Welcome to Scribd, the world's digital library. Read, publish, and share books and documents. See more
Download
Standard view
Full view
of .
Save to My Library
Look up keyword
Like this
7Activity
0 of .
Results for:
No results containing your search query
P. 1
The Galactic South Campaign Missions

The Galactic South Campaign Missions

Ratings: (0)|Views: 1,218|Likes:
Published by John Weyermuller

More info:

Published by: John Weyermuller on Jan 13, 2011
Copyright:Attribution Non-commercial

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as DOC, PDF, TXT or read online from Scribd
See more
See less

07/10/2013

pdf

text

original

 
Hey everyone!Here's all of the weekly scenarios for the campaign. Some are modified versions of scenarios from the Battle Missions book, some are simply taken straight from the 40kmain rulebook. Since we're doing an escalation league this time and the games aregoing to be relatively low-points, I wanted to make sure that there was some goodvariety in the missions to keep things interesting, as well as provide plenty of opportunities for storytelling for those of you out there who will be helping me withthe fluff!As always, if you have any questions about anything in the scenarios, please PM me orpost it here and I will answer as quickly as possible. I have endeavored to make all of them as clear as possible, but there's always a margin of error!
Week 1 - Supply Raid
Speartip forces have begun arriving in the Segmentum, and while they await theestablishment of supply lines and the arrival of additional forces, it is survival of the fittest and no cache of indigenous resources is safe!
Battlefield:
This game is played on a 4'x4' square playing area.Objectives: Both players set-up d3+2 loot counters before deployment. Playersalternate placing the counters. They may be placed anywhere on the table more than10" away from the table edge or another counter.
Deployment:
Split the table into four quarters and roll a d6. The player who wins theroll-off chooses which quarter to deploy in. His opponent takes the opposite quarter.If one of the players is a Chaos player, he automatically deploys first. Otherwise, bothplayers roll-off for choosing deployment zones.
Reserves:
Any units not deployed on the table must be placed in reserve.
First Turn:
If one of the players is a Chaos player, he takes the first turn on a roll of 2+ on 1d6. Otherwise, both players roll-off for the first turn.
Victory Conditions:
The player who has collected the most loot counters during thegame is the winner. Each player collects one loot counter at the end of his opponent’sturn for each objective marker that has one of their units touching it. The unit maynot be falling back or engaged in assault.
Bonus Points:
+1 for each loot counter collected; +1 if no enemy units are in a tablequarter on your side of the board.
Week 2 - Establishment
Base camps have been built and made secure and supply lines are beginning to flow.The first arrivals are still playing a waiting game however, trying to maintain their hold on ground gained while reinforcements make their way to the fighting.
 
Battlefield:
This game is played on a 4'x4' square playing area.
Objectives:
This week uses the Seize Ground mission from the 40k rulebook.
Deployment:
Divide the table into two halves. Players roll-off to determine whochooses their a table half to deploy in and deploys his entire force. His opponentdeploys in the opposite half. No models may be deployed within 18" of an enemymodel.
Reserves:
None.
First Turn:
The player who deployed first takes the first turn. His opponent mayattempt to Seize the Initiative as normal.
 
