Post by Andrew on Sept 29, 2006 19:21:03 GMT -6
Starts October 5
Well, Justin has been occupied with dance and such. He does apologize for not being here. His character is a pair of boots trying to take over the world (I think?) in the play "Two Donuts." Give that man some props...
People are itching for a campaign, and thus I giveth. If people want to do it, alrighty, if not, then we'll only do the OBG one. This is so people who come Thursdays will always have something interesting going on. We can start next week.
In the Skaros system lays a cluster of planets. Millennia have seen their development and decay, but something new festers. Where all was once green and lush, the land is starting to twist and stretch. The populace randomly goes on killing sprees, with whole neighborhoods butchering each other in some greater name. Cults of pleasure lay hidden in dark alleys and abandoned buildings, while elsewhere quarantine zones have sprung up in response to a deadly plague. No planet in this system has gone unaffected, although some are more afflicted than others. The armies of man descend from space to reinstate order in an attempt to save the precious tithes. They have secret allies they don’t dare guess the nature of, who strike at the abominations and vanish without a trace. The Tau, having thought the system useless, instead turns its attention back to the planets to hopefully gain more technology or allies. Having already conquered the nearby asteroid, a newly forming Ork Waaagh! has come across the system, and finding plenty of combatants has thrown itself in with truly Orky abandon. An ancient hive tyrant, buried deep in the polar ice of Skaros III has been released and is gathering an isolated cluster of its kin to swarm the planet and consume all life. The insidious forces of Chaos and Dark Eldar have allied to corrupt or destroy more races across the system, but hoping to summon a being of great power they will stop at nothing to get the sacrifices they need…
Fall 2006 Warhammer 40,000 Campaign: Demonic Turmoil
Welcome to the NIMGC fall campaign! I’m your host (and game master, and club president for that matter) for this fairy tale story, Andrew Karolus. I will be running all the fiddly-bits of the campaign, so any questions should be directed to me in regards to rules, legality, etc.
Above is the background for this campaign. Basically, the objective is for all the “good” armies to stay good while fighting off invasions, inquisitive aliens, and corruption from within. How do “good” armies go bad, you ask? Here’s how. Say you’re playing a 1500pt game for the week. You’ve only got 1400 of your army left alive. That extra 100pts can go towards a unit of demonic adversaries. From that game on, you lose your “good” status and become “evil.” Now you are on the bad guys’ side and can fight the remaining “good” armies! More on all the rules for that later. Fluff-wise, it represents a commander getting desperate for more troops, so makes a pact with the chaos gods to help him win in return for whatever, like serving for all time yadda yadda. Or, if you have a huge game to play, it represents the commander getting cocky with all his power and thinks he can control demons now. Fool! His soul is corrupt and lost to Chaos. This can lead to friendly tempting by already evil players to join them, probably Darth Vader-esque.
This is yet another battle of good vs evil, just with a twist. Campaign Points earned will be tallied at the end for each faction, and whoever’s is higher wins the system. Remember, if a good army goes bad, their CP (Campaign Points) all go towards his new friends’ side! Yikes! Oh, and bad armies can’t go good. It just doesn’t happen.
So, on to the Campaign rules and info!
Factions
Good
Imperium
Eldar
Tau
Evil
Dark Eldar
Chaos
Neutral
Orks
Tyranids
Necrons
Any race from any faction can go evil, except for Necrons. They cannot be corrupted, and hate Chaos even more so than Eldar. Such angry little toasters, ain’t they?
Also, any good race cannot attack another good race, except in certain circumstances. However, the evil and neutral factions have no such compunctions.
-Make up a 2500pt master list. This will contain all units possibly available during the campaign. Every game you will draw units from this “pool” until you reach the point limit. You may include more than 2 HQ units in this list, since you won't be using them all at once! Do not worry if you don’t have that much, since as mentioned above you can take demonic adversaries. Every participant must give a copy of this original list to the Game Master (me) so I can keep track of everything. They will all be on display at meetings, so everyone knows what everyone can take, but not necessarily what they will take…
-One Campaign Game will be played per week. This is to reduce headaches and paperwork! After that run wild with games, but they don’t count towards the campaign.
