6 immediately to see if anything was found. Consult the following chart:
1 Booby trapped! The aliens have left active defenses. Next battle (and only next battle), the player must remove 1d6 models from his army. This represents men lost to the defenses.
2 Ancient transporter! The players flag is transported to any unclaimed hex.
3 Nothing of interest found
4 Labs and workshops found! They need further study. The player may roll again next turn at +1 (this is cumulative if rolled a second time). If a battle is fought over the ruins, whoever wins the battle makes this roll at +1.
5 Technological breakthrough! The tech discovered is worth much to society. The player gains 1d6 victory points.
6 Alien base! The player chooses TWO other tile types. Both apply to this hex.
Outlaw Station: (2)
Outlaw stations are gatherings of people off the grid. They may include pirates, crash survivors, or simply independent settlers who avoid government entanglements. They have survived through cunning and subterfuge. A player who takes an outlaw settlement may do one of the following (this decision must be made immediately):
1: Destroy it in the name of their faction as an unacceptable focus of rebellion; Slaughter the inhabitants in some sort of ritual; Assimilate the people into your own faction for their own good; or simply feed off the flesh. This gains the player 1d3 extra victory points.
2: Use the inhabitants knowledge of secret paths. In any battle fought on this planet, the player may nominate one unit as flanking (it does not matter if the unit has scout or not). This unit gains a +1 on its reserve roll, and begins rolling on turn one rather than turn two (so the unit shows up on turn one on a 3+, turn two on a 2+ and 2+ all turns after).
Planetary Polar fortress: (1 unique)
These facilities contain huge naval missiles designed to see off any invading fleet. A player fighting a battle on a planet where he controls a Planetary Polar Fortress gains a once per battle orbital strike (large blast, S8, AP1, Armourbane). This attack deviates as normal with NO BS subtracted from the dice. It is fired during any owning players shooting phase.
Drug Laboratory: (1 unique)
Whether producing anti-aging treatments, simple medicines, or illegal narcotics, control of a drug laboratory can be very lucrative. A player controlling the drug laboratory can either gain d3 VP's per turn OR nominate one of their units who has used the labs product. They gain one (and only one) of the following abilities: Rage (+2 attacks instead of one when charging), Feel no Pain 5+, Fearless, Eternal Warrior (cannot be killed by high strength weapons), or Hatred (choose one enemy codex, the unit re-rolls all to hit and to wound rolls of one)
The Ancient Runic Gate: (1 Unique)
This item is unique to the jungle board. To control the gate the player must control both tiles it is on. Controlling the runic gate allows the player to deep strike a single unit (this can be ANY unit, even vehicles) onto the board on the second turn of the game. When doing so roll a d6. On a 1 it scatters per deep strike rules, 2-5 means no scatter, and a 6 means it has disappeared to parts unknown and is lost for the battle.
Secret motivations: These are secret reasons for your army or warlord to be fighting here. Each player chooses one from EACH of the following lists. Secrets are written down and stored in the secrets envelope. When they may be revealed is explained in each case, and secrets may be changed once each mega battle.
Personal Agendas: Each warlord will have some motive for fighting in the sector chosen from the following list. These secrets aid directly in battle.
Warrior's spirit: Your warlord thirsts for battle, and desires the feel of personal conflict. You may reveal this during a melee involving your warlord. Your warlord gains the Eternal Warrior ability (he is immune to instant death) as well as gaining the Smash ability (his attacks are all AP2, he may sacrifice all attacks for a single attack as a D weapon attack).
Bounty hunter, heinous criminal, personal vendetta, etc: there is a price on the head of an enemy warlord, an enemy warlord has committed crimes too horrible to describe against your people, or perhaps, he slept with your sister. In any case, he must pay! The enemy warlord cannot refuse a challenge from your warlord. Furthermore, in that challenge, your warlord gains Feel no Pain (5+) as well as Hatred (re-roll misses the first round of combat). If you kill this warlord you gain d6 Vp's.
