+ All Categories
Home > Documents > Warrington Warlords Campaign

Warrington Warlords Campaign

Date post: 08-Apr-2018
Category:
Upload: bathos01
View: 236 times
Download: 0 times
Share this document with a friend

of 22

Transcript
  • 8/7/2019 Warrington Warlords Campaign

    1/22

    1

    Warrington Warlords

    Planetary Empires

  • 8/7/2019 Warrington Warlords Campaign

    2/22

    2

    Warrington Warlords

    Planetary EmpiresWelcome to the Warrington Warlords Planetary Empires

    Campaign

    The goals of this campaign are primarily to have fun, but also to introduce new members

    to the club, promote team building and some aspect of levelling and role-playing. Fluffbuilding and army progression is highly promoted!

  • 8/7/2019 Warrington Warlords Campaign

    3/22

    3

    TEAMS

    Players will organise themselves into teams of 2. 6 slots will be allocated for the initialteams. Teams are encouraged as it not only helps promote stories and group dynamics,

    but also allows the team to progress as long as at least 1 player is able to play. Each teammember is allocated 750 points to spend using the standard force organization chart. This

    means that each team will have a 1500-point army.Each player is to bring 500 extra points (in 50 to 100 point increments) to be used as

    reinforcements.

    No named characters are allowed, as we will be creating our own commanders who

    will advance during the campaign. (See Commander rules below).

  • 8/7/2019 Warrington Warlords Campaign

    4/22

    4

    COMMANDERSAt the beginning of the campaign, each player should choose a single character that will

    serve as the army's 2 generals for the duration of the Planetary Empires campaign. Eachcharacter should be given a name. Commanders may not be vehicles, though they may be

    mounted on bikes or cavalry.Characters cost increases in accordance to its Experience. Its total cost equals the cost of

    the character and any equipment that he has, plus the total number of Experience pointsspent.

  • 8/7/2019 Warrington Warlords Campaign

    5/22

    5

    ADVANCEMENTThe commander gains 1 Experience point in each game he participates in that he does not

    die or flees off of the table. During each game, the commander can earn 1 additionalexperience point for each action if he or the unit he is in accomplishes.

    Slaying an enemy character or monster.

    Forcing an enemy unit to route.Surviving the battle without suffering any wounds and not fleeing at the end of the game.

    Successfully conquering a tile.

    Each time a commander earns 3 Experience points, the player may spend these points to

    make a roll on the Character Advancement table (below). The bonus rolled is applied tothat character for the duration of campaign.

  • 8/7/2019 Warrington Warlords Campaign

    6/22

    6

    SKILLSSkills are useful, if common, abilities able to be taken by your character. Skills follow the

    same rules as the Universal Special Rule with which they share a name. The list of skillsand any additional requirements, are as follows:

    Counter-Attack

    Eternal Warrior (Requires Toughness 4)

    Fearless

    Fleet (Requires Initiative 4)Hit & Run (Requires Jump Infantry, Cavalry, or Bike)

    Infiltrate (Requires Mover Through Cover, Scouts, or Stealth)Move Through Cover (Requires Initiative 4)

    Acute Senses

    Preferred Enemy

    Relentless (Requires Slow and Purposeful OR Strength 6)

    Scouts

    Skilled Rider (Requires Cavalry or Bike)

    Slow and Purposeful

    Stealth

    Stubborn

    Tank Hunters

  • 8/7/2019 Warrington Warlords Campaign

    7/22

    7

    LEGENDARY ABILITIESLegendary Abilities represent truly unique abilities and skills possessed by only a handful

    of mighty warriors.Note: Some of these abilities grant bonuses to the army as a whole, or to other units

    within your army. These abilities may not be used if the character is not included in thearmy, or has to sit on the sidelines due to an injury.

    Blademaster Hits in close combat have the Rending special rule.

    Counterstrike For every roll of '1' to hit this character in close combat, enemy unitsimmediately suffer an automatic hit at the users base Strength.

    Bionic Strength The character may wield initiative reduced weapons (powerfists, etc) attheir normal initiative.

    Dodge You gain a 5+ invulnerable save.Double Tap This character may fire one additional shot per turn if he does not move and

    does not have a Heavy Weapon.Coordinated Assault All friendly units within 6" of this character gain +1 Attack.

    Fearsome Reputation When this character assaults a unit, they must immediately makea Morale test. If they fail, they must fall back.

