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Introduction

This campaign is intended to be played in a single day over the course of three rounds. The scenarios that follow are appropriate for approximately 12 with 6 per team, though different numbers can be accommodated by adding, duplicating, or removing scenarios. The campaign is based around the events of the Horus Heresy, giving participants the chance to refight the Heresy using their own models and armies. Players are not restricted to their army codex or list choices, though for the full Heresy Experience all players should be restricted to Imperial and Chaos forces. Additional restrictions on equipment and characters can be implemented as desired to further the immersion. Reading up on the background available in the Black Library novels and army codices can give you some great ideas for what armies and equipment you might like to restrict. [Designers Note- In both instances I have run this event, the players were given the rules but not shown the scenarios ahead of time. This ensured no one could game the event by creating armies specifically designed to perform well in a given scenario. This can be achieved by applying subtle tweaks to the scenarios to reward different styles of play. It is remarkable how simply altering the terrain, deployment types, and/or victory conditions can change things..] The event is designed to encourage non-standard play. Players should create lists for 750pt., 1000pt., 1500pt., and 1850pt. armies. The scenarios reward a vast mix of army builds, from infantry, to jump troops, to walkers, to vehicles. Teammates are encouraged to work together before the event to ensure they have a suitable mix of lists and play styles at each point level to handle whatever scenarios they may encounter. There are 3 rounds during the day. The first round has 6 scenarios, the 2nd 5, and the 3rd has 6, and the scenarios are presented in that order. In each round both teams are given the packet containing each of the 6 (or 5 in round 2) scenarios for that round. It is then up to each team to decide which player will play in each scenario, based upon factors such as skill, army composition, likely opponent, relative importance of the mission and associated bonus, etc. Wins and bonuses are tracked on a white board or other suitable manner. At the end of the event, the side which has won the most games wins the overall campaign. One person should be selected to run the event as a neutral Game Master. That person can play as a ringer if necessary, but acting solely as an unbiased GM and judge will present far more opportunities to tweak the event and scenarios on the fly to suit the players.

Lambs to Slaughter
Mission: Horus forces have begun landing on Terra. The loyalist troops prepare for a desperate battle, with civilians caught in the middle. Suggested Terrain: Standard mixed terrain is fine. Objective: Chaos- Few things please the Gods more than the slaughter of innocents. Kill as many civilians as possible. Imperials- The Emperor has sent you to protect his people. Escort the civilians off of your own table edge. Points: 1500 v 1500 Deployment: Imperials deploy first and may deploy anywhere on the board, but should choose one long board edge as their board edge All Chaos models start the game off-board, but all units may automatically enter play turn 1 (unless held in reserve) and may enter from any board edge except the Imperial board edge. Chaos goes first.

Imperial Board Edge

Circles are civilian starting deployment areas. Deploy 5 civilians in B2B in each circle

Special Rules: Civilians have the following profile: WS 2 BS 0 S 3 T 3 I 2 W 1 A 1 LD 0 SV Khorne demands blood! Civilians may only take damage in close combat. If they lose combat, they will automatically fail the LD test. Treat each group of 5 civilians as a unit for purposes of movement and combat. Independent characters may not join civilian units. In every Imperial movement phase a unit of civilians which started the turn within 3 of an Imperial non-vehicle unit may move up to 6. Civilians may not use a run move and may not embark in a vehicle. Once one model in a civilian unit reaches the table edge, the entire unit is considered to have escaped and may be removed from the board. Bonus: Chaos- Your slaughter has earned the favor of the true gods. For every 20 civilians you kill every player on your team may give one unit a chaos mark for free in every game in rounds 2 and 3. Let your opponent know which unit has the mark before each game. You may change the mark and unit marked between games.

Marks: Khorne- +1A Nurgle- +1 T Slaanesh- +1 I Tzeentch- 6+ invulnerable save (or +1 to existing invulnerable save)

The Beacons of Terra


Mission: Numerous powerful beacons exist around Terra to help coordinate orbital traffic. The side which controls these beacons will have a distinct advantage in the coming days. Suggested Terrain: Standard mixed terrain, with a large ruin in the middle of the board in which to place the beacon objective. Objective: Place the computer beacon in the center of the board. The side which controls the beacon at game end wins. Points: 1000 v 1000 Deployment: Dawn of War. No model may deploy within 18 of the beacon. Roll for deployment and first turn as normal.

