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Author Topic: The Faaris IV Campaign  (Read 2376 times)

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Offline WisdomLS

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The Faaris IV Campaign
« on: January 4, 2012, 06:04:22 PM »
Two friends and I are about to start a map based campaign that myself and Pershore (one of the aforementioned friends) intend to report on here on the forum. All being well we'll do our first forays into battle reports and give brief run downs of how things are going and our experiences playing in the campaign.

We decided to do the campaign as we fancied getting something a little different out of the hobby and thought this would be a good way to go, also the way the campaign is designed we'll all get to try our hands at various different armies as we take control of the non-player races.

I'll shortly post up the rules for the campaign but here's the idea in brief.



This is the planet were playing on, it consists of 19 different regions that all begin the campaign controls by various non-player races (the armies we own that we're not using for the campaign). Each region has a specific mission assigned to it (lots of specially designed ones) and a litte bonus that your army gets for occupying it.
The idea being that as you gain control of more regions you get more bonuses as a reward.
The campaign will end when a single play controls a large proportion of the map and the central area that holds a trapped C'tan shard.

Following is the fluff piece that I've put together to try to shoehorn twelve different armies into a single conflict on a single planet, I know it doesn't perfectly fit the fluff for all the concerned races but it's close enough ;)

Let us know what you think and follow our progress.

The Story Of Faaris

The peaceful world of Faaris had long ago been part of the Imperium but had been under the control of the Tau for countless years until the present conflict erupted, until the tyranids came.

A tendril of hive fleet Charybdis assaulted the planet and the Tau resisted with all the weapons at their disposal. Seeing an opportunity to retake the world in the Emperors name the Lords of Terra dispatched a large contingent of space marines from various chapters with the backup of a substantial Imperial Guard force.

Marines from the Blood Angels, Black Templars, Space Wolves ,Ultramarine and a few other allied chapters arrived on the planet and immediately began the process of eliminating all alien life.

They may have managed to contain and even beat the Tyranids and the native Tau but other foes were soon to arrive. Seeing a big fight brewing some eager mek sent a large ork rok crashing into Faaris bringing with it thousands of battle hungry boyz.

Another enemy announced their arrival at this time as well, the Dark Eldar saw the turmoil of a battle this grand and chaotic as the perfect place to gather new and interesting slaves for the fighting pits back on Comorragh.

With titanic weapons of war being unleashed all over the planet on such a large scale Faaris was being strained right to its very core and this was where the real threat lay.

Imprisoned tens of thousands of years ago in a powerful Tezzeract Labyrinth fused to the planet as a whole, a volatile and incredibly destructive C’tan Shard was partly released when his prison was weakened by the force of the weapons being brought to bear in the war raging on the planets surface.

His release sent a mental shockwave rushing over the planet, effecting each of the combatanting armies in its own insidious way, calling upon them to throw all their might into the conflict, to hold nothing back, to kill everyone.

The war raged to new heights of destruction, with burning piles of the dead growing each day. For this was what the C'tan wanted, if the planet was ravaged and destroyed there was a chance that his prison would fully break and he would be free once more.

Death on such a scale has other consequences, rifts into the warp appeared where the fighting had been the most intense and Chaos Daemons imerged to join in the slaughter, much to the C'tans glee.

Not all were so pleased at the events happening on Faaris, the Swordwind of Prince Euthrace of Biel-Tan have arrived to contain the threat of the C'tan after Farseer Fiathrandael forsaw its imminent release.

Inquisitor Damgrad of the Ordo Malleus, along with a strike force of Grey Knights, have come to put an end to the Daemonic incrusion and purify all those affected by the C'tan be they friend or foe.

lord Commander Kelly of the 659/656th Air Corps, redeployed from the conflict in the Iraqistan area and arriving as backup to the spacemarines, has been ordered to take the planet back for the Emperor. He intends to see those orders through even if it means fighting against those warriors of the imperium who seem to be under the influence of some kind of filthy xeno skum.

