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
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