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Emperorsmercy
08-07-2009, 02:10 PM
The latest White Dwarfshowed a interesting Planetary Empires Campaign and inspired, me and my fellows in our gaming group decided to draw up a campaign (Though, as no one in the group has Planetary empires, we didnt use that.). This is the rules we came up with, and the battles will be reported here as and when we play them:
Tranoc VI campaign Background and Rules

Tranoc VI is an old, lifeless rock on the edges of Imperial Space. There is no inhabitable atmosphere, no life and a large portion of its surface is covered in large volcanoes, making large permanent settlements difficult to maintain, or build in the first place. So why does the Imperium continue to protect and bother with the planet at all?
One reason- Mineral wealth.
Tranoc is abundant in many minerals, some exceedingly rare in many other parts of the galaxy. It has been constantly mined for centuries, yet shows no sign of running out. The Imperium has a large fleet constantly monitering local systems, as Tranoc VI is highly coveted by Xenos forces.
However, at the end of the 41st millennium, Tranoc VI has come under attack once more. For emerging from the depths of the planet, Necrons have risen, and discovered the planet covered in easy targets. Worst still, the reports given to the Fleet General describe something similar to the C'tan leading their forces, which could be dire for Imperial forces.
Just as Tranoc was about to be lost, a Hive fleet Kraken splinter fleet arrived in Orbit. Instead of fighting it, the fleet let it past, realising it may be the only hope of defeating the Necrons. The splinter fleet, named Moolanc, landed on the planet and smashed into both Imperial and necron forces. Fighting at the only Hive city, Granicon, was very fierce and one Primaris Psyker, out of fatigue, opened a massive Warp rift upon the planet. Chaos daemons poured out , followed by Chaos Space Marines of the Dark Marauders group. Though the Daemons were quickly banished, the Dark Marauders were not so easy to eradicate and took the city as their stronghold.
In a nearby system, a Tau expeditionary fleet was drifting, heading to investigate Tranoc VI and, if possible, bring it under the sway of the Greater good. Upon Landing, Dark Eldar raiders shot out of the Webway and smashed most of the Tau fleet to bits. The Tau were stranded upon Tranoc, and the Dark Eldar were determined to take as many as possible to the dark lairs of Commargh.

This is how the Ultramarine, Salamanders and White scars found the planet when they arrived. They quickly prioritised and each deployed themselves at the most immediate threats. The overall military was run by Captain Sicarius and the Forgefather of the Salamanders, who believed a vital clue to the whereabouts of the song of entropy.

Let the battle commence...:eek:

Universal Campaign rules
Ongoing campaign- The Warzone is a hazardous place, and sometimes troops are lost and reinforcements are not readily available. If in a battle a force loses half its staring army, it loses 100 points (Or the closest amount.) from their army for the rest of the campaign. Characters (Including all HQ choices.), if they lose all their wounds, must roll on this chart. The effects ARE cumulative:
1,2- The HQ is stone dead, having walked over 1 too many mines. The HQ may not be used for the rest of the Campaign. 3,4- The HQ is badly hurt, and cannot take part in the next game. However, when back, the Hero has -1 Iniative, Wounds (To minimum of 1.) and Toughness. 5- The HQ is hurt, but not badly. They are -1 Iniative for the rest of the Campaign. 6- the hero was just unconscious, and is back to Normal. They may fight as normal.
Scoring system
Every army (Barring Allied forces.) must fight each other, and at the end, the four armies with the highest points will play each other. It is an all V all Apocalypse Cities of death combo and all armies get all their initial forces. It will be done in a league table and will be scored on the conditions below as well as any race specific scoring:
Winning a game (+3) Losing a game (-1) Drawing (+1) Killing all enemy units (+5.)
Forces + Race special Rules
In our group, we had quite a few armies and we wrote the background to include them all. Although we had a couple of some armies, they didn’t have a massive advantage as they were forced to specialise to a certain method of war, so the White scars had to be either in a transport or on Bikes, and one of the IG had to be a tank heavy army and other Infantry heavy. A bit of model lending had to be done, but it worked out all right in the end. The points limit was 2000 points, and certain Armies could join forces with others, but if they were fighting one opponent they must split their forces down to 1000 each to keep it fair, except in the Apocalypse match, where all armies are full strength.
Tau
Stranded- The Tau suffered greatly at the hands of the unexpected attack upon their fleet by the Dark Eldar. As a result, they cannot call upon many resources normally available to them. The army may only take one Heavy Support choice, no Vespids, 1 Kroot squad, No special characters and No Ethereals.
Elite Force- Only the best Tau survived the onslaught. 5 elite choices may be taken instead of the Normal 3, but only 4 Troop choices may be taken. All HQ and elites gain the relentless and fleet special Rules.
Necrons
Tomb World- the Necrons have risen from their anceint tomb, and have a great many troops underneath the Crust of Tranoc VI. Necrons are not affected by the Ongoing Campaign rule.
C’tan Lord- An Ancient c’tan has awoken from its millennia long slumber. The C’tan lord is a custom HQ choice unaffected by the Ongoing campaign Rules. I could post its Entry, if anyone’s interested.
Dark Eldar
Collect the Experiments...- the Dark Elder have come for one and one purpose alone- prisoners for the Haemonculi to inflict their dark ‘art’ upon. For every 20 prisoners took, the dark elder get 1 point. They are especially keen for the remainder of the Tau, and for every 20 Tau prisoners they get 2 points.
Kraken splinter fleet 1
Allied Forces-Kraken Fleet 1 is allied with Kraken fleet 2, and may fight with each other.
RAAR!- There are unbelievable amounts of tyranids in the fleet, and any losses are just shrugged off and the next wave is sent in. Neither tyranid army is affected by the Ongoing campaign.
Monstrosities- The Fleet separated into two main groups, one landing eastwards and one westwards. The eastern one is constructed of hundreds of massive monsters, crushing all in their path. Splinter fleet 1 may only take Hive tyrants as HQ’s, may take 6 Heavy support options, No gargoyles and only 4 Troop choices.
Kraken splinter fleet 2
Allied Forces-Kraken Fleet 1 is allied with Kraken fleet 2, and may fight with each other.
RAAR!- There are unbelievable amounts of tyranids in the fleet, and any losses are just shrugged off and the next wave is sent in. Neither tyranid army is affected Ongoing campaign rule.
Living tide- In the Western Army, there is an unstoppable swarm of Gaunts. All units in the army has the without Number rule for free. Also, Hive Tyrants, Carnifexes, Lictors or Zoanthropes cannot be fielded.
Chaos space Marines (My force.:D)
Dug in- The Dark Marauders took the only Hive city, Granicon, and have heavily fortified it. Their forces reflect this and the CSM use the Defenders Force Organisation chart from Planetstrike.

Imperial Guard (The Planetary Defence Force.)
Basic Troopers- The Planetary defence force is very basic, and have very little in the way of special weapons. They may not take heavy Support or Fast Attack options, and also cannot have Special or independent Characters.
Conscription- To help combat the threat, every man, woman and child has been raised to combat the threat. The army may have two free platoons, up to 200 points each.
Imperial Guard (Reinforcement Tank regiment.)
Rumble... Oh Oh...- The Tank regiment has been sent from a great distance to provide much needed support. The Tank Regiment may take 6 Heavy support slots, and 4 Fast attacks. All Non-vehicle units must be took in a Dedicated transport, or they cannot be used.
Space Marines (Ultramarines.)
Look to the skies- The Ultramarines make a good entrance, and this campaign will be triggered off very spectacularly. In the first match, all units must arrive by drop pod (We didn’t have enough, so we just pretended with some units.). Any units not able to be taken by drop Pod may not be used. Drop Pods may be used every match.
Captain sicarius- The Second Company has arrived, followed by their Captain, the legendary Cato Sicarius. Captain S may be taken free of point charge.
Space Marines (Salamanders.)
Warriors of Nocturne- All Special weapons used by the salamanders must be either Melta or a template weapon.
The Forgefather- the Forgefather of the Salamanders, Vulkan He’stan, was heading to the planet in search of a clue for the Song of Entropy. When the Xenos forces arrived, the salamanders happily joined the War effort. Vulkan He’stan may be taken free of point charge.
Space Marines (White Scars.)
Mobile strike force- All units in the white Scars army must mounted on a bike, jump pack, Rhino or Razorback and count as scoring units. Any units that can’t may not be taken.

So, there you have it. The first games will be played in two or three days time, and feel free to ask any questions. It was great fun to be with the guys and come up with a campaign that, although not entirely balanced, will no doubt be fun to play and its themes add a great element to it.