« Last Edit: January 7, 2012, 05:15:38 AM by WisdomLS »

Offline Pershore

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Re: The Faaris IV Campaign
« Reply #1 on: January 5, 2012, 02:41:36 PM »
Prince Euthrace paced back and forth on the flight deck of his Void Stalker battleship, the Tempest of Blades.  The Farseer had been clear - the C'Tan shard must not be freed or it would become a threat to the Biel-Tan itself in the centuries ahead.  But there were so many primative xeno races present on the planet, any one of whom might ignorantly unleash it.  At least there was unparalleled opportunity on Faaris to butcher the usurper races and earn glory in the sight of Khaine.  He turned back to his waiting Exarchs.  A final war council before the slaughter commenced.

Offline WisdomLS

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Re: The Faaris IV Campaign
« Reply #2 on: January 7, 2012, 05:26:11 AM »
Inquisitor Damgrad looked at the smattering or Vox reports coming from the planet below, it appeared that his worst fears were true, the influence of the trapped alien had caused the space marines to turn on each other.

Chapter fought against chapter whilst vile xeno's and foul daemons run amuck. There was nothing else to do, he and his grey knight allies would have to wipe them out...all of them.


Ok on with some rules :)

The Faaris Campaign - Rules

This is a map basted campaign designed for three players who will fight over a planet containing 19 different regions.

Each region has a specific mission, points guide and occupation bonus associated with it, these will not change during the campaign.

Each region begins the game under the control of one of the non-player races (NPR's) see attached table.
The Castrum Praetorio region starts the campaign under the control of a random NPR.

Each campaign turn all players will pick a region that they wishes to attack, if two or more players choose the same target then they must roll off with the winner attacking the choosen region and the loser(s) choosing another region that has not already been picked.

If at any point two players both declare the Castrum Praetorio region as their target they then play against each other for control of the region. If all three players declare the Castrum Praetorio region as their target then a three player game is played with the winner gaining control of the region. In either case any NPR that may control the Castrum Praetorio region is considered to lose control of it just before such a battle.

When a player is choosing a region to attack he may only choose a region that boarders a region he already controls, the two moons are considered to boarder the three regions closest to them and each other.

The attacking player gets to choose the points limit for the game from those listed for that region and a game is played using the mission specified against the race that currently occupies the region. If the occupier is another player obviously the battle is played against them, if it is a NPR them it is played against someone using that race as his army.

Due to the nature of the campaign there can be no drawn games so any games undecided due to the victory conditions of the mission is decided on victory points as in the 40K rulebook. If these are still drawn the defender wins.

At the start of the game the players control no regions so must make planetfall and attempt to gain a foothold. They may pick any region controlled by a NPR to attack in this first campaign turn and in each turn until they gain control of a region.

During these battles, where players do not control any regions, they get a special bonus as they surprise the enemy and their orbital assets are able to aid them in gaining a foothold.
This special bonus allows them to decide who wins any dice roll made before the game starts to choose sides, deployment area's, roles, who goes first etr.. Also at the start of the game after both sides have deployed the attacking player gets to make a single firestorm attack. This attack is resolved as a S:8, AP:3, Large blast, Pinning, indirect barrage attack that can target any point on the battlefield. The attacking player may choose to place a crater where the attack hits if able.

Each region has a special occupation bonus that is available to the player or NPR that controls it. These bonuses are always in effect and can be used in every battle that the controling race takes part in. Any unit effecting bonuses must be assigned on the army list during list building.

All things being well the players will be able to stay even with the number of games they have played and stay on the same campaign turn, but things crop up and someone may find themselves getting a little behind. If this happens a player may choose to let fate decide the outcome of a battle as he doesn't have the opportunity to play, so as not to hold up the other players.

If he decides to do this he declares the region he is attacking as normal but instead of playing the game he just rolls a dice, on an even number he is considered to have won the battle, on an odd number he is considered to have lost.