Point Limit per week:
Week 1 – 1000 No Heavy Support, No Elites
Week 2 – 1250 No Elites
Week 3 – 1500
Week 4 – 1500
Week 5 – 1750
Week 6 – 1750
Week 7 – 2000
Week 8 – All remaining units may be fielded
Warning: The Hazardous Environments will periodically make a weekly showing...
Missions
Week 1 - Recon, Gamma level
Week 2 - Cleanse, Alpha level
Week 3 - Take and Hold, Gamma level
Week 4 - Sabotage (Raid)
Week 5 - Stop the Ritual (Raid)
Week 6 - Seek and Destroy, Gamma level
Week 7 - Strongpoint Attack (Raid)
Week 8 - TBA
Missions are subject to change at my whim, but you will have plenty of time to hear about it, so don't worry.
No debate on the level of the missions! Remember, the non-standard missions have different Force Organization Charts to be adhered to. In addition, the waxing or waning of a faction will determine Attacker and Defender in such missions!
If you don't play your game, your troops aren't led into battle as well since the general isn't there. Thus, they'll take a few more casualties than normal. No game is played, but troops will be lost as though you did. No CP are gained either! D6 random units lose D6 models as casualties. If a vehicle unit is the target, then it is merely in repair for a week, not destroyed. If this is wished, then I will determine losses, etc. You can't, because you're in not in control this week anyway! I will be fair, so there is no need to worry about entire armies being decimated.
If you bought a leader and gave them a retinue/bodyguard/command squad of some sort, here's the deal. The leader is able to go to battle without his retinue if the player wishes. So here is a case by case basis:
IG - the extra heavy weapon squads in the command platoon don't need to be taken when you take your command platoon
Tyranid - the broodlord has to take his retinue, as you can't take the lord without them!
Marine - command squads don't need to be taken with the commander
Orks - the nobz bodyguard doesn't have to be taken with the warboss
Witchhunters - the celestians don't have to be taken with the cannoness; however, the inquisitor's retinue must be taken since they count as wargear
Casualties
Models battle and die as normal. However, they might not be permanently destroyed. They could’ve just lost a leg or somesuch and could return to duty soon! Thus, at the end of every campaign battle, roll a dice on the appropriate chart for every model that was killed/destroyed/removed from the table.
Character
Roll Result
1 Dead
2 1 wound
3 or 4 2 wounds
5 or 6 3 wounds
Infantry Unit (but not demonic adversaries)
Roll Result
1 to 3 Dead and gone
4 to 6 Ready to rock!
Infantry Squad Leader/2 Wound Models
Roll Result
1 or 2 Dead and gone
3 to 6 Good to go!
Vehicle Unit (roll for each vehicle if squadron)
Roll Result
1 or 2 Destroyed
3 or 4 In Repair
5 or 6 Fit for service!
You don’t need to roll for specific models with special weapons, as it’s assumed that someone picks up the weapon after the battle. Merely roll for squad members taken out, and for every one that rolls high enough, you get that one back. Squad leaders are a little tougher than the unit they lead, so their chart is a little different. Similarly, characters are in their position for a reason and so rarely are completely killed. They will either return with 1, 2, or 3 wounds. Mark down how many from each unit returns to duty every week, as well as all units that are hospitalized/repair bay. Any models that are dead for good are just that, and must be scratched off your army roster, not to be used again for the rest of the campaign. Don’t bother trying to cheat, because all the info is given to me every week, so I know how much is in each army. This may result in some armies being without an HQ unit, and that is perfectly acceptable.
Campaign Points: CP’s are earned every week for the results of the battles and special rulings, as below.
Draw 0
Solid Victory +1
Crushing Victory +2
Victorious Slaughter!+3
All models in army are WYSIWYG +1
All rules/faqs for army are present +1
Obviously this is to reward people who put the weapons on the models, so things like “Oh, that bare Tau arm has plasma guns on it? I see…” don’t occur as often, in addition to having all the rules present in case of disagreements during games. If the piece is broken that’s okay…just fix it quickly! Also, pieces of wargear like purity seals and the like don’t need to be modeled, but your model will look better with it.