Bonus: The side which controls the beacon will be able to use it to their advantage in
future battles. Models/units which deepstrike or teleport into play may re-roll the scatter die and distance. The 2nd result stands.

The Fall of Mars


Mission: Mars is falling to Horus forces. The Emperor authorizes a surgical strike to take control of supplies of the newest variants of power armor. Suggested Terrain: A more urban terrain layout with a suitable factory/building in the middle of the board. Objective: Take and hold the factory. The side which controls the building at the end of turn 6 wins. Points: 1850 v 1850 Deployment: Chaos deploys first and chooses one table edge as their deployment zone. All forces not held in reserve may deploy anywhere on the table. All Imperial forces start in reserve and deepstrike onto the table. Units which have the deepstrike or teleport rules may assault the turn they arrive.

Controlling the Building: Have the most scoring units inside the factory. If both sides have the same number of scoring units, the side which has more elite units within 3 of the factory wins. If that is also the same, use victory points within 3 of the building to determine the winner.

Bonus: The side which can equip its troops in the advanced power armor will have a distinct advantage in the coming battles. Once per game every player on that team may re-roll all armor saves for one unit. All armor saves must be re-rolled, and the second results stand, even if they are worse.

Raid!
Mission: Imperial forces are determined to hold out until help arrives. They have sent a small raiding party to disrupt Horus supply lines, but those lines are not unguarded. The Imperial raiders have been issued with demo charges to destroy the supply depot in the middle of the board. The supply depot cannot be destroyed by shooting, only by nonvehicle models placing demo charges. To place a demo charge, a model must assault the depot and remain in contact with it until the end of its next assault phase, at which point the charge detonates and the depot is destroyed. A unit assaulting the depot may not make any attacks in close combat, and will not strike back if assaulted. Suggested Terrain: Standard mixed terrain with a small building or objective in the middle of the board. Objective: The Imperials win if they destroy the depot, otherwise Chaos wins. Points: Imperials- 1000 Chaos- 1000 Deployment: Chaos may deploy any of his troops choices anywhere within 8 of the objective in the center of the board. He must deploy at least one unit. The rest of his army starts in reserve.

The Imperials choose one short table edge to be his board edge. Any infiltrators may deploy within 12 form that table edge. Units using the outflank rule will come in on one of the long table edges. The Imperials go first, moving as much of his army as he wishes onto the board from his own table edge.

Bonus: If the Imperials win, they will have disrupted Chaos supply lines, forcing them to take more time to bring their forces to bear. If the Imperial side wins, in any future games, the Imperial players may force their opponent to hold a unit of their (Imperial players) choice in reserve, even if it could normally be deployed. This does not apply in the End Game scenario.

The Plains of Tallarn


Mission: During the Heresy, the planet Tallarn was host to the largest tank battle in history. Over 50,000 vehicles fought amongst the plains. Suggested Terrain: All hills and small areas of rough terrain. No buildings or trees. Ensure some hills are tall enough to block LOS to rhinos and land raiders. Objective: Seize Ground with 5 objectives Points: 1850 vs. 1850 Deployment:. Deploy as per Dawn of War, but with up to 2 Heavy Support units allowed to begin on the table instead of Troops. Roll to place objectives and deploy first as normal. Special Rules: ONLY VEHICLES (including dedicated transports) count as scoring in this scenario. ALL vehicles may score. Bonus: The winning side will have access to veteran tank crews for the remainder of the war. Players on the winning side may re-roll d3 vehicle cover saves per game. Roll the d3 at the beginning of each game.

Sever the Head


Horus favored tactic is to attack the enemy leadership. He employs this same tactic now. Mission: Spearhead deployment. Suggested Terrain: Standard mixed terrain. Objective: Seize Ground with 4 objectives. At the end of the game, for every dead HQ on the Imperial side, the Chaos player counts as controlling an additional objective. Points: 1850 vs. 1850 Deployment:. Spearhead Special Rules: None Bonus: If Chaos wins, they will have disrupted the Imperial command and control system. Once per game, at the start of any turn, the Chaos player may declare a Disrupted Command. For that turn, all Imperial models are reduced to LD 8. Any models with an LD of less than 8 use their normal leadership value. This does not apply in the End Game scenario.