Let the games begin...:D

Juju
08-07-2009, 08:40 PM
C'tan info, please :D

Emperorsmercy
08-08-2009, 10:19 AM
Ok,

Background- The Remoresless one

The Remoresless one was a particually dangerous C'tan, who showed amazing intelligence and could calculate all possibilities that any action could cause, and anticipated them. This made him almost impossible to fight, as anything you tried he would guess and easily combat the attack. It was at the Great Eldar stronghold of Yaz-haseth that he became what he was today. A remarkble, untested weapon, known as the Beam of Isha, was brought out in a last ditch attempt to save the stronghold. Exactly what the weapon did, no one knows, as it was destoryed in the aftermath. What is known is what it transformed the Remorseless one into.

A psychotic Maniac, with no real conception of what was going on.

He ripped apart everything, even the planet, before leavig the planet on a bloodthirsty rampage. He destroyed many planets and armies, of both Eldar and Necron, before he was finally stopped. The Necrons themselves decided he need to be dealt with, as he was too costly to be allowed to wander. So he was fianlly caught on what would become Tranoc VI, and after a titanic struggle he was installed in a stasis field below the planet crust with a vast Necron Guard, in case he should awaken. Which he did, millenia later. Oddly, he seemed to have recovered slightly when he awoke. Occasionaly, he lapsed into his old, brillaint yet murderous self. For most of the time, he he went into a bloodthirsty frenzy and destroyed evrything he came into contact with. Whether he will ever truly recover, it is unknown. But, if he does, then the whole galaxy will be in peril, yes, even more than it already. :)

C'tan Lord- The Remoresless one

WS BS S T W I A Ld Sv
7 3 9 6 5 4 5 10 -

Special Rules- General Ones for the C'tan, 4+ Invunerable save, Rage, Furious Charge

Fury of the Necrontyr- To appraoch the Remorceless one you would have to be brave, stupid or both. Before charging the C'tan Lord, the unit must take a leadership test. If failed, then the C'tan Lord may make a sweeping advance upon the unit, even if not noramlly able to.

Insanity- The Remorceless one is absolutly insane, often not being able to tell friend from foe. In an assault, roll a D6. If a 4+ is rolled carry on as normal. If a 1, 2 or 3 is rolled, the C'tan Lords attacks are placed upon any friendly unit within close combat distance, as chosen by the Owner. If there are no friednly models within striking distance, ignore this rule.

Weapons

Gauss Scatter Beam- Utilising the fearsome Gauss technoldedy and combining it with Scavenged technoldegy (Probably Eldar.), The Gauss Scatter beam can fire sveral powerful blasts, eliminating nearby opponents before rampaging into them. The Gauss Scatter Beam uses the following profile:

Range Strength AP Type
18'' 5 3 Assault 3

Talons of the Night- An interesting weapon comprised of several large talons, al ver sharp. It is believed to be similair to a lightning Claw. The C'tan Lord has two Talons of the Night and they act just like Power Fists.

Phew. There you go. A little Overpowered, but fun and adds a little flavour.

Lord General Xi Lutor
08-10-2009, 11:04 PM
Spell check

Emperorsmercy
08-11-2009, 05:31 AM
Sorry :)

Emperorsmercy
08-11-2009, 07:11 AM
Ok, the very first battle report is here, Dark Eldar Vs Tau. This is especially crucial for the Dark Eldar, as they can potentially get double the points for the prisoners. Here are the armies:

Dark Eldar

Lelith Hesperax- 90

Wych Dracite- 90
+Agonisers and Combat Drugs

Elites

Ten Mandrakes- 150

Ten Mandrakes-150

Raider Squad- 166
+Sybarite with Poisoned Blades, Dark Lance, Raider has Trophy Racks

Troops

20 Wyches- 240

10 Wyches- 197
+Raider+Succubus+Posioned blades+Two Blasters

10 Wyches- 187
+Raider+Succubus+Posioned blades

Fast Attack

Reaver Jetbikes- 270
(10.) +Two Blasters

Reaver Jetbikes- 270
(10.) +Two Blasters

Reaver Jetbikes- 291
(10.) +Two Blasters+Succubus with Blaster

So thats the Dark Eldar. This is the poor Tau, who are fleeing for their lives after the near-fatal destruction of their fleet.