The Point of Campaign Points
Campaign points are what determines the overall victor of the campaign! The faction (good or evil) with the most points is the winner.
Also, for every 6 CP a player accrues, he can add 100pts to his games. If he drops one ‘bracket,’ (ie had 12, now 11) he loses 100pts. You can never go below the week limit, unless as described you don’t even have that many troops anymore.
Reinforce/Upgrade
You can reduce 1 CP from your total score to add +100 points to your army at the end of the battle. This is done after all the injury rolls (above) have been made. Those 100pts can only go towards refilling your squads to their original status. Example: 10 man tactical squad w/missile launcher & plasma gun takes 7 casualties in a game. I roll. 3 come back, putting my total squad strength at 6 men, including the weapons. I can now sack 1 CP to get 100 pts. I use 60 to get back four squad members, giving me full strength again. Those 40pts can now go towards some other beaten up unit.
Alternatively, if you have a squad but decide you don't like the weapons it has, you may swap them out with those extra points. After your weekly game you may choose to add or subtract wargear/weapons from units, and it must be checked with me. You must expend CP to add wargear/weapons.
Squad leaders, if they are killed, then you may designate a new squad leader, such as a marine to a sergeant. If you have extra points left over, you may further upgrade him if possible, such as a sergeant to veteran sergeant, and then weapons.
Vehicles, however, must use 1 full CP to be repaired. So no sharing like above. Note down all usages and such, and report to me at the end of the game.
Once you’ve figured out what each squad is still left with, adjust their point values to reflect this. In the case of Imperial Guard platoons, filter down heavy weapons, special weapons, sergeants, and squad members survivors so you have full 10 man squads. For instance, if you started with two platoons (40 men) and 33 survive, you would have three squads of 10 and one of 3, no matter where the casualties came from. Use the rules for Remnants squads for those.
Lastly, multiwound characters may be healed with CP. It costs 50pts to heal a wound, so if you took two wounds and wanted both back, it would cost the entirety of a CP.
Demons
You may use 1 CP to buy 100 points of demons for your army, up to a maximum of 5 as noted below. Once you’ve bought a Greater Demon, you cannot buy any more. The Chaos gods don’t share their most powerful minions wastefully! However, you don’t need to spend another CP for the next game if it lived through the battle. Any suitable model will work; it’s just a random demon.
Allies
If you are desperately short on men, you may call upon your allies to send you aid. If another player from the same faction (good, evil, neutral) is not currently playing a game, they may join your game on your side. They may play with any one unit from their master list, so long as the point total doesn’t go above the limit for the week.
Usable Models
Any Forgeworld or Special Characters models are allowed. Thus, Jessi could use her model of Ghazgkhull as Ghaz, not just a warboss.
Not usable units
Tau Human Auxiliaries
VDR
Also, points requirements are waived, so Ghaz or Dante could be used in even 1000 pt games, although why...
Weekly Protocol Summary
-Roll for Demons if using them
-Play the game
-Roll for injuries
-Spend CP for reinforcement or just keep them for a higher score
-Adjust units to current point value
-Come to me with updated unit layouts
CP Summary
-Total equals winning faction in campaign
-Every 6 CP allows an extra 100 per game
-Can be sacked to refill units
-Can be sacked to repair vehicles
-Can be sacked to upgrade units with different weapons
-Can be sacked to heal multi-wound models
Demonic Adversaries – may be taken by any army but Necrons, and only if they are short by 100+ points for a game.
In addition, you may only take up to 500 points worth of demons in any game.
Ask me for demon rules.
Current Players/tallies
Good - 27 CP
Andrew - 12 (2364) (+200)
Luong - 13 (+200)
Delso - 0
Matt - 1
Alex - 1
Mike - 0
Evil - 13 CP
Glenn - 6 (1959) (+100)
Vic - 2
Ryan - 5
Adam - 1
Neutral - 6 CP
Sean - 0 (1947)
Jessi - 6 (+100)
Players are listed in order of how many points they have left, higher on top. The highest have their number showing. The other number is how much extra each person gets in their games, due to accrued CP.