Traitor hidden among the enemy: Your warlord has turned a member of the enemy army. You may reveal this just before the first turn of any battle. You automatically seize the initiative for that battle. This must be used before you roll to seize the initiative.
Assassin: Your warlord has infiltrated an assassin into the enemy army. You may reveal this secret just before the first turn of one battle. The enemy warlord suffers a single attack from the assassin. This is resolved as a d6 attacks, poisoned (2+), with an AP value of a d6.
Sly tactician: Your warlord has an uncanny knack for anticipating enemy dispositions. This allows him to place his own units in defilade for opening salvoes. This is revealed after deployment but before the first turn is taken. On the first turn of the game, any of your units who have not moved, receive Shrouded (+2 to their cover saves, this means a unit in the open still receives a 6+ cover save).
Master of the feint: Your warlord is a master of feinting an attack in one area, while massing in another. This may be revealed after all units have been set up, but before the first turn is taken in a battle. You may then re-position d3 units (this can be a vehicle) by moving it to any spot within your deployment zone.
Secret lost tech: Your warlord knows of an ancient artifact lost in a battle millenia ago in the Forlorn sector. You may reveal this at the beginning of any battle BEFORE forces are deployed. Your opponent is allowed to place a token on the board representing this item. The token must be placed in the neutral portion of the table, at least 6 inches from any deployment zone and the table edges. If your warlord (and only your warlord) reaches this spot, you may choose following upgrades: Raise a weapon by +1 S and lower its AP by 1; add poisoned 3+ to a weapon; increase the shots or attacks of a weapon by 1; increase your warlord's invulnerable save by 1 (or give them a 4+ invuln save if they lack one); make your warlord a level one psycher, or increase psycher level by one.
Campaign Agendas: Each army has a specific reason for fighting in the forlorn sector. Accomplishing these agendas earns bonus victory points. Each of these is one use (unless chosen a second time after a mega battle)
Gather intelligence: Your warlord has been tasked with gathering information on one enemy army. At the end of any battle, you may reveal this secret. You gain an extra campaign victory point for each of your units within 12 inches of the opposing table edge. It is assumed this unit spied on the enemy camp, etc.
Lost heirloom, relative's body, tome of knowledge, etc: Long ago, your warlord's family lost something significant to them. At the end of any turn you may reveal this secret. Roll a d6. If the number rolled is LESS than or EQUAL too double the number of ruins you control, you have found the missing item and gain two victory points for each ruin you control.
Lost tribe, ship of refugees, patrol, etc: Your warlord has been tasked with finding a lost fragment of your people. You may reveal this at the end of any turn. You gain two victory points for each of the outlaw tiles you control.
Personal wealth: Your warlord is using this campaign to fill his coffers to support his next conquest. At the end of any turn you may reveal your secret, and gain an extra victory point for each of the hive cities you control. Furthermore, the turn you reveal this secret, you do not have to roll to see if rumors emerge.
Conquer: Your force's goal is to conquer and subjugate in the name of his chosen god, emperor, greater good, etc. At the end of any turn you may reveal this agenda. You earn an extra VP for each territory you control.
Homeworld: your force is seeking a homeworld. Whether fleeing their own government, the last refugees of a doomed world, or simply wanting their own base to operate from, you seek complete dominance of at least one body in the system. If you control every tile on a moon or planet at the end of a turn, reveal this and gain 2d6 bonus VP's.
The aptly named Forlorn system sits on the fringe of known space, dangerously close to the Eye of Terror. Worse, its location lies on the far side of one of the Eye's long tendrils, and is at best a long round about journey, and frequently isolated completely. It also holds the ruins of an alien empire, and thus is valuable. Each of your warlords has a reason to lead his forces there, and after a long strenous journey has arrived to find the system once again surrounded by the unpredictable warp storms. No option remains but to conquer the system and hope the Eye once again bypasses it.
