The Battle for Redemption- Campaign 2014
The world of Redemption was once the seat of the entire
Urgalt Cluster. A system of planets which house a vast array of Agri-Worlds and
raw materials desperately needed to fuel the endless war.
Redemption itself has been torn apart by hundreds of years
of conflict. Nearly every warring faction in the galaxy desires to lay claim to
it. However, what is only known to a precious few is the true reason why
Redemption is such a prize.
On the continent of Hope and deep beneath the capital city
of New Hope lays a stable warp rift crafted by a long dead xenos civilization.
This warp gate would provide a strategic launching point to countless other
locations across the galaxy. Imperial Scholars from the Ordo Chronos have speculated
that this rift may also enable time travel across the Empyrean. The value of
this portal cannot be calculated. It is not hyperbole to say that whoever holds
the rift and accesses its secrets may someday soon rule the galaxy.
The battle for the New Hope Rift has begun. Marshal your
forces; there is no time for peace.
The Factions
The Lost- Sons of
Horus and Death Guard (Shane and Tony)
The Damned-
Forces of Chaos (Tim and Kevin)
The Alliance- Necrons and Tau (Tyler and Andy)
The Zealous- Red
Scorpions and Dark Angels (Chris and James)
The Hive-
Tyranids (Mindy)
The Battlegrounds
Sector Sixteen- A
barren, bombed-out wasteland surrounding the approach to New Hope. This no man’s
land is riddled with magna mines, barbed wire and tank traps. Decades of
fighting to gain a foothold here have proven fruitless.
Strategic Asset-
Firebase 77. The player who holds this asset may fire the MAC cannon once
per game. It is considered twin-linked for purposes of this asset use.
The Glade- a once
lush forest, now twisted and poisoned by the unending conflict on Redemption.
This area is home to some indigenous wildlife which does not appreciate the way
their home has been treated.
Strategic Asset- Lost
Hope, Imperial Mega-Bastion. The player who holds this asset may include it
in their army as a fortification (for free). It is considered a Mighty Bulwark
and possesses automated weaponry.
LZ 426- On the
outskirts of New Hope, this landing zone is one of the hardest fought locales
in the entire theatre of war on Redemption. Laced with Aegis lines, ammo and
fuel stores and the corpses of thousands; this is where the winner of the war
may be determined.
Strategic Asset-
Skyshield Landing Pad, Victor Bravo. The player who holds this asset may
deep strike any unit from their army list, beginning on turn one. This unit
will not scatter but may not assault on the same turn which it arrived.
Capital Boulevard-
The once beautiful capital of New Hope is now a smoking husk. Dilapidated and
blackened buildings line this shattered street. Beneath the surface, the true
treasure of Redemption awaits its new master.
Strategic Asset- The
Emperor’s Visage, Shrine of the Aquila. The player who holds this asset
gains the following USRs (army wide). Hatred (other factions) and Preferred
Enemy (other factions).
The Wyrd- A
small, deserted patch of land to the west of New Hope. It houses a single,
mysterious archeotech machine which none of the factions truly understand. Of
course, that does not stop them from fighting over it.
Strategic Asset-
Archeotech Psychic Tuner. The player who holds this asset may place the
asset anywhere on the map during the deployment phase. The tuner is considered
to be indestructible as it exists both in realspace and in the warp at the same
time. Any enemy units within 12” of the device may not generate warp charges or
use psychic powers. Friendly units within 12” may add an additional warp charge
and re-roll any perils of the warp table results.
Tower Point- a
small bluff in the middle of the Yehiri Desert. This bleak and forgotten locale
is the optimum point to broadcast vox messages across the entire continent of
Hope. The Imperium long ago realized that the entire bluff is filled with a
metallic ore which boosts vox signals to previously unknown ranges.
Strategic Asset- Vox
Tower Arcus. The player who holds this asset may (once per game) summon 1
unit of troops from their army codex. The unit enters play from reserve using
the Outflank special rule.
Deff Valley-
forces of the Orks and the Death Korps of Krieg have contested this bloody
gulch for several years with neither side giving an inch of ground. This
lowland is lined completely with trenches and small fortifications, packed with
the bodies of martyrs to their war.