    Flurry Instead of making his normal attacks, this character may inflict a single automatichit on all enemy models in base contact.

    Gunnery Sergeant All friendly units within 6" of this character gain +1 Ballistics Skill.Mentor All friendly units within 6" of this character gain +1 Weapon Skill.

  • 8/7/2019 Warrington Warlords Campaign

    8/22

    8

    Outmaneuver After deployment, choose a single infantry or vehicle unit in your army.That unit has the Scouts special rule for the duration of the battle.

    Practiced Psyker The character may use one additional Psychic power each turn.

    Regeneration At the start of your turn, as long as this character is still alive, roll a D6 for

    each Wound that he has lost: for every 5 or 6 rolled, he recovers a single Wound.

    Retinue Choose one Elite choice from your Codex. When this character is included inyour army, you may include that type of unit as a Troops choice.

    Sharpshooter Enemies may not take cover saves against shots from this character.

    Sniper Wounds caused by this character's Shooting attacks are allocated by hiscontrolling player, rather than the opposing player.

    Superior Tactician You may re-roll dice rolls for picking deployment areas, seeing whogoes first, and for reserves.

    Tactical Precision If this unit arrives by Deep Strike, it scatters 1 D6" less than normal.Tank Commander This character may replace the crew of a tank. The tank may use his

    Ballistic Skill. If the tank suffers a vehicle destroyed result, then this character is slain.

  • 8/7/2019 Warrington Warlords Campaign

    9/22

    9

    SLAIN CHARACTERSAfter each battle fought as part of the campaign, roll a D6 for any of your characters that

    have been slain in battle (not fleeing or have fled from the table). If you won the game, a+1 bonus is added to your roll.

    1 Serious Injury - The character has survived but is greatly weakened by his injuries. He

    permanently loses 1 Wound and 1 point of Toughness from his starting profile for theduration of the campaign and cannot participate in battle for the next game his army

    participates in.2 War Wound - The character has survived but is weakened by his injuries. Roll a D6.

    1: Blind in one Eye The character takes a -1 to BS.2-3: Broken HandThe character takes a -1 to WS.

    4-5: Head Injury The character take a -1 to In.6: Post Traumatic The character gains the Rage special rule.

    3 Slow Recovery - The character has survived, but must rest and recover his strengthbefore returning to the battlefield. He may not participate in the next game his army

    participates in.4 Traumatized - The near death experience has shaken the warrior. He looses 2

    Experience points, but is otherwise able to return to duty.

    5 Full Recovery - Despite his wounds, the character has made a full recovery and is

    ready for battle in the next game.6+ What Doesn't Kill Me - The character gains +1 Experience point.

  • 8/7/2019 Warrington Warlords Campaign

    10/22

    10

    RecoveryRoll a D6 after each game the injured character takes part in. On a roll of 5-6, the

    character has been fully healed and no longer suffers any of the injuries and penaltiesreceived during the campaign.

    Death If a character's Wounds or Toughness is reduced to 0, the character is dead. Youmay create a new character to take his place, though this character starts with 0experience.

  • 8/7/2019 Warrington Warlords Campaign

    11/22

    11

    MAP GENERATION

    Each team will receive 1 spaceport tile, 5 blank tiles and 10 flags of their colour, thesecan be arranged by the team in any formation they wish.

    The team also receives 50 Resource Points (RP) to be spent on building construction or

    held in reserve to be spent on stratagems. (see pages 17 and 19)

    Once each team has created their section of map, they will all be joined together to make

    the full map.

    New players can be added to the campaign by simply creating a new map from the tilesabove. This map is then attached by the new team to the main map.

    Drop outsIf you manage to lose your team-mate for any reason on a night, you have 3 options.1 Bathos will step in and play as a mercenary team-mate.

    2 If I am not available I can supply 750 points of Guard mercenaries to play with.3 bring your own extra 750 points to make a single 1500-point army.

  • 8/7/2019 Warrington Warlords Campaign

    12/22

    12

    PHASES

    Each month, we will meet up and on sort through the following phases.

    1. End of Round

    Based on their win/loses, players are able to perform actions such as capturing the other

    opponents tiles or constructing buildings. The first week will be the set-up, instead of theEnd of Round actions.

    2. Events

    Before each battle each team will roll a D6 to pick one of the following events.

