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Asq_Dak
21-04-2007, 01:09
Right people, I apologise for the long post, but my time working for GW is vastly drawing to a close and I thought I would share with you all the last 40K campaign I am running. And yes, I did actually make and laminate all of the cards.

ABSTRACT

Space Crusade was designed by the staff at Games Workshop Croydon. In essence, we wanted a to play a large 40K game that would involve and rally the gamers to fight the battles for us in our absence. It is very much like a large game of Risk that we staff can play, but instead of rolling dice our gamers fight battles!

To add more spice to the campaign, we revived the old 2nd edition 40K strategy cards, but reworked them to also use the Cities of Death stratagems as well as some more unique ones. Additionally, we devised resources that certain planets in our galaxy could produce. The faction commanders could then issue these cards to their subordinates.

What makes the whole campaign more interesting is that underlying it is the “Rogue Trader” Necromunda campaign designed Croydon Vets. This further enhances the desperation of the conflicts as we allow the armies to benefit from interaction with these rogue traders. In essence, the 40K campaign helps to run the story driven Necromunda campaign.

Text in green represents updates and clarifications I thought of after some play testing.

FACTIONS

The factions for this campaign are as follows:

1. Space Marines

2. Imperial Guard, Witchhunters, Daemonhunters

3. Necrons, Chaos, Tyranids

4. Dark Eldar, Eldar, Orks, Tau.

The factions were chosen as it roughly divided the local gamers into 4 even groups while maintaining some theme.

THE CAMPAIGN TURN

The campaign turn starts on Saturday morning (or Friday evening after all games have been played). The turn is conducted as follows:

1. Claim Systems
2. Collect Resource Cards
3. Deal Strategy Cards
4. Deploy Forces
5. Play Games
6. Rewards and Honours

1. Claim Systems

The faction with the most control points in a system claims it for their faction. In addition, forces in a neutral system with no enemy force present may claim the system for their faction. If a faction is left with no systems at this point it is eliminated. Players of that faction are free to join the remaining factions. Reset the control level of your home system to 10 if you still control it (8 for each if you start with two home systems), and the control level of all other systems you control to 5. All other control levels are reset to zero.

2. Collect Resource Cards

Commanders now collect resource cards corresponding to the systems under their control. They are one use only and then returned to the Resource Card deck.

3. Deal Strategy Cards

The strategy deck is shuffled and 10 strategy cards are dealt to each Commander, if possible. They are one use only and then returned to the Strategy Card Deck.

4. Deploy Forces

Each player of a faction is represented by a force with their name/initials on it. The Faction Commanders now re-deploy their forces by moving each force through any number of warp tunnels that are connected to a friendly system. Forces that are in a system that is not adjacent (by warp tunnel) to a friendly system must move one system towards the closest friendly system. The map for this is similar is shape to those you see in the gothic campaign systems, but think more along the lines of 35 systems!

5. Play Games

Players are free to play anyone from an opposing faction.
If they win, they gain control points for their faction in the system their force occupies equal to the number of forces of their faction in that system.
If they lose, they lose one control point for their faction in that system.

Please note that Faction Commanders are free to nominate any system with a friendly force in it to play a game and adjust the control points in that system. This allows Faction Commanders to at least defend their systems when players don't show up.

For example, Billy's force is in system B with 2 other friendly foces, and wins a game against Alphie in system A (who happens to be with 1 other friendly force). Billy's faction gains 3 control points in system B and Alphie's faction only loses 1 control point in system A.

6. Rewards and Honours

Faction Commanders may bestow rewards and honours to their generals for excellent service. They may give out no more than 3 per week. Examples are reduced cost wargear for an army general (such as an Iron Halo that costs 10pts instead of 25pts).

PLANTETARY RESOURCE CARDS (12):

There are 12 varieties. There will be a number of duplicates of each card equal to the number of weeks in the campaign. These cards may be given to your force leaders. They are one use only and once used they are returned to the Resource Card deck. They may be kept from turn to turn, and traded with other factions through use of the rogue traders.

DROP SHIPS
You may use either a) or b)
a) A unit without the Deep Strike ability may Deep Strike
b) A unit with the Deep Strike ability will not scatter when it Deep Strikes

STEALTH SUITS
You may use either a) or b)
a) A unit without the Infiltrate ability may Infiltrate.
b) A unit with the Infiltrate ability places 2 models from the unit as markers, each in two different places. The enemy may not target these models. The owning player may not move or shoot with these models. At the start of their first, second or third turn (no later than this) the owning player chooses to place all the models of the unit with 1 of the 2 markers. The unit may act normally that turn.

SUBTERRAINIAN TRANSPORT PODS
You may use the Sewer Rats Deployment Stratagem from Cities of Death.

AMMUNITION SUPPLIES
You may use the Ammunition Store Key Building Stratagem from Cities of Death.

FUEL SUPPLIES
You may use the Fuel Dump Key Building Stratagem from Cities of Death.

MEDICAL SUPPLIES
You may use the Medicae Facility Key Building Stratagem from Cities of Death.

POWER GENERATORS
You may use the Power Generator Key Building Stratagem from Cities of Death.

RELIGIOUS ICON
You may use the Sacred Ground Key Building Stratagem from Cities of Death.

MINE FIELD DEPLOYMENT TORPEDO
You may use the Booby Traps Dirty Tricks Stratagem from Cities of Death.