Obviously this is only to be used if a player gets very far behind and only as a last ditch resort to stop the campaign falling apart, not to be used to randomly take a hard to defeat region.

To keep the game interesting the NPR's have a chance of taking control of regions controlled by other NPR's and even gaining control of a region after they have lost control of all their others.
To achieve this 2D6 is rolled for each of the NPR's (in alphabetical order) at the start of every campaign turn.

If a race that controls any region gets a result of 11 or 12 then that race gains control of a random region boardering one they already control, that is currently controlled by a different NPR. If they have a boarder with the central Castrum Praetorio region and it is controlled by a different NPR they always gain controll of it instead.

If a race that no longer controls any regions rolls a 12 on its 2D6 it gains control of a random region controlled by another NPR.

A player is declared the winner of the campaign if at any point, when all players have taken the same number of campaign turns, he controls the central Castrum Praetorio region and any six other regions.



Next up I'll post the details about the different regions, who starts controling them and what mission is used for each.
« Last Edit: January 7, 2012, 05:33:53 AM by WisdomLS »

Offline WisdomLS

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Re: The Faaris IV Campaign
« Reply #3 on: January 9, 2012, 08:22:29 AM »
Below is a list of all the regions found on Faaris and its two moons, the race that starts in control of each of them and the mission that is played to gain control of that region.

More or less all the missions are new missions which I'll go into in the next post, if an existing mission is used then it has in brackets after it where it is taken from (Cod)= Cities of Death, (BM)= Battle Missions.
The points listed are the different points that the attacker can choose to play the mission at and the Occupation Bonus is what is gained by controlling the region.


Region Name: Castrum Praetorio
Starting Controller: Random
Mission: The Prison of the C'tan
Points Choices: 2000
Occupation Bonus: Controlling this area allows you to win the game :-)

Region Name: Diemeter
Starting Controller: Blood Angels
Mission: Area Control
Points Choices: 1500-1750
Occupation Bonus: Choose a unit, it gains the ability to Deep Strike. If it could already Deep Strike then halve the distance that it scatters when deepstriking.

Region Name: Kjoldar
Starting Controller: Space Wolves
Mission: Polar Salvage
Points Choices: 1250-1500-1750
Occupation Bonus: You may select one additional Heavy Support choice in your army.

Region Name: Macarion
Starting Controller: Tyranids
Mission: Castle Assault
Points Choices: 1500-1750-2000
Occupation Bonus: You may select one additional Elite choice in your army.

Region Name: Mecadon
Starting Controller: Tau
Mission: Grand Assault (CoD)
Points Choices: 1250-1500-1750
Occupation Bonus: Choose an HQ model, once per game they may fire either a Barrage Bomb or Lance Strike as if they were equipped with an Orbital Strike Relay.

Region Name: Meda
Starting Controller: Space Marines
Mission: Fetch And Carry
Points Choices: 1250-1500-1750
Occupation Bonus: Choose a unit, it gains the ability to Outflank. If it could already Outflank then it may re-roll the dice to see where it arrives when outflanking.

Region Name: Mineris
Starting Controller: Black Templars
Mission: Surprise Attack (BM)
Points Choices: 1250-1500
Occupation Bonus: Choose a non-HQ unit of Infantry/Jump Infantry/Bikes/Beast/Cavalry, they are a scoring unit.

Region Name: Moon of Tho
Starting Controller: Tyranids
Mission: Confined Space
Points Choices: 400
Occupation Bonus: Choose a unit of Infantry/Jump Infantry/Bikes/Beasts/Cavalry, they gain Stealth.

Region Name: Moon of Vre
Starting Controller: Black Templars
Mission: Lunar Conflict
Points Choices: 1500-1750
Occupation Bonus: Once per game you may re-roll a single failed LD test.