Now, evil players, get corruptin'!
Well, Justin has been occupied with dance and such. He does apologize for not being here. His character is a pair of boots trying to take over the world (I think?) in the play "Two Donuts." Give that man some props...
People are itching for a campaign, and thus I giveth. If people want to do it, alrighty, if not, then we'll only do the OBG one. This is so people who come Thursdays will always have something interesting going on. We can start next week.
In the Skaros system lays a cluster of planets. Millennia have seen their development and decay, but something new festers. Where all was once green and lush, the land is starting to twist and stretch. The populace randomly goes on killing sprees, with whole neighborhoods butchering each other in some greater name. Cults of pleasure lay hidden in dark alleys and abandoned buildings, while elsewhere quarantine zones have sprung up in response to a deadly plague. No planet in this system has gone unaffected, although some are more afflicted than others. The armies of man descend from space to reinstate order in an attempt to save the precious tithes. They have secret allies they don’t dare guess the nature of, who strike at the abominations and vanish without a trace. The Tau, having thought the system useless, instead turns its attention back to the planets to hopefully gain more technology or allies. Having already conquered the nearby asteroid, a newly forming Ork Waaagh! has come across the system, and finding plenty of combatants has thrown itself in with truly Orky abandon. An ancient hive tyrant, buried deep in the polar ice of Skaros III has been released and is gathering an isolated cluster of its kin to swarm the planet and consume all life. The insidious forces of Chaos and Dark Eldar have allied to corrupt or destroy more races across the system, but hoping to summon a being of great power they will stop at nothing to get the sacrifices they need…
Fall 2006 Warhammer 40,000 Campaign: Demonic Turmoil
Welcome to the NIMGC fall campaign! I’m your host (and game master, and club president for that matter) for this fairy tale story, Andrew Karolus. I will be running all the fiddly-bits of the campaign, so any questions should be directed to me in regards to rules, legality, etc.
Above is the background for this campaign. Basically, the objective is for all the “good” armies to stay good while fighting off invasions, inquisitive aliens, and corruption from within. How do “good” armies go bad, you ask? Here’s how. Say you’re playing a 1500pt game for the week. You’ve only got 1400 of your army left alive. That extra 100pts can go towards a unit of demonic adversaries. From that game on, you lose your “good” status and become “evil.” Now you are on the bad guys’ side and can fight the remaining “good” armies! More on all the rules for that later. Fluff-wise, it represents a commander getting desperate for more troops, so makes a pact with the chaos gods to help him win in return for whatever, like serving for all time yadda yadda. Or, if you have a huge game to play, it represents the commander getting cocky with all his power and thinks he can control demons now. Fool! His soul is corrupt and lost to Chaos. This can lead to friendly tempting by already evil players to join them, probably Darth Vader-esque.
This is yet another battle of good vs evil, just with a twist. Campaign Points earned will be tallied at the end for each faction, and whoever’s is higher wins the system. Remember, if a good army goes bad, their CP (Campaign Points) all go towards his new friends’ side! Yikes! Oh, and bad armies can’t go good. It just doesn’t happen.
So, on to the Campaign rules and info!
Factions
Good
Imperium
Eldar
Tau
Evil
Dark Eldar
Chaos
Neutral
Orks
Tyranids
Necrons
Any race from any faction can go evil, except for Necrons. They cannot be corrupted, and hate Chaos even more so than Eldar. Such angry little toasters, ain’t they?
Also, any good race cannot attack another good race, except in certain circumstances. However, the evil and neutral factions have no such compunctions.
-Make up a 2500pt master list. This will contain all units possibly available during the campaign. Every game you will draw units from this “pool” until you reach the point limit. You may include more than 2 HQ units in this list, since you won't be using them all at once! Do not worry if you don’t have that much, since as mentioned above you can take demonic adversaries. Every participant must give a copy of this original list to the Game Master (me) so I can keep track of everything. They will all be on display at meetings, so everyone knows what everyone can take, but not necessarily what they will take…
-One Campaign Game will be played per week. This is to reduce headaches and paperwork! After that run wild with games, but they don’t count towards the campaign.