Forlorn Hope!

A 2v2 game

Mission: Chaos is besieging the walls of the Imperial palace, determined to break through and destroy the emperor forever. Suggested Terrain: Set up a wall running lengthwise down the board with the front edge 12 from the Imperial board edge. The no-mans-land in front of the walls should have craters, barricades, and other features granting cover saves, but not blocking LOS. Set up or two forests, or small buildings in the Chaos deployment zone. Objective: The side which controls the most wall sections at the end of the game wins. Points: Imperials- 750 each Chaos- 1000 each Deployment: Chaos deploys first and will go first. The imperials may attempt to steal the initiative. Use standard 12 deployment zones with the imperials deploying on the side with the walls. Special Rules: The walls are AV 14. Models on top of the walls have a 3+ cover save from shooting. Each section may be shot at in the same way as an enemy unit. A section may be destroyed with a destroyed or explodes result on the vehicle damage chart. Any other result has no effect. A unit on top of a wall section when it is destroyed counts as being inside an exploding vehicle. Vehicles on a wall section when it is destroyed take an automatic STR 8 hit against rear armor. When a wall section is destroyed, remove the wall. The area underneath is rubble and treated as difficult terrain, & grants a 4+ cover save. The palace is protected by powerful shields. Chaos units may not teleport or outflank behind the walls. Deepstriking behind the walls is permitted. Models may move up onto the walls from either the back or sides (not from the front). It takes a full 6 to move up the walls, and requires a difficult terrain test if moving from the sides. It is normal movement to climb up from the back (assume stairs and ramps). Bonus: If Chaos wins the game they will be able to flood the Imperial palace with their forces. They will automatically deploy 2nd and may choose to go 1st or 2nd in the Flanked scenario in round 3.

Rescue Mission
Mission: One of those remembrancers on Horus flagship managed to hide himself during the purging. He has used the confusion of battle to escape the ship and is now in hiding on the surface. Both sides race to find him. Suggested Terrain: Standard mixed terrain. Objective: The player in possession of the remembrancer at the end of the game wins. If neither side controls him, then it is a draw. Points: 1500 v 1500 Deployment: Spearhead. Before choosing table edges or deploying any forces, the players take turns to place 6 numbered objective counters face down anywhere on the table (without looking at the numbers on the counters). Each counter must be no closer than 12 to another counter, and no closer than 12 to a table edge. Determine which of these counters is the objective by rolling a die, that number is the hiding place of the remembrancer and must be discovered by the sides during the battle. Roll for deployment and first turn as normal. The winner may choose to deploy either in a corner deployment zone, or along a long table edge. He may deploy up to 6 from the table edge. His opponent receives the opposite zone (meaning both players will either deploy in corner zones or along the long table edges). Special Rules: To reveal a counter the player must move an infantry model into contact with a counter and half the models movement. Turn the counter face up and see which number it is. If the counter has the same number as the one rolled at the start of the game, then the model has found the remembrancer, otherwise discard the counter. If the model controlling the remembrancer is killed or must fall back, then the remembrancer remains where he was and may be picked up by any infantry model that comes in contact with it. The remembrancer may be passed to another infantry model by moving into base contact. The remembrancer may ride in transports. Neither model may move after than have come into contact with the remembrancer until their next turn and the remembrancer may only be handed off once per turn. If the unit escorting the remembrancer is destroyed, leave the remembrancer model in place. He will not move and cannot be destroyed in any way. Bonus: If the Imperials rescue the remembrancer, he is able to reveal the changes to Horus flagship. In the Clear the Way and End Game scenarios in round 3, they may choose to deploy and go 1st or 2nd, and count as having the move through cover special rule.