ORBITAL STRIKE
You may use the Demolition Dirty Tricks Stratagem from Cities of Death.

FORTIFICATIONS
You may use the Fortifications Dirty Tricks Stratagem from Cities of Death.

ORBIT TO SURFACE TORPEDOES
You may use the Preliminary Bombardment Dirty Tricks Stratagem from Cities of Death.

STRATEGY CARDS (100):

There will be a number of duplicates of each card shown after its name. These cards may be given to your force leaders. They are one use only and once used they are returned to the Strategy Card deck. They may be kept from turn to turn, but may not be traded with other factions.

*EXTERMINATUS*
Hold your entire army in reserve. After the opponent has deployed, reveal this card. The opponent automatically loses. All control ratings in your system are reset to zero, and then make the adjustments to your factions control rating for winning a game.

*INSURGENCE*
Before deployment, randomly choose one of the opponents units, but NOT an HQ choice. This unit is held in reserve and will fight the battle on your side. In addition, after the game is played, increase the control rating in your system for your faction by the number of allied forces there, and decrease your opponent's faction's control rating by this same amount.

LUCKY ESCAPE x2
An independent character that was just reduced to 0 wounds gets back up on 1 wound at the start of your next turn and may act normally.

FLANK ATTACK x2
You may hold a unit in reserves. When it arrives, it may enter play from ANY board edge.

CRAVEN COWARDICE x2
You may force a unit to take its leadership test of 3d6 ADDED together.

DELAYED x2
Before either side starts to deploy, you may force the opponent to hold 1d3 units of your choice in reserve. Reduce this to 1 unit.

REINFORCEMENTS x2
You may take additional units for this game up to the cost of 10% of the army size for this game. These units still take up slots in your force organisation chart.

TRAITOR x2
You may use either a) of b)
a) You may use this card to cancel the effect of any strategy card played on you.
b) Use after both sides have deployed all of their forces but before the first turn begins. You have the choice of first or second turn.

DECOY x2
After both sides have deployed all of their units and the player that takes the first turn has been determined, but before the first turn begins, you may re-deploy 1d3 of your units following the normal deployment rules for the scenario. Reduce this to 1 unit.

CRACK SHOT x2
After scoring a hit against a vehicle with a weapon, you count the armour value of the vehicle as 10 for the armour penetration role of that weapon.

KNOW THY ENEMY x2
The opponent must deploy 1d3+1 units before you deploy your first unit. After this, follow the normal rules for deployment for the scenario. Reduce this to 1 unit.

AMMUNITION STORE x4
You may use the Ammunition Store Key Building Stratagem from Cities of Death.

COMMAND CENTRE x4
You may use the Command Centre Key Building Stratagem from Cities of Death.

FUEL DUMP x4
You may use the Fuel Dump Key Building Stratagem from Cities of Death.

MEDICAE FACILITY x4
You may use the Medicae Facility Key Building Stratagem from Cities of Death.

POWER GENERATOR x4
You may use the Power Generator Key Building Stratagem from Cities of Death.

OBSERVATION POINT x4
You may use the Observation Point Key Building Stratagem from Cities of Death.

SACRED GROUND x4
You may use the Sacred Ground Key Building Stratagem from Cities of Death.

BOOBY TRAPS x4
You may use the Booby Traps Dirty Tricks Stratagem from Cities of Death.

DEMOLITION x4
You may use the Demolition Dirty Tricks Stratagem from Cities of Death.

FORTIFICATIONS x4
You may use the Fortifications Dirty Tricks Stratagem from Cities of Death.

MASTER SNIPERS x4
You may use the Master Snipers Dirty Tricks Stratagem from Cities of Death.

PLUNGING FIRE x4
You may use the Plunging Fire Dirty Tricks Stratagem from Cities of Death.

PRELIMINARY BOMBARDMENT x4
You may use the Preliminary Bombardment Dirty Tricks Stratagem from Cities of Death.

COMBAT ENGINEERS x4
You may use the Combat Engineers Armoury Stratagem from Cities of Death.

REPELLING LINES x4
You may use the Rapelling Lines Armoury Stratagem from Cities of Death.

SIEGE SHELLS x4
You may use the Siege Shells Armoury Stratagem from Cities of Death.

WRECKER x4
You may use the Wrecker Armoury Stratagem from Cities of Death.

BARRICADES x4
You may use the Barricades Obstacles Stratagem from Cities of Death.

RAZOR WIRE x4
You may use the Razor Wire Obstacles Stratagem from Cities of Death.

TANK TRAPS x4
You may use the Tank Traps Obstacles Stratagem from Cities of Death.

A NOTE ON CITIES OF DEATH STRATAGEMS:

The following stratagems may be played specifically on a friendly unit (so the rules affect that unit for the duration of the game) or any terrain feature (much like the normal rules for a city ruin):

Ammunition Store, Command Centre, Fuel Dump, Medicae Facility, Power Generator, Observation Point, Sacred Ground.

The following stratagems may be played specifically any terrain feature (much like the normal rules for a city ruin):

Booby Traps, Demolition, Fortifications.

The following stratagems are used as normal:

Master Snipers, Plunging Fire, Preliminary Bombardment, Combat Engineers, Repelling Lines, Barricades, Razor Wire, Tank Traps.

Units using the following stratagems may affect any terrain feature (much like the normal rules for a city ruin):

Siege Shells, Wrecker.