Tau Army List

Commander (Shas'o)-108
Cyclic Ion Blaster, Fusion Blaster, Multi-tracker

Crisis Battlesuit Bodyguards- 166
Burst Cannons, Plasma Rifles, Shield Generators

Elites

Battlesuit Team-141
3 Twin-linked Burst Cannons, Targetting Array

Battlesuit Team-141
3 Twin-linked Burst Cannons, Targetting Array

Battlesuit Team-141
3 Twin-linked Burst Cannons, Targetting Array

Battlesuit Team- 201
3 Fusion Blasters, Targetting Array, Shield Generators

Battlesuit Team- 201
3 Fusion Blasters, Targetting Array, Shield Generators

Troops

Fire Warrior Team- 120
With Pulse Carbines

Fire Warrior Team- 135
+Shasui with Bonding Knife

Fire Warrior Team- 135
+Shasui with Bonding Knife

Fire Warrior Team- 135
+Shasui with Bonding Knife

Fast Attack

Gun Drones- 96
8 Drones

Gun Drones- 96
8 Drones

Heavy Support

Broadside Battlesuit Team- 270
+Twin Linked Plasma Rifles, Shasvre with Bonding Knife and Failsafe Detonator

Emperorsmercy
08-11-2009, 08:40 AM
And heres the battle:

Background-Creeping Cautiously through the wreckage of the Explorator vessels, the small group of survivors gathered their weapons. Those Dark Eldar had crippled them badly, but, in the name of the Greater Good, they would survive.

The Reaver Jetbikes flew back up to Lelith.
"A small band survives, Archite. They are heavily armed but few in number and terrified. Ripe pickings for our forces."
Lelith Hesperax smiled. The crowds in Commargh would have good enteratinment indeed when she returned...

Mission- Escapees:

A mission dreamt up for this, The Tau and Dark Elar set up as normal, then Tau get first turn automatically. The Tau have to get at least half of their force across the other side. If they do this, they do not suffer from the Ongoing CVampaign Rules afterward. Any less than this, than any dead or captured Tau remain so. The Gun Drones do not count and are not affected by this. The Dark Eldar side must simply kill or capture as many Tau as possible. They win if the Tau do not complete their mission goal.

Set up/Terrain- The Impact of the crashed Tau ships have destroyed much of what used to be in the region, and now rubble and craters are strewn across the battlefield. We had 8 craters, mainly placed near the Dark Eldar side, and 5 bits of large spaceship wreckage, mainly near the Tau side. Their was plenty of Terrain, and this would restrict shoooting and manouverabilty, making it interesting.

GAME 1

Turn 1

The Tau force did not waste time. Being mainly comprised of Elite battlesuits, the five suits squads deepstriked very near the Dark Eldar deployment zone. Just in front of them, the two squads of Gun Drones landed, and behind was placed Commander Shas'o Sa'cea Kais (Bob for short :) ) and his two bodyguards. The Firewarriors and the Broadsides were deployed on the Tau edge, hopefully being able to get across the board with the Broadside distraction. The Dark Eldar did not waste time, and 20 Wyches, with a Dracite attached, charged straight into a Broadside squad. A raider squad shot off to the Tau at the other side of the board, followed by two Wych squads in Raiders. Both sets of Mandrakes remained hidden. The Reaver Jetbikes launched themselves at the remaining Battlesuit teams, and Lelith, bold as ever, confronted the Commander.

Very little shooting occured, with only one broadside and the Gun Drones being free, but they did plenty of damage, taking down 9 Wychs with their Burst Cannons and Pulse rifles. The Fire Warriors in the North knew they only really had one turn before 3 Raiders choc-full of Wychs and Warriors arrived, and so they valiantly tried to shoot down the Raiders. However, Raiders only have 10 armour all the way around, and 24 strength 5 shots was enough to destroy the two Wych ones, and one squad was left to fire. Instead of firing at the warrior Raider, they fired upon the Wychs, bringing 6 of them down. They didn't fall back though, and so the Broadsides finished them off with their Plasma Rifles.The remaining Wyches were very annoyed, and turned their Blasters upon the Broadsides, killing two. Their Splinter pistols didn't even dent the remainding one, but damage had been done. The Warriors Raider fired with their Dark Lance, but, amazingly, missed!

Assault was brutal. Lelith killed one of the Bodyguards, but took 2 wounds in return. The large Wych Squad, although 9 members down, killed all two Tau Broadsides, and took one prisoner. Not a single Wych was lost. The three Jetbikes squads fought the three Broadsides, and in a particually horrible assualt, one squad of Broadsides was destroyed and another squad lost a member and the others were captured. Hoowver, the other fought back and killed 5 Jetbikers. In the others, 7 Jetbikes had been killed overall.

Turn 1 score: Tau escaped- 0-12 Tau killed/Captured

Turn 2

The Tau Fire Warriors left down a side passage, unblocked by Wychs. The Squad with Pulse Carbines remained, to distract the Wychs. The Reaver Jetbikes zoomed in and all three squads joined in against one Battlesuit Team. One Broadside squad got within 4 inches of the Dark Eldar table edge, deciding simply to run. The Wyches in the North smashed into the Lone Fire Warrior team, while the Raider squad went after the others.