    3. Challenges + Stratagems

    Challenges are announced and stratagems are purchased. Every team must challengeanother team at least once.

  • 8/7/2019 Warrington Warlords Campaign

    13/22

    13

    FIRST MONTH SET UP

    For the first month, the End of Round will be replaced by tile set-up phase.

    We will start with 6 teams. Each team will be given a spaceport tile, 5 blank tiles and 10team flags. These will be made into the campaign map a described above.

  • 8/7/2019 Warrington Warlords Campaign

    14/22

    14

    EVENTS

    Before each battle each team will roll a D6 to pick one of the following events.

    1. Immoral Victory

    Your first drawn game counts as a win result.

    2. Disaster

    Pick one team. Roll a D6 for each building in his possession (excluding spaceports). On aroll of 1, the building is removed.

    3. All or Nothing

    You will receive an additional D3 chances to capture if you do not lose a battles thisround. If any battles are lost, you will suffer a Disaster result (rolled at the End of Roundphase)

    4. Scouts

    You will get to re-roll your deployment to go first or second in your battles this round.

    5. Land Grab

    The first tile that you wish to conquer will be done so at a +1 to your dice roll.

    6. Diplomacy

    Pick one team. They may not challenge you in this round.

  • 8/7/2019 Warrington Warlords Campaign

    15/22

    15

    CHALLENGES

    You may only capture the tiles of the team that you fight with, or if there are free tileswhen players drop out. To be eligible to capture a tile, you must win a battle against your

    chosen opponent. before you chose which army is to be played, you and your opponentwill compare tiles/assets to see if you have battle bonuses. Compare the points you have

    against the points your opponent has. Refer to the charts below for detailed army specificassets.

  • 8/7/2019 Warrington Warlords Campaign

    16/22

    16

    ALLIES

    All bonus points may be used in 2 ways: to boost your own army points, or to purchaseallies. Allied units bought in this manner may be played by yourself or by another

    member in your own team and may consist from armies from either of your codexes orthe mercenary (imperial Guard) codex.

    END OF ROUND

    Players will submit their results at the End of Round phase each turn. Each win each team

    has scored allows them a chance to roll on the following table.

  • 8/7/2019 Warrington Warlords Campaign

    17/22

    17

    RESOURCESAt the end of each turn, your force recovers and reaps the benefits of their territories. Roll

    3D6, plus an additional 1D6 for each tile you control. This is your income for the turn.Income is measured in Resource Points (RP).

    BUILDINGS

    At the start of the campaign, each team can buy a number of power stations, shieldgenerators, command bastions and manufactorums and will be able to add more as the

    campaign progresses.These pieces have an important impact on how each army will perform in the battles they

    fight, as described below. Capturing or building the right pieces is therefore vital to yoursuccess.

    CONSTRUCTION

    One structure may be built each turn. The player must pay the listed Resource Points andmay then place the structure in any territory that they control.

  • 8/7/2019 Warrington Warlords Campaign

    18/22

    18

    Power Station - 10 RP to build Power Stations provide the power needed to maneuver

    your troops into position before battle. For every Power Station controlled, you gain a +1to dice rolls for picking deployment areas, seeing who goes first, and for reserves.

    Shield Generator - 20 RP to build Shield generators make it much harder to capture the

    tile with the generator and any adjacent tiles (see Conquest table above)Manufactorum - 40 RP to build Manufactorums produce the materials needed to equipand arm additional units for your army. For each Manufactorum controlled, the player

    may add an additional 50 points to their army.Command Bastion - 20 RP to build Command bastions allow an army to be better

    prepared for a battle, and to organise special training and equipment to be issued to someof the troops taking part. A command bastion allows the player to pick one unit in their

    army and give it one of the universal special rules listed in the Warhammer 40,000rulebook. For example, you could say to your opponent, "this unit has the furious charge

    rule". The unit is allowed to use the special rule for the duration of the battle. If you areallowed to choose more than one ability then no unit may be given more than one special

    ability, and each ability you choose must be different.

  • 8/7/2019 Warrington Warlords Campaign

    19/22

    19

    STRATAGEMSOnce one team as challenged another but before the two teams set up each team may

    purchase a stratagem. The defender may purchase a stratagem from the defensive list.The attacker may purchase a stratagem from the offensive list.