Forces: Armies are to be built to 1850 points. Players should pick a warlord and give him a suitable background. Army lists can change after each of the mega-battles (see below).
Game turns. Each game turn will coincide with Tom's visits. The turn will end on Saturday just before we roleplay. Battles may be fought at any time between. Tom usually has Friday night and Saturday morning/afternoon for his battles, so we will have to work things out.
Start of game: Each player receives 4 flags to place on the map. These flags may be placed on more than one planet, but multiple flags upon a planet must be placed adjacent to each other.
Turn Sequence: During a turn each player may challenge another player (a player does not have to challenge). Challenges are done in the opposite order of VP's. Challenges follow these rules:
The challenger chooses a territory controlled by the challenged player. This may be any territory, as long as the challenger has a flag on that planet. If the challenger wins, and controls a territory adjacent to the one fought over, he may replace the loser's flag with his own. If the challenger does not have an adjacent territory, the loser keeps his territory, but does not receive its benefits this turn, AND the challenger places a flag adjacent to his closest territory to the one fought over.
If the challenged player wins, and the challenger has a territory adjacent to the one fought over, he may replace the loser's flag with his own. If the challenger does not control a territory adjacent, the challenged player may place a flag adjacent to a territory he controls.
A player may fight as many battles as they wish in a turn, but only one may result in flag's being replaced or placed.
At the end of each turn, each player (starting with the player who has the fewest flags) may place a flag on any empty zone adjacent to one they control.
Once flags are placed, victory points are added up. Players receive one victory point for each flag, and one for each battle they won. Bonus victory points are gained if a player achieved any of his hidden agendas in battle this turn.
A player who is not available for a turn simply misses that turn, no big deal. A player who is challenged and does not make arrangements for the battle before the turn ends is considered to have forfeited that battle. We will work this out, as there may be exceptions etc.
Why have flags?
A player who challenges for a territory he has flags next to, receives +1 to the seize the initiative role for EACH flag he has touching that territory.
Mega confrontations:
After two or three turns are complete (or whenever we feel like it), some sort of special mega battle will be fought over a strategic objective. Players may participate or not. These battles will be fought with 1000 point armies with no restrictions.
Suggested mega battles:
Opening Planetstrike: A mega battle in which the vanguard of each player's army attempts to secure the main starport for the sector. The winner of this battle starts the game controlling a starport, and in addition places the first flag for set-up.
The Asteroid mining complex: A series of asteroids with buildings etc. Space hulkish. Reward, control of the Asteroid mines and their facilities. Once taken, the defense batteries are put online, and this cannot be lost.
The crashed alien ship: A battle fought over some ancient alien ship with “secret” tech. Each player, chosen in the order they finished scoring in the battle, chooses one of the following, with no duplicates;
1: One unit (may be a vehicle) gains +1 armor save (max of 2+) or +1 Armor factor on one side if a vehicle (max of 14).
2: One model (this may be a vehicle) gains +1 to its invulnerable save (max of 3+), or an invulnerable save of 5+.
3: One character gains bionic implants, and may add one to their attacks or wounds.
4: Mind meld: A psycher in the player's army has mind melded with an alien, and now may choose their psychic powers rather than roll for them.
The Arena: Unknown to the armies, this sector is frequently raided by the mysterious Quasar Corsairs. Using technology long lost to even the Eldar, they swoop in and kidnap mighty heroes to fight in their arenas. This will be a battle royal between warlords (or a stunt double if your warlord sucks, but it must be a character from your basic 1850 army). We'll come up with some rules on turn sequence and such. I suggest a roll off each turn, and that all heroes have the Hit and run and It will not die abilities.
Ideas for planets surface:
Spaceport: (6)
Although the warp storm prevents lifting for interstellar journeys, intra system travel is possible. A player who controls a spaceport can challenge any other player on any planet, and may place a single flag anywhere at the end of a turn.