Region Name: Numea
Starting Controller: Orks
Mission: High Ground (CoD)
Points Choices: 1000-1250-1500
Occupation Bonus: Choose a unit of Infantry/Jump Infantry/Bikes/Beasts/Cavalry, they gain Move Through Cover.

Region Name: Savius
Starting Controller: Tau
Mission: Above and Below
Points Choices: 1850
Occupation Bonus: Choose a unit of Infantry/Jump Infantry/Bikes/Beasts/Cavalry, they gain Stubborn.

Region Name: Strige
Starting Controller: Orks
Mission: Pillage (BM)
Points Choices: 1500-1750
Occupation Bonus: You may select one additional HQ choice in your army.

Region Name: Thoran
Starting Controller: Dark Eldar
Mission: Sacred Sanctum
Points Choices: 1250-1500-1750
Occupation Bonus: Choose a vehicle model, it gains a 5+ Invulnerable save.

Region Name: Tropice
Starting Controller: Chaos Daemons
Mission: Invasion (BM Altered)
Points Choices: 1500-1750-2000
Occupation Bonus: Gain +1 to all your reserve rolls, this bonus stacks with similar bonuses.

Region Name: Valadon
Starting Controller: Space Marines
Mission: All Round Defence (BM)
Points Choices: 1000-1250-1500
Occupation Bonus: At the start of the game you may choose a single piece of area terrain in your set up zone that provides +1 to cover saves.

Region Name: Valamor
Starting Controller: Space Wolves
Mission: Field Of Glory
Points Choices: 1500-1750
Occupation Bonus: Choose a unit of Infantry/Jump Infantry/Bikes/Beasts/Cavalry, they gain Counter Attack.

Region Name: Valar
Starting Controller: Chaos Daemons
Mission: Unending Carnage
Points Choices: 1250-1500-1750
Occupation Bonus: Choose a unit of Infantry/Jump Infantry/Bikes/Beasts/Cavalry, they gain Feel No Pain on a 6+ (instead of a 4+).

Region Name: Vreda Primaria
Starting Controller: Blood Angels
Mission: Clash Of The Titans
Points Choices: 1750-2000
Occupation Bonus: Choose an HQ model, all of their weapons count as master crafted and they are equipped with digital weapons.

Region Name: Vreda Secunda
Starting Controller: Dark Eldar
Mission: Slave Raid (BM)
Points Choices: 1250-1500-1750
Occupation Bonus: You may select one additional Fast Attack choice in your army.

Finally a map showing the disposition of the races over that planet at the start of the campaign:




Offline WisdomLS

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Re: The Faaris IV Campaign
« Reply #4 on: January 29, 2012, 05:44:52 PM »
We played the first two games of the campaign today, battle reports can be found in the following thread:
http://www.40konline.com/index.php?topic=219910.msg2670514#msg2670514





The Eldar successfully made planetfall in the Macarion region by defeating the tyranids in the Castle Assault mission.

The Grey Knights were also victorious against the Ork hordes of the Strige region playing the Pillage mission.

Next mission also played (and videoed).
The Imperial Guard managed to wrest control of the Valadon Region from the Space Marines.
« Last Edit: January 31, 2012, 01:57:00 AM by WisdomLS »

Offline WisdomLS

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Re: The Faaris IV Campaign
« Reply #5 on: February 2, 2012, 06:13:56 PM »
Ok the first campaign turn has finished with the following results:



Turn 1:
  • Pershore's Eldar defeat the Tyranids of the Macarion region.
  • Wisdom's Grey Knights defeat the Orks of the Strige region.
  • Nasty's Imperial Guard defeat the Space Marines of the Valadon Region.
  • The Space Marines take control of the Mecadon region from the Tau.
  • The Space Wolves take control of the central Castrum Praetorio region.

Leaving the planet looking like:



If your interested we also have uploaded a couple of fluff videos to add flavour to the campaign to our youtube channel:
http://www.youtube.com/user/TeamClueless40K?feature=watch

Let us know what you think.

 


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