Victory Conditions:
The winner is determined by controlling objectives as detailed inthe mission above.
Bonus Points:
+1 for destroying all the enemy’s scoring units; +1 for controlling allobjectives.
Week 3 - Reconnaissance in Force
The first wave of reinforcements have finally arrived, and the various armies arebeginning to make their forays into hostile territory despite not yet having enoughstrength for frontal assaults. Those with the most ground gained have, naturally, themost at stake...
Battlefield:
This battle takes place on a 4'x4' square playing area.
Special Rules:
The player with the most map markers is the Defender in this scenario.Otherwise, players roll-off and the player with the highest roll may choose to be theAttacker or Defender. During the first turn of this scenario, any unit that wishes toshoot or assault must first pass a leadership test. If the test is failed, the unit may notshoot, run, or assault.
Objectives:
Set up d3+2 objectives before either player deploys their forces.Objectives may not be placed within 10" of the table edge or 12" of each other.
Deployment:
The Attacker must secretly write down which table edge will be theirtable edge his unit will enter the battlefield from. All units in his army enter the tablefrom this edge and fall back toward it. After this, the Defender must deploy all hisunits on the table anywhere 12" from the table edge. The Attacker does not deployany models on the table at this time.
Reserves:
The Attacker may place units in reserve as normal. The Defender may notplace units in reserve.
First Turn:
The Attacker takes the first turn. All of his units that have not been placedin reserve enter the table from the pre-selected table edge.
Victory Conditions:
The player who controls the most objectives at the end of thegame is victorious.
Bonus Points (Attacker):
+1 if all enemy units are destroyed, +1 if all your units arewithin 24" of the center of the table.
Bonus Points (Defender):
+1 If no enemy units are within 24" of the center of thetable, +1 if the enemy controls no objectives.
Week 4 - Scorched Earth
With locations known and forces beginning to look like actual armies, the battleshave become larger in scope, leaving only smoldering ruins in their wake.
Battlefield:
This battle takes place on a 6x4 table that should have a good number of area terrain features.
Special Rules:
All pieces of area terrain are either on fire or a smoking ruin. Beforeeither side deploys their models, roll a d6 for each piece of area terrain:
1-3 Burning - The area is Dangerous Terrain• 4-6 Smoking - Any unit in the area adds +1 to their cover save.• All area terrain blocks LOS completely in this scenario.Objectives:
Set-up d3+2 objective markers before either player chooses theirdeployment zone. Objectives may not be placed within 12" of the table edge or eachother.
Deployment:
Divide the table into four quarters, players roll-off to determine which
 
player picks the quarter they will deploy in. The opposing player deploys in theopposite corner. If there is one Xenos player, he deploys first. No model may bedeployed within 9" of the center of the board.
Reserves:
As normal.
First Turn:
If there is one Xenos player, he takes the first turn on a roll of 2+ on 1d6.His opponent may not attempt to Seize the Initiative. Otherwise, players roll-off forfirst turn and may Seize the Initiative as normal.
Victory Conditions:
The player who controls the most objectives at the end of thegame wins the battle.
Bonus Points:
+1 for controlling all objectives, +1 for destroying all the enemy HQ units.
Week 5 - Settling In
Forces have made established their operations, gained intel on their enemies, and made the first strikes. Now comes the long game of inches, trying to maintain a hold on as much ground as possible while striking the enemy when opportunity permits.
Battlefield:
This battle takes place on a 6x4 table. Terrain should be set according tothe map location (if noted), or at the players’ discretion.
Special Rules:
None.
Deployment:
This mission uses the Pitched Battle deployment from the 40k Rulebook.
Reserves:
As normal
First Turn:
Players roll-off to determine the first turn and may attempt to Seize theInitiative.
Victory Conditions:
This mission uses the Capture and Control scenario objectives asdetailed in the 40k Rulebook.
Bonus Points:
+1 for controlling your objective, +1 for each enemy unit type (HQ,Troops, Fast Attack, Elites, Heavy Support) completely destroyed.
Week 6 - Surprise Attack
Those without a firm foothold have begun to ramp up their operations, looking totake territory from whomever is weak enough to let them have it.
Battlefield:
This battle takes place on a 6'x4' table. Terrain should be set according tothe map location (if noted), or at the players’ discretion.
Special Rules:
The player with the least map markers is the Attacker in this scenario.Otherwise, players roll-off and the player with the highest roll may choose to be theAttacker or Defender. The Attacker has orchestrated a carefully planned sneak attack.Any unit in the Attacker’s army that has the Deep Strike rule may enter play on thefirst turn of the game using the Deep Strike rules. Conversely, the Defender is fightingfor an important location that they have occupied for some time. All units in theDefender’s army have the Move Through Cover and Stubborn special rules.
Deployment:
The Defender deploys first, anywhere on the board more than 12" from atable edge and more than 6" from another unit. The Attacker enters play from anytable edge on their first turn. The Attacker may move units onto the board frommultiple table edges. In this scenario, all units fall back toward the nearest tableedge.
Reserves:
No Defender units may be placed in reserve. The Attacker may place unitsin reserve as normal. Units arriving from reserve may enter from any table edge.
First Turn:
The Attacker takes the first turn.
Victory Conditions:
The winner of this scenario is determined by Kill Points. HQ unitsare worth 3 KPs, Troops units are worth 1 KP, and Elites/Fast Attack/Heavy Support

Activity (7)

You've already reviewed this. Edit your review.
1 hundred reads
mark liked this
Sergi Robert liked this
AcidRain502 liked this
AcidRain502 liked this

You're Reading a Free Preview

Download
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->