Heavy metal Asteroid mines and facilities: (1 unique)
(A player MUST control all three rocks of the Asteroid Mines to gain the benefit)
These mines produce some of the heaviest, densest metals known in the universe. Armor or weapons made from these metals are stronger than any other. The player who controls the Asteroid mines may nominate one unit (this can be a vehicle) to be armed with ammo made from these heavy metals. These weapons have their strength raised by 1. These can be either shooting or melee weapons.
Lazertech manufactorum: (3)
Lazertech manufactures materials using the ore from the Asteroid mines. This material can be honed into the finest tolerances known in the universe. The controller of a manufactorum may designate one unit (this may be a vehicle) to be armed with weapons manufactured at Lazertech. This unit's weapons have their AP value lowered by 1 (so an AP 5 bolter becomes AP 4 an AP 3 power sword becomes AP2 etc, weapons with no AP are not affected).
Communication Node: (2)
Fast communication is a valuable asset in the moments leading up to a battle as satellite imaging can show enemy disposition. The controller of a communication node gains +1 to the roll to seize the initiative.
Power plant: (2)
This facility produces high yield batteries and fuel of all types, as well as powering the grid. Your vehicles gain +2 inches of movement.
Shield Generator: (0)
This facility originally projected a shield protecting some strategic location from orbital bombardment. It can be re-purposed for several different uses. When fighting a battle on a planet where one player controls a shield generator, the controller may use the shield generator for one of the following purposes:
1: The player may designate one unit as protected by the shield. This unit gains slow and purposeful and now has a 5+ invulnerable save against shooting only.
2: The shield may be expanded to cover the entire battlefield. This prevents orbital bombardments and Deep Strikes. Any unit that normally deep strikes must be set up on the board during deployment. This does not affect flyers BUT once a flyer enters the shield's area, it cannot zoom and must hover.
3: The shield may be tuned to disrupt communications. All reserve rolls add one to the roll. In addition, lack of communication can hinder commanders trying to mass their units for battle. Each player must designate d3 units that start in reserve.
Hive City: (4)
Governing a hive city can be extremely lucrative, as tariffs, tithes and corruption abound. The controller of a hive city may partake of this and gain an extra d3 victory points per turn. However, this comes at a dangerous cost. This type of abuse is often frowned upon by common troops, honorbound marines, the greater good, etc. For each hive city where a player takes the extra VP's, he rolls his d3, then rolls a d6. If the d6 is LESS than the d3, rumors of his corruption have spread. His army suffers -1 to their leadership characteristic for the next battle.
Control of one of the mega-hive cities also gives a player knowledge of the city's passages. In a battle for a hive city controlled by one player, the controlling player may nominate two units who may deploy using the infiltrate rules. These can be any type of unit.
Hydrofoil shipping, Cog rail network, Hover transports, etc: (1)
These represent whatever infrastructure exists on the planet, and allows the controlling player to reinforce his forces quickly. The controlling player may spend 100 extra points (this may be a separate unit or points added to an existing unit). This unit must start the game in reserve, and subtracts one from its reserve dice rolls (this means it shows up on turn 2 on a 4 not a 3, etc etc.)
Mine Facility: (0)
This can be a strip mine, deep shaft mine, or drilling well, it doesn't matter. Your force has access to raw materials. This can be used to gain d3 victory points each turn OR, once per battle, allow a unit to re-roll all of its shooting dice. (This represents prodigious ammunition supplies)
Ancient ruins (6)
These mysterious places may contain all manner of technology. A player who places a flag on a ruin rolls a d6 immediately to see if anything was found. Consult the following chart:
1 Booby trapped! The aliens have left active defenses. Next battle (and only next battle), the player must remove 1d6 models from his army. This represents men lost to the defenses.
2 Ancient transporter! The players flag is transported to any unclaimed hex.
3 Nothing of interest found
4 Labs and workshops found! They need further study. The player may roll again next turn at +1 (this is cumulative if rolled a second time). If a battle is fought over the ruins, whoever wins the battle makes this roll at +1.