Strategic Asset- Wall
of Martyrs. The player who holds this asset may place a section of 3
trenches in their army list for free. Friendly units in these trenches possess
the Stubborn special rule. Alternatively the player may select to add 1
Vengeance Weapon Battery to their army list (for free).
Necropolis- untold
secrets lay beneath the surface of Redemption. One such secret is the Necron
tomb citadel of Ashran’ka. A daring commander could choose to awaken the
Necrons deep beneath the surface of the planet but he may not understand the
scope of his actions…
Strategic Asset-
Necron Control Matrix. The player who controls this asset may at any time
“awaken” a (500 pt fixed) Necron force to attack his enemy. The Necron units
arrive using the deep strike rules. Initially the Necrons will only attack the
enemy faction. At the beginning of each subsequent player turn, the controlling
player must roll a D6. On a roll of 1-4 the Necrons will also begin attacking
the controlling player’s army. On a roll of 5 the Necrons continue to unknowingly
aid the controlling player for the remainder of the turn. On a roll of 6, the
Necrons blindly attack the enemy of the controlling player until they are laid
to waste. No further rolls are required.
Grand Warlord Traits
Each faction must nominate a Grand Warlord. You may choose
whether or not to field your grand warlord on a game by game basis. Each Grand
Warlord trait has been created by the campaign gamemaster and is designed to
take advantage of the unique play style of the chosen faction. Fielding your Grand
Warlord is obviously a huge advantage as it provides you the Grand Warlord
trait. However, there is a risk as well. Slaying a Grand Warlord provides an
additional D3 victory points to the slayer and the opponent may not field their
GW in the next game in which they play. If the GW is slain in a challenge; the
winner of the challenge receives an additional D6 victory points!
The Lost- Grand
Warlord Trait, “Time Lost Legions”. Units from this faction cause Fear and
possess the Crusader USR.
The Damned- Grand
Warlord Trait, “Black Crusade”. All friendly units have the Fearless and Fleet
special rules when within 24” of the Grand Warlord.
The Zealous- Grand
Warlord Trait, “The Emperor Ascendant”. All friendly units have the Hatred
(infantry) and Preferred Enemy (other factions) when within 24” of the Grand
Warlord.
The Alliance- Grand
Warlord Trait, “Luther’s Prediction”. Dark Angels and Tau are treated as Battle
Brothers. Infantry units in this faction gain the Outflank USR.
The Hive- Grand
Warlord Trait, “The Hungry Darkness”- Non-flying units from Codex: Tyranids have
the Shrouded special rule. When an enemy psyker rolls on the perils of the warp
table, you may force them to re-roll. The second result will be kept.
How To Play (AKA How to WIN!)
The goal of each
faction is to gain control of two Battlegrounds PLUS the Capital Boulevard
Battleground (3 in all). The first round of campaign battles will be fought
to claim battlefields and gain their strategic assets. At any time after week
one (even in the middle of a battle) a faction may challenge another faction to
a Kill Team battle to fight for a claimed battlefield/asset. Unclaimed but
contested battlefields will always require a full game to claim. An attempt to
claim an uncontested battlefield will result in the claimant faction battling a
foe of the GMs choosing using a game type of the GMs choosing. Should the GM
win, the territory will be claimed by the GM faction and the GM will be
considered to hold that asset.
Once a faction has completed the campaign goals, they will
advance to the final battle. Their battlegrounds and strategic assets will be
vacated; leaving the remaining factions to war over their territory and attempt
to complete the same mission. The second faction to complete the goal will
advance to fight in the final battle. The first faction to win entrance to the
final battle will automatically go first in the final battle and will choose
their deployment zone. It will not be possible to seize the initiative. The
third faction and fourth faction will not be allowed into the final battle
(unless some backdoor deals are coordinated amongst the factions…) but they
should definitely feel free to scrap it out on the surface for bragging rights.
Sounds awesome! We have a start date yet?
ReplyDeleteThe Alliance Grand Warlord Trait second section is kinda bad. DA have no MCs and all the Tau MC except the R'varna already have Deep Strike. I suggest a change, maybe Outflank instead.
ReplyDeleteOk
Delete