Into the Heart


Mission: Chaos has broken through the palace walls in several areas and are now trying to clear out the inner buildings and defenses. The imperials are fighting desperately to keep them out. Suggested Terrain: Full on cityfight with no more than 6 between ruins/buildings. Objective: The game is won by occupying the buildings. When a building is occupied the unit doing so will plant the flag in that ruin and may move on to other buildings. The flag remains until an enemy scoring unit occupies the ruin, at which time they plant their own flag instead. For the purposes of this mission, non-troops choices above 25% & walkers may claim a building. Non-dedicated transports, and non-immobilized vehicles may contest buildings, but may not plant their own flags. The player who controls the most buildings at the end of the game wins. Points: 1000 vs 1000 Deployment: Players deploy in opposite quarters as per the spearhead deployment type in the main rulebook.

Bonus: If Chaos wins the game they will push more and more forces even deeper into the heart of the palace. If Chaos wins, they will receive and extra 500 points in the Fight To the Last scenario in round 3.

Before the Walls


Mission: Imperial forces are doggedly holding their positions. A maze of trenches form a strong defensive position and prevents Horus forces from breaking through. Suggested Terrain: Trenches running throughout the entire board, with craters, razorwire, tank traps, and other small obstacles in the open areas between trenches. Objective: The Imperial player deploys 3 objectives in his own deployment zone. Whichever side controls the most objectives at the end of the game wins. The objectives may not be placed within 12 of each other. Points: Imperials: 1000 Chaos: 1500 Deployment: Players deploy as per the Pitched Battle rules. The Imperial player chooses his side. Roll to deploy and go 1st. Special Rules: All trenches count as difficult terrain (dangerous terrain for vehicles and deepstriking), and grant a 4+ cover save to models being fired upon from outside. Models receive no cover when being shot at by an enemy unit where the majority of models are in the same trench line. Bonus: If the Imperial side wins the game, they will have bought valuable time to reorganize their forces. They may field 1000 points in the Fight to the Last scenario.

Spaceport
Mission: While Horus forces were besieging the palace, other fierce battles were raging for control of Terras numerous spaceports. Suggested Terrain: Set up the board to resemble an airfield/spaceport, with approximately 5 objectives. Open areas should have obstacles, with several small buildings scattered around the table. Objective: The Bastions, landing pad, and Hanger all count as objectives. The side which controls the most objectives at the end of the game wins. Points: 1850 each. Deployment: Players deploy as per the Pitched Battle rules. Special Rules: None Bonus: Whichever side controls the spaceports will be able to better reinforce their lines. The winning team may re-roll all reserve rolls in future games.

Fight to the Last!


Mission: Horus forces are rampaging inside the palace. The loyalists know this is the end, but they are determined to fight to the last. Suggested Terrain: Full cityfight with no more than 6 between ruins. Objectives: The Imperials must destroy at least their starting points value in order to win. Any other result is a Chaos victory. Example- If the Imperials start with 500 points then they must kill at least 500 enemy VPs in order to win. Points: (potentially modified by the Into the Heart scenario in round 2) Imperials- 750 Chaos- 1000 Deployment: Use the dawn of war deployment rules from the main rulebook. Roll for deployment as usual. The Imperials go first unless Chaos won both scenario 7 games. Bonus: The winning side is able to exploit the victory- either pushing on into the Emperors chambers (Chaos), or buying time to prepare for the duel ahead (Imperials). The winning side may field their 1850 point army in the End Game scenario (minus nonwalker vehicles as per the scenario rules).

Blitz
Mission: Horus forces are rampaging inside the palace and are trying to fight through the last few hastily constructed defenses. Chaos must quickly smash aside the enemy to reach the inner sanctums of the palace. Suggested Terrain: Mixed terrain. Ensure that the attackers have multiple avenues to move down the board. Objectives: Victory is determined by VPs. In addition, the Chaos player must get as many units as possible into the defenders second line. He receives +100 VPs for each scoring unit in that area at the end of the game. The Imperial player receives +100 VPs for each enemy scoring unit in no mans land at the end of the game. If a unit straddles two lines, count it as being in the one furthest from its own table edge. For the purposes of this mission, non-troops choices above 25% also count as scoring. Dedicated transports and immobilized vehicles do not. Points: 1500 v 1500 Deployment: The board is divided longways into thirds, as shown on the map. The defender may place up to 2 obstacles anywhere in the fortification zone. The defender then deploys any of his troops, HQs, and/or heavy support choices in the fortification zone. The defender must deploy at least 1 unit. All other units start in reserve and come on from his table edge. The attacker deploys his forces within 12 of his table edge. Infiltrate works as normal, but the outflank, deepstrike, and teleport abilities may not be used in this scenario.