5 Technological breakthrough! The tech discovered is worth much to society. The player gains 1d6 victory points.
6 Alien base! The player chooses TWO other tile types. Both apply to this hex.
Outlaw Station: (2)
Outlaw stations are gatherings of people off the grid. They may include pirates, crash survivors, or simply independent settlers who avoid government entanglements. They have survived through cunning and subterfuge. A player who takes an outlaw settlement may do one of the following (this decision must be made immediately):
1: Destroy it in the name of their faction as an unacceptable focus of rebellion; Slaughter the inhabitants in some sort of ritual; Assimilate the people into your own faction for their own good; or simply feed off the flesh. This gains the player 1d3 extra victory points.
2: Use the inhabitants knowledge of secret paths. In any battle fought on this planet, the player may nominate one unit as flanking (it does not matter if the unit has scout or not). This unit gains a +1 on its reserve roll, and begins rolling on turn one rather than turn two (so the unit shows up on turn one on a 3+, turn two on a 2+ and 2+ all turns after).
Planetary Polar fortress: (1 unique)
These facilities contain huge naval missiles designed to see off any invading fleet. A player fighting a battle on a planet where he controls a Planetary Polar Fortress gains a once per battle orbital strike (large blast, S8, AP1, Armourbane). This attack deviates as normal with NO BS subtracted from the dice. It is fired during any owning players shooting phase.
Drug Laboratory: (1 unique)
Whether producing anti-aging treatments, simple medicines, or illegal narcotics, control of a drug laboratory can be very lucrative. A player controlling the drug laboratory can either gain d3 VP's per turn OR nominate one of their units who has used the labs product. They gain one (and only one) of the following abilities: Rage (+2 attacks instead of one when charging), Feel no Pain 5+, Fearless, Eternal Warrior (cannot be killed by high strength weapons), or Hatred (choose one enemy codex, the unit re-rolls all to hit and to wound rolls of one)
The Ancient Runic Gate: (1 Unique)
This item is unique to the jungle board. To control the gate the player must control both tiles it is on. Controlling the runic gate allows the player to deep strike a single unit (this can be ANY unit, even vehicles) onto the board on the second turn of the game. When doing so roll a d6. On a 1 it scatters per deep strike rules, 2-5 means no scatter, and a 6 means it has disappeared to parts unknown and is lost for the battle.
Secret motivations: These are secret reasons for your army or warlord to be fighting here. Each player chooses one from EACH of the following lists. Secrets are written down and stored in the secrets envelope. When they may be revealed is explained in each case, and secrets may be changed once each mega battle.
Personal Agendas: Each warlord will have some motive for fighting in the sector chosen from the following list. These secrets aid directly in battle.
Warrior's spirit: Your warlord thirsts for battle, and desires the feel of personal conflict. You may reveal this during a melee involving your warlord. Your warlord gains the Eternal Warrior ability (he is immune to instant death) as well as gaining the Smash ability (his attacks are all AP2, he may sacrifice all attacks for a single attack as a D weapon attack).
Bounty hunter, heinous criminal, personal vendetta, etc: there is a price on the head of an enemy warlord, an enemy warlord has committed crimes too horrible to describe against your people, or perhaps, he slept with your sister. In any case, he must pay! The enemy warlord cannot refuse a challenge from your warlord. Furthermore, in that challenge, your warlord gains Feel no Pain (5+) as well as Hatred (re-roll misses the first round of combat). If you kill this warlord you gain d6 Vp's.
Traitor hidden among the enemy: Your warlord has turned a member of the enemy army. You may reveal this just before the first turn of any battle. You automatically seize the initiative for that battle. This must be used before you roll to seize the initiative.
Assassin: Your warlord has infiltrated an assassin into the enemy army. You may reveal this secret just before the first turn of one battle. The enemy warlord suffers a single attack from the assassin. This is resolved as a d6 attacks, poisoned (2+), with an AP value of a d6.