Shooting was low, but the Gun Drones and Battlesuit squad again took a brutal toll, this time on the Reavers. they killed 4 of them, taking their overall totall to 13 left, out of the original 30. The Broadside shot at the Raider with its Railgun, blowing it up and taking 4 warriors with it. The Fire Warriors were too busy running to shoot.

Assault was interesting. The Large squad of Wyches were not in a position to charge, and not to help their Archite Lelith, who killed another Bodyguard only to be shot down by the Tau commander.The Reaver Jetbikes furiously fought the Battlesuits, maybe angry about Leliths death, or maybe ecstaticly happy, but they ended up losing 3 of their number, but killing 1 Battlesuit. Back up North, the Wychs killed 7 of the Fire Warriors, who killed 2 Wychs in return.

Turn 2 Result Tau escaped- 0-20 Tau killed/Captured

Turn 3

The Game was turning out very Bloody indeed, and the Tau Player knew he had to get his squads past the Dark Eldar. So, one Battlesuit Squad and the Commnader (Bob.) escaped off the board. To this end, all nearby Dark Eldar went to finish off the Broadsides, completly ignoring the Gun Drones. Meanwhile, the Fire Warriors got past the Spaceship and were now about 20 inches away from escaping. The Wychs were still engaged with the Fire Warriors, and the Dark Eldar warriors shot after the Broadside who'd shot down their raider, determined to make him pay. The Mandrakes finally emerged (They had to.) but no one was near them, and they couldnt really get anywhere. So they joined in the mauling of the Fire Warriors.

Shooting was limited to the Gun Drones, the single remaining Broadside and the dark eldar warrior squad. The Gun Drones killed 7 Wychs, bringing them down to 4 members (And the Dracite.) The Broadside killed 2 Dark Eldar Warriors and they couldn't match his 2+ Armour Save. The Fire warriors forwent shooting and ran, rolling a 4. In the North, The Wychs finished the Fire Warriors and the Wychs and Reavers killed (Well, captured.) the last of the heroic remaining Battlesuits, taking them off to the dark streets of Commargh to do with what they wish.

Turn 3 Result- Tau escaped- 4-28 Tau Killed/Captured

Turn 4

The Fire Warriors and Broadside were just 10 inches away from escape now, but one obstacle remained. This particular Obstacle was a squad of Reaver Jetbikes, some Wychs and a Dracite. They moved towards them and would almost certainly charge into them in the next assault. In desperation, the Gun drones fired upon them. This worked very well, killing the last four Wyches and the accompanying Dracite. The Warriors were heading close behind, and fired on the Firewarriors, killing two. But, then the Firewarriors rollled their running dice. One got a 6, and escaped. One other got a 4 and got out, buit the other rolled a three, and didn't escape. In desperation, the Broadside charged into the last squad of Reaver Jetbikes, preventing them from getting the Fire warriors.

Turn 4 Result- Tau escaped- 28-30 Tau killed/Captured

Turn 5

The Firewarrior squad escaped quickly, leaving just the Lone Broadside. It killed two Jetbikes before the Warriors arrived and together, he was finished off. The Gun Drones however, flew in and finsihed off the last of the Reavers! Which, we all felt, was a great ending at a great game.

The End

Result: The Tau were left with 866 points, including Drones, and lost the match. The Dark Eldar took more 23 prisoners, and earnt 5 points overall. The Tau and Dark Eldar lost 100 points for losing half their force, which was one Gun Drone squad and a Mandrake squad.

HOWEVER

We rolled on the Ongoing Campaign Character chart, and Lelith Hesperax, the legendary Wych of the arena, was killed, and would never return to Commargh. So, at least some small revenge had been given out by the Tau.

League Table

Dark Eldar 5
Necrons 0
Tyranids Fleet 1 0
Tyranids Fleet 20
Space Marines (White Scars.)0
Space Marines (Salamanders)0
Space Marines (Ultramarines)0
Chaos Space marines0
Planetary Defense Force0
Tank Regiment0
Tau -1

When I next can be bothered, we'll have Tyranid Fleet 1 Vs the Planetray Defence force. And I hope I didn't have too many Spelling errors :)

Emperorsmercy
08-15-2009, 01:52 AM
I just got an early Planetary empires set, and we're wondering if we should advance it on. Whether we can get it looking all nice by then is a completly diffrent matter...