No mans land

Fortification zone Second line

Defenders Table Edge

Attackers Table Edge

Bonus: The side that wins this battle manages to detach and send several veterans to join their team in the End Game scenario. One non-HQ unit in that scenario gains the effect of either twin-linked shooting or preferred enemy. This only affects the chosen unit, and not an attached HQ. The player should tell his opponent which unit has this ability before the game starts.

Clear the Way


Mission: Horus has lowered the shields on his flagship. The Emperor and his retinue have teleported aboard, but have been separated in the process. Now, scattered groups of warriors fight throughout the bowels of the ship. You must kill as many of the enemy as possible in an effort to clear the way for your lord. Suggested Terrain: Set up the board to resemble the hallways of a spaceship with multiple rooms and hallways, and one large room in the center. Both sides should have a balanced pathway to the center room. Place barricades, wrecked columns, and other low obstacles in the rooms and halls to provide cover. We used road sections cut from roofing tiles. Objectives: Seize ground with 3 objectives. No objective may be placed within 12 of a board edge. Points: 750 each. Deployment: Deploy using the spearhead rules in the main rulebook. Roll as normal unless modified by bonuses from earlier battles. Special Rules: No vehicles other than Walkers may be used in this game. Bonus: For each full enemy unit killed or destroyed your side receives 1 re-roll in the End Game scenario. Remember, you may not re-roll a re-roll.

Clear the Way


Suggested Terrain: Set up the board to resemble the hallways of a spaceship with multiple rooms and hallways, and one large room in the center. Both sides should have a balanced pathway to the center room. Place barricades, wrecked columns, and other low obstacles in the rooms and halls to provide cover. We used road sections cut from roofing tiles. Objectives: Seize ground with 3 objectives. No objective may be placed within 12 of a board edge. Points: 750 each. Deployment: Deploy using the spearhead rules in the main rulebook. Roll as normal unless modified by bonuses from earlier battles. Special Rules: No vehicles other than Walkers may be used in this game. Bonus: For each full enemy unit killed or destroyed your side receives 1 re-roll in the End Game scenario. Remember, you may not re-roll a re-roll.

Flanked

Mission: The walls have been breached and the few remaining Imperial forces inside the palace have been flanked! Suggested Terrain: Urban terrain, though not full cityfight. Objectives: Control the various rooms (buildings) inside the palace. Rooms are controlled by having an infantry unit or walker inside them at the end of the game. The side which controls the most rooms/buildings at the end of the game wins. Points: 1000 Imperial 1500 Chaos Deployment: Deploy using the following special rules: The Chaos player may choose either long table edge as his deployment zone. All units may deploy within 6 of the table edge. The opposite long edge is the Imperial players table edge. Imperial forces have been caught by surprise and begin the game spread out. The Imperial player may deploy anywhere on the board, but may not deploy any unit within 12 of another friendly unit. Any unit which cannot be deployed in this way is placed into reserve, and will come in from the Imperial players table edge. Special Rules: All infantry, jump infantry, bikes, monstrous creatures, HQs, and Walkers may control rooms (buildings). Non-walker vehicles may not. Bonus: The winning side may choose 1 unit in the End Game scenario to have the Feel No Pain special rule.

End Game
THIS BATTLE IS FOUGHT AFTER ALL OTHER ROUND 3 SCENARIOS HAVE BEEN COMPLETED
Mission: The Emperor takes on Horus. The fate of the rebellion will be settled here and now Objective: Each player selects 1 HQ who will take on the role of either Horus or the Emperor (depending on your chosen loyalties). Victory- You kill the opposing HQ and your own survives Points: 1500 v 1500 Deployment: Deploy using the standard pitched battle deployment rules. Roll off as normal unless modified by bonuses from earlier missions. Due to the nature of the chaos vessel the nightfight rule is in effect for the entire battle. Special Rules: No vehicles other than Walkers may be used in this game. The Deepstrike and Teleport rules may not be used in this scenario. The player-chosen HQ models gain the Eternal Warrior, Fleet, Stubborn, and Feel No Pain rule if they do not already have them.

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