Sly tactician: Your warlord has an uncanny knack for anticipating enemy dispositions. This allows him to place his own units in defilade for opening salvoes. This is revealed after deployment but before the first turn is taken. On the first turn of the game, any of your units who have not moved, receive Shrouded (+2 to their cover saves, this means a unit in the open still receives a 6+ cover save).
Master of the feint: Your warlord is a master of feinting an attack in one area, while massing in another. This may be revealed after all units have been set up, but before the first turn is taken in a battle. You may then re-position d3 units (this can be a vehicle) by moving it to any spot within your deployment zone.
Secret lost tech: Your warlord knows of an ancient artifact lost in a battle millenia ago in the Forlorn sector. You may reveal this at the beginning of any battle BEFORE forces are deployed. Your opponent is allowed to place a token on the board representing this item. The token must be placed in the neutral portion of the table, at least 6 inches from any deployment zone and the table edges. If your warlord (and only your warlord) reaches this spot, you may choose following upgrades: Raise a weapon by +1 S and lower its AP by 1; add poisoned 3+ to a weapon; increase the shots or attacks of a weapon by 1; increase your warlord's invulnerable save by 1 (or give them a 4+ invuln save if they lack one); make your warlord a level one psycher, or increase psycher level by one.
Campaign Agendas: Each army has a specific reason for fighting in the forlorn sector. Accomplishing these agendas earns bonus victory points. Each of these is one use (unless chosen a second time after a mega battle)
Gather intelligence: Your warlord has been tasked with gathering information on one enemy army. At the end of any battle, you may reveal this secret. You gain an extra campaign victory point for each of your units within 12 inches of the opposing table edge. It is assumed this unit spied on the enemy camp, etc.
Lost heirloom, relative's body, tome of knowledge, etc: Long ago, your warlord's family lost something significant to them. At the end of any turn you may reveal this secret. Roll a d6. If the number rolled is LESS than or EQUAL too double the number of ruins you control, you have found the missing item and gain two victory points for each ruin you control.
Lost tribe, ship of refugees, patrol, etc: Your warlord has been tasked with finding a lost fragment of your people. You may reveal this at the end of any turn. You gain two victory points for each of the outlaw tiles you control.
Personal wealth: Your warlord is using this campaign to fill his coffers to support his next conquest. At the end of any turn you may reveal your secret, and gain an extra victory point for each of the hive cities you control. Furthermore, the turn you reveal this secret, you do not have to roll to see if rumors emerge.
Conquer: Your force's goal is to conquer and subjugate in the name of his chosen god, emperor, greater good, etc. At the end of any turn you may reveal this agenda. You earn an extra VP for each territory you control.
Homeworld: your force is seeking a homeworld. Whether fleeing their own government, the last refugees of a doomed world, or simply wanting their own base to operate from, you seek complete dominance of at least one body in the system. If you control every tile on a moon or planet at the end of a turn, reveal this and gain 2d6 bonus VP's.
Planet descriptions
Forlorn:
Once a major Imperium outpost fueling the Justinian Crusade, Forlorn now lies ignored, cut off from easy travel by a rogue warp storm. Almost a century has passed since the last Imperial governor was killed by raiders, and the planet has broken into fractious elements. Giant sea predators called leviathanicae hunt the waters and make any travel by even the largest ship impossible, while bandits, raiders, and petty warlords have all but cut overland travel.
Rules:
Forlorn is a planet with three separate continents, an earth-like atmosphere, and all climates. Battles fought on Forlorn have no special rules.
Kronos XII: (the red moon)
Kronos is a waterless rock with a heavy concentration of low grade metals. It has a thin atmosphere heavily polluted by waste from the numerous mining operations. High winds scour the landscape and dust storms are an everyday occurance.
Rules:
Battles fought on Kronos are generally fought in a dust storm. Before the die is rolled to determine who sets up first, roll a die and consult the following chart;
1-2 The weather is clear, no effects
3-5 Mild sandstorm, ranged attacks fired at more than half the weapons range suffer -1 BS.