Point Limit per week:
Week 2 – 1250 No Elites
Week 3 – 1500
Week 4 – 1500
Week 5 – 1750
Week 6 – 1750
Week 7 – 2000
Week 8 – All remaining units may be fielded
Warning: The Hazardous Environments will periodically make a weekly showing...
Missions
Week 2 - Cleanse, Alpha level
Week 3 - Take and Hold, Gamma level
Week 4 - Sabotage (Raid)
Week 5 - Stop the Ritual (Raid)
Week 6 - Seek and Destroy, Gamma level
Week 7 - Strongpoint Attack (Raid)
Week 8 - TBA
Missions are subject to change at my whim, but you will have plenty of time to hear about it, so don't worry.
No debate on the level of the missions! Remember, the non-standard missions have different Force Organization Charts to be adhered to. In addition, the waxing or waning of a faction will determine Attacker and Defender in such missions!
If you don't play your game, your troops aren't led into battle as well since the general isn't there. Thus, they'll take a few more casualties than normal. No game is played, but troops will be lost as though you did. No CP are gained either! D6 random units lose D6 models as casualties. If a vehicle unit is the target, then it is merely in repair for a week, not destroyed. If this is wished, then I will determine losses, etc. You can't, because you're in not in control this week anyway! I will be fair, so there is no need to worry about entire armies being decimated.
If you bought a leader and gave them a retinue/bodyguard/command squad of some sort, here's the deal. The leader is able to go to battle without his retinue if the player wishes. So here is a case by case basis:
IG - the extra heavy weapon squads in the command platoon don't need to be taken when you take your command platoon
Tyranid - the broodlord has to take his retinue, as you can't take the lord without them!
Marine - command squads don't need to be taken with the commander
Orks - the nobz bodyguard doesn't have to be taken with the warboss
Witchhunters - the celestians don't have to be taken with the cannoness; however, the inquisitor's retinue must be taken since they count as wargear
Casualties
Models battle and die as normal. However, they might not be permanently destroyed. They could’ve just lost a leg or somesuch and could return to duty soon! Thus, at the end of every campaign battle, roll a dice on the appropriate chart for every model that was killed/destroyed/removed from the table.
Character
Roll Result
1 Dead
2 1 wound
3 or 4 2 wounds
5 or 6 3 wounds
Infantry Unit (but not demonic adversaries)
Roll Result
1 to 3 Dead and gone
4 to 6 Ready to rock!
Infantry Squad Leader/2 Wound Models
Roll Result
1 or 2 Dead and gone
3 to 6 Good to go!
Vehicle Unit (roll for each vehicle if squadron)
Roll Result
1 or 2 Destroyed
3 or 4 In Repair
5 or 6 Fit for service!
You don’t need to roll for specific models with special weapons, as it’s assumed that someone picks up the weapon after the battle. Merely roll for squad members taken out, and for every one that rolls high enough, you get that one back. Squad leaders are a little tougher than the unit they lead, so their chart is a little different. Similarly, characters are in their position for a reason and so rarely are completely killed. They will either return with 1, 2, or 3 wounds. Mark down how many from each unit returns to duty every week, as well as all units that are hospitalized/repair bay. Any models that are dead for good are just that, and must be scratched off your army roster, not to be used again for the rest of the campaign. Don’t bother trying to cheat, because all the info is given to me every week, so I know how much is in each army. This may result in some armies being without an HQ unit, and that is perfectly acceptable.
Campaign Points: CP’s are earned every week for the results of the battles and special rulings, as below.
Draw 0
Solid Victory +1
Crushing Victory +2
Victorious Slaughter!+3
All models in army are WYSIWYG +1
All rules/faqs for army are present +1
Obviously this is to reward people who put the weapons on the models, so things like “Oh, that bare Tau arm has plasma guns on it? I see…” don’t occur as often, in addition to having all the rules present in case of disagreements during games. If the piece is broken that’s okay…just fix it quickly! Also, pieces of wargear like purity seals and the like don’t need to be modeled, but your model will look better with it.