    DEFENSIVE STRATAGEMS

    Booby Traps (5 RP)At the start of the game, after terrain is placed, declare that you have placed booby traps

    and secretly write down D3 pieces of terrain that have been booby-trapped in thisfashion. Each terrain piece may only be booby-trapped once. Booby-traps are

    automatically triggered the first time a unit (friendly or enemy) moves into the booby-trapped terrain. When triggered the traps inflict 2D6 S6 hits with an AP of 4. Cover saves

    are not allowed against the traps, as they strike from unexpected angles.

    Force Pylons (5 RP)You may place four markers to represent force pylons on the battlefield, each within 6

    of another pylon. Draw an imaginary line between that pylon and the next nearest pylon no non-vehicle unit may pass through that line, though jump infantry and jetbikes are

    unaffected. A unit with grenades of any kind can use them to temporarily diffuse theforce field such units are also unaffected by the pylons.

    Power Generator (5 RP)

    Select one unit. Once per turn, after rolling to hit that unit may re-roll any failed to hit

    rolls.Trench Network (5 RP)You may place 18 of low walls anywhere within your deployment zone.

    Turreted Stronghold (10 RP) You have an automated turret with the following profile.

    Range Str AP SpecialBattle Cannon 72 8 3 Ordnance, Large Blast

    Armour Front 10 Side 10 Rear 10

  • 8/7/2019 Warrington Warlords Campaign

    20/22

    20

    OFFENSIVE STRATAGEMS

    Darken the Skies (5 RP)You may use this stratagem at the beginning of any turn. Until the beginning of the next

    game turn, the Night Fight rules apply. Furthermore, due to the sudden pall of darkness,

    any Morale tests taken by the defender are at -1 until the beginning of the next game turn.

    Deathstorm (5 RP)

    The deathstorm is rolled for as if it were a unit held in reserve. At the beginning of theShooting phase on the turn the deathstorm arrives, any unit on the battlefield that is not

    inside a building (not a ruin), be it friend or foe, suffers 3d6 hits with S1 and AP6.

    Desperate Last Push (10 RP)

    At the end of the game, the attacker may choose to immediately take an additional turn.

    At the end of that turn, roll a D6. On a roll of 4+ the defender also gets the choice of anadditional turn.

    Ground Observer (10 RP)

    Place a marker anywhere on the table after the defender has set up. This markerrepresents a ground observer. If an enemy model comes within 6 of this marker it is

    immediately removed from play. Whilst the ground marker is still upon the table, theattacker may re-roll any scatter dice, provided the target point is within line of sight of

    the marker.

  • 8/7/2019 Warrington Warlords Campaign

    21/22

    21

    Laserburn (15 RP)Place two coin sized markers within 8 inches of each other. Roll for scatter, though this

    scatter, though this scatter cannot be corrected or rerolled, and you must roll 3D6 insteadof 2D6 to determine scatter. Once the markers

    Planetary Empires: Siege of Exodus Prime

    have been placed, draw an imaginary line between them models touched by the linesuffer D3 S10 hits at an AP of 2. Vehicles that are hit by this attack are hit upon their sidearmour. Mark the affected region with a crater.

    Planetquake Bomb (15 RP)

    The planetquake bomb may be dropped at the beginning of any of your turns. All non-vehicle units upon the battlefield must take a Pinning test, and all buildings on the

    battlefield on the battlefield take a S10 hit.

    Sabotage (5 RP)Attacker chooses an enemy vehicle after the defender has set up and places a sabotage

    marker on it. Any weapon on the vehicle with a sabotage marker must roll a D6 each timeit wishes to fire. On a result of 1-3 it may not fire that turn.

    Smoke Shield (5 RP)

    All models in the open benefit from a 5+ cover save on the turn this Strategem is used. Inthe subsequent turn, all models in the open benefit from a 6+ cover save before the smoke

    disperses. Note that models affected by this stratagem do not count as occupying coverfor the purposes of assaults.

    Terror Tactics (10 RP)

    Roll a dice for each non-vehicle unit in the defenders army that does not have theFearless special rule. On a roll of 2+ that unit must take a pinning test.

  • 8/7/2019 Warrington Warlords Campaign

    22/22

    22

    WINNING THE CAMPAIGN

    The campaign ends the instant a player claims his tenth tile, but only so long as he has

    fought at least one battle against every other player at some point during thecampaign.


Recommended