6 Major sandstorm, all ranged attacks suffer -1 BS.
Basilisk IV: The death moon
Once a lifeless rock, Basilisk was an experiment in terraforming. It was too succesful. Rapid gene growth among its flora and fauna have resulted in aggression in all life forms and a constant battle for limited resources. Saw ferns, strangle vines, poisonous frogs the size of a man, nothing on the moon lacks a way to defend itself or its territory.
Yet, this same chaos creates a dozen different compounds key to anti-aging drugs and other less socially acceptable narcotics. A successful venture can net millions of credits...and lost comrades.
Rules:
Basilisk IV is a death world. All terrain features are treated as Hostile terrain. A unit entering or moving within rolls a die for each model; on a six it suffers a S4 hit. Vehicles suffer a single hull point AND a roll on the vehicle damage chart with no modifiers.
Colossus: The stone giant
Colossus is a giant rock. It has no atmosphere, water, or anything but sand, stone and other minerals. Mines run deep below its surface after its abundant precious metals.
Rules:
Since Colossus lacks an atmosphere, it is assumed all units have suits or adaptations for its surface. However, this makes even the tiniest damage fatal. All attacks on Colossus (ranged and melee) are rolled at +1 strength.
Furthermore, Colossus is extremely unstable. Before a battle but AFTER both sides have set up, roll a die and consult the table;
1-2 No activity, no effect.
3-5 Tremors. Each player chooses one of his opponent's units (not a vehicle). It must roll an initiative check. If it is failed, they are considered to have “gone to ground” on the first turn. They cannot move, receive +1 cover save, and can only fire snapshots.
6 Quake. Choose one of your opponents units. That unit suffers a d6 strength 4 hits. Saves allowed. You may choose a vehicle. It suffers a single strength 4 hit with Armourbane (roll two dice to see if it is damaged)
Kronos XII: (the red moon)
Kronos is a waterless rock with a heavy concentration of low grade metals. It has a thin atmosphere heavily polluted by waste from the numerous mining operations. High winds scour the landscape and dust storms are an everyday occurance.
Rules:
Battles fought on Kronos are generally fought in a dust storm. Before the die is rolled to determine who sets up first, roll a die and consult the following chart;
1-2 The weather is clear, no effects
3-5 Mild sandstorm, ranged attacks fired at more than half the weapons range suffer -1 BS.
6 Major sandstorm, all ranged attacks suffer -1 BS.
Colossus: The stone giant
Colossus is a giant rock. It has no atmosphere, water, or anything but sand, stone and other minerals. Mines run deep below its surface after its abundant precious metals.
Rules:
Since Colossus lacks an atmosphere, it is assumed all units have suits or adaptations for its surface. However, this makes even the tiniest damage fatal. All attacks on Colossus (ranged and melee) are rolled at +1 strength.
Furthermore, Colossus is extremely unstable. Before a battle but AFTER both sides have set up, roll a die and consult the table;
1-2 No activity, no effect.
3-5 Tremors. Each player chooses one of his opponent's units (not a vehicle). It must roll an initiative check. If it is failed, they are considered to have “gone to ground” on the first turn. They cannot move, receive +1 cover save, and can only fire snapshots.
6 Quake. Choose one of your opponents units. That unit suffers a d6 strength 4 hits. Saves allowed. You may choose a vehicle. It suffers a single strength 4 hit with Armourbane (roll two dice to see if it is damaged)
Forlorn:
Once a major Imperium outpost fueling the Justinian Crusade, Forlorn now lies ignored, cut off from easy travel by a rogue warp storm. Almost a century has passed since the last Imperial governor was killed by raiders, and the planet has broken into fractious elements. Giant sea predators called leviathanicae hunt the waters and make any travel by even the largest ship impossible, while bandits, raiders, and petty warlords have all but cut overland travel.
Rules:
Forlorn is a planet with three separate continents, an earth-like atmosphere, and all climates. Battles fought on Forlorn have no special rules.