The Point of Campaign Points
Campaign points are what determines the overall victor of the campaign! The faction (good or evil) with the most points is the winner.
Also, for every 6 CP a player accrues, he can add 100pts to his games. If he drops one ‘bracket,’ (ie had 12, now 11) he loses 100pts. You can never go below the week limit, unless as described you don’t even have that many troops anymore.
Reinforce/Upgrade
You can reduce 1 CP from your total score to add +100 points to your army at the end of the battle. This is done after all the injury rolls (above) have been made. Those 100pts can only go towards refilling your squads to their original status. Example: 10 man tactical squad w/missile launcher & plasma gun takes 7 casualties in a game. I roll. 3 come back, putting my total squad strength at 6 men, including the weapons. I can now sack 1 CP to get 100 pts. I use 60 to get back four squad members, giving me full strength again. Those 40pts can now go towards some other beaten up unit.
Alternatively, if you have a squad but decide you don't like the weapons it has, you may swap them out with those extra points. After your weekly game you may choose to add or subtract wargear/weapons from units, and it must be checked with me. You must expend CP to add wargear/weapons.
Squad leaders, if they are killed, then you may designate a new squad leader, such as a marine to a sergeant. If you have extra points left over, you may further upgrade him if possible, such as a sergeant to veteran sergeant, and then weapons.
Vehicles, however, must use 1 full CP to be repaired. So no sharing like above. Note down all usages and such, and report to me at the end of the game.
Once you’ve figured out what each squad is still left with, adjust their point values to reflect this. In the case of Imperial Guard platoons, filter down heavy weapons, special weapons, sergeants, and squad members survivors so you have full 10 man squads. For instance, if you started with two platoons (40 men) and 33 survive, you would have three squads of 10 and one of 3, no matter where the casualties came from. Use the rules for Remnants squads for those.
Lastly, multiwound characters may be healed with CP. It costs 50pts to heal a wound, so if you took two wounds and wanted both back, it would cost the entirety of a CP.
Demons
You may use 1 CP to buy 100 points of demons for your army, up to a maximum of 5 as noted below. Once you’ve bought a Greater Demon, you cannot buy any more. The Chaos gods don’t share their most powerful minions wastefully! However, you don’t need to spend another CP for the next game if it lived through the battle. Any suitable model will work; it’s just a random demon.
Allies
If you are desperately short on men, you may call upon your allies to send you aid. If another player from the same faction (good, evil, neutral) is not currently playing a game, they may join your game on your side. They may play with any one unit from their master list, so long as the point total doesn’t go above the limit for the week.
Usable Models
Any Forgeworld or Special Characters models are allowed. Thus, Jessi could use her model of Ghazgkhull as Ghaz, not just a warboss.
Not usable units
Tau Human Auxiliaries
VDR
Also, points requirements are waived, so Ghaz or Dante could be used in even 1000 pt games, although why...
Weekly Protocol Summary
-Roll for Demons if using them
-Play the game
-Roll for injuries
-Spend CP for reinforcement or just keep them for a higher score
-Adjust units to current point value
-Come to me with updated unit layouts
CP Summary
-Total equals winning faction in campaign
-Every 6 CP allows an extra 100 per game
-Can be sacked to refill units
-Can be sacked to repair vehicles
-Can be sacked to upgrade units with different weapons
-Can be sacked to heal multi-wound models
Demonic Adversaries – may be taken by any army but Necrons, and only if they are short by 100+ points for a game.
In addition, you may only take up to 500 points worth of demons in any game.
Ask me for demon rules.
Current Players/tallies
Good - 27 CP
Andrew - 12 (2364) (+200)
Luong - 13 (+200)
Delso - 0
Matt - 1
Alex - 1
Mike - 0
Evil - 13 CP
Glenn - 6 (1959) (+100)
Vic - 2
Ryan - 5
Adam - 1
Neutral - 6 CP
Sean - 0 (1947)
Jessi - 6 (+100)
Players are listed in order of how many points they have left, higher on top. The highest have their number showing. The other number is how much extra each person gets in their games, due to accrued CP.
Now, evil players, get corruptin'!