Kronos XII: (the red moon)
Kronos is a waterless rock with a heavy concentration of low grade metals. It has a thin atmosphere heavily polluted by waste from the numerous mining operations. High winds scour the landscape and dust storms are an everyday occurance.
Rules:
Battles fought on Kronos are generally fought in a dust storm. Before the die is rolled to determine who sets up first, roll a die and consult the following chart;
1-2 The weather is clear, no effects
3-5 Mild sandstorm, ranged attacks fired at more than half the weapons range suffer -1 BS.
6 Major sandstorm, all ranged attacks suffer -1 BS.
Basilisk IV: The death moon
Once a lifeless rock, Basilisk was an experiment in terraforming. It was too succesful. Rapid gene growth among its flora and fauna have resulted in aggression in all life forms and a constant battle for limited resources. Saw ferns, strangle vines, poisonous frogs the size of a man, nothing on the moon lacks a way to defend itself or its territory.
Yet, this same chaos creates a dozen different compounds key to anti-aging drugs and other less socially acceptable narcotics. A successful venture can net millions of credits...and lost comrades.
Rules:
Basilisk IV is a death world. All terrain features are treated as Hostile terrain. A unit entering or moving within rolls a die for each model; on a six it suffers a S4 hit. Vehicles suffer a single hull point AND a roll on the vehicle damage chart with no modifiers.
Colossus: The stone giant
Colossus is a giant rock. It has no atmosphere, water, or anything but sand, stone and other minerals. Mines run deep below its surface after its abundant precious metals.
Rules:
Since Colossus lacks an atmosphere, it is assumed all units have suits or adaptations for its surface. However, this makes even the tiniest damage fatal. All attacks on Colossus (ranged and melee) are rolled at +1 strength.
Furthermore, Colossus is extremely unstable. Before a battle but AFTER both sides have set up, roll a die and consult the table;
1-2 No activity, no effect.
3-5 Tremors. Each player chooses one of his opponent's units (not a vehicle). It must roll an initiative check. If it is failed, they are considered to have “gone to ground” on the first turn. They cannot move, receive +1 cover save, and can only fire snapshots.
6 Quake. Choose one of your opponents units. That unit suffers a d6 strength 4 hits. Saves allowed. You may choose a vehicle. It suffers a single strength 4 hit with Armourbane (roll two dice to see if it is damaged)
Kronos XII: (the red moon)
Kronos is a waterless rock with a heavy concentration of low grade metals. It has a thin atmosphere heavily polluted by waste from the numerous mining operations. High winds scour the landscape and dust storms are an everyday occurance.
Rules:
Battles fought on Kronos are generally fought in a dust storm. Before the die is rolled to determine who sets up first, roll a die and consult the following chart;
1-2 The weather is clear, no effects
3-5 Mild sandstorm, ranged attacks fired at more than half the weapons range suffer -1 BS.
6 Major sandstorm, all ranged attacks suffer -1 BS.
Colossus: The stone giant
Colossus is a giant rock. It has no atmosphere, water, or anything but sand, stone and other minerals. Mines run deep below its surface after its abundant precious metals.
Rules:
Since Colossus lacks an atmosphere, it is assumed all units have suits or adaptations for its surface. However, this makes even the tiniest damage fatal. All attacks on Colossus (ranged and melee) are rolled at +1 strength.
Furthermore, Colossus is extremely unstable. Before a battle but AFTER both sides have set up, roll a die and consult the table;
1-2 No activity, no effect.
3-5 Tremors. Each player chooses one of his opponent's units (not a vehicle). It must roll an initiative check. If it is failed, they are considered to have “gone to ground” on the first turn. They cannot move, receive +1 cover save, and can only fire snapshots.
6 Quake. Choose one of your opponents units. That unit suffers a d6 strength 4 hits. Saves allowed. You may choose a vehicle. It suffers a single strength 4 hit with Armourbane (roll two dice to see if it is damaged)