Tuesday, 12 January 2010

The Kentack VII Campaign - Rules

Following on from my last post, describing the background of my current Kentack VII campaign, today I'm going to be posting the campaign rules.

First off, here is the campaign map, with all the territories labelled:


Rules

(It is important to note that these rules are designed for Eldar, IG and Black Templar armies. However, with a little tweaking it could be used for any army in the 40k universe).

Starting Locations
Eldar: St. Octia's Station
IG: Praetorian 5th HQ
Templars: Airfield Primus

1. To begin, have all players roll off to see who goes first, second, third etc. This order will remain throughout the campaign.

2. Moving off from their starting point, players may move into an adjacent territory to one they already own (unless location rules state otherwise).

3. To capture a territory occupied by another player, simply declare you are moving into it and then consult the location special rules to determine what sort of game is played. Game size (i.e. points limits) is agreed between players before the game begins. The winner of the resulting game wins the territory.

4. Blue lines donate space routes, which can be travelled by any army. Should a space route be used to invade a territory, then a planetstrike game should be played. Note there is a space route from St. Veyda's Dock & the Praetorian 5th HQ. Also note that, despite the fact that it is linked to the planet on the map, St. Veyda's Obrital station may only be attacked directly by adjoining space routes or St. Veyda's Dock.

5. Campaign play continues either until a predetermined date or until two of the three armies have captured their vital locations (see location special rules). The person with the most territory points is then declared the winner.

Location Special Rules

*note that unnamed territories with the symbol that looks like a cracker are Towns, and unnamed territories without a symbol are Plains.

The Plains

Being largely a bleak and inhospitable planet, Kentack had much to offer in the way large open spaces, be it for leisurely walks in the near-poisonous atmosphere, holiday travel or general carnage and mayhem. Only really to be used as a method to get to somewhere more important, control of the plans nonetheless proved vital in the war of 996.

When attacking a plain, roll a D6. On the roll of a 1 play a game of 40k, on a 2-6 play a game of Epic.

1pt


The Towns

Outside the Hives, settlements are rare - the expense of importing vital resources like water and foodstuffs often out weighed any possible gain. That said, some of the larger mining stations had small supporting settlements, that often became the focus of fighting in the area.

When attacking a town, roll a D6. On the roll of a 1-2 play a game of 40k, on a 3-6 play a game of Epic.

1pt


Airfield Primus

Site of the initial Templar landing on Kentack, the Airfield became the base of their operations for the duration of the war. The extensive airfields and runways allowed the Marines to deploy to any point on the planet, giving them the element of surprise that the Astartes so loved. However, Kentack’s fraught atmosphere, worsened by the increasing Warp tension, meant that any airborne travel was hazardous, and ships often crashed en-route, for no explicable reason.

Control of the Airfield allows a player to occupy any plain or town on the map, playing a Planetstrike mission to gain control of the area. However, if claiming a territory in this way, the player must roll a D6. A roll of 3-6 means the attack goes ahead as usual. A roll of a 1-2 means that a terrible accident has occurred, and no attack is made. The player may do nothing further in the campaign turn.

2pts


Ecclesiarchical Palace

Keen not to cause unrest amongst the population, nor to give any visible sign of their treachery, Quinn and the Followers left Kentack’s Ecclesiarchical Palace largely untouched throughout their reign (although the preists themesleves were slaughtered, naturally). Upon learning this, the Black Templars made it their primary mission to sucure the Palace and the artificts within, to potect them from any possible harm. They vowed that the bones of Saint Octia would not fall into the hands of any enemy.

When attacking the Palace roll a D6. On a 1-2 play a Cityfight game, 3-4 play a 40k game, 5-6 an Epic game. This is the Templars’ PRIMARY OBJECTIVE.

3pts (8pts for the Black Templars)


Hive Primus

Once the jewel in Kentack’s crown, Hive Primus used to be a relatively civilized place to live. As with any typical Imperial Hive, the glory and splendour of the Spire realms were contrasted with the dull and depressing drudgery of the middle and lower Hives, where life was a simple cycle of working to survive. Home to some 4.5 billion citizens, the Followers of the Farther were keen to keep this valuable bio-resource intact, and as such constructed huge defensive walls and bastions; as much to keep the people contained within as to keep any enemy out.

The result was a besieger’s nightmare of dense killzones and murderous streets.

Hive Primus can only be attacked once all three Hab P territories have been captured. The Grand Assault Mission is always played at this location.

7pts


Habitation Blocks P/a, P/b & P/c

Though often centrally planned, Hives normally sprawl out of their original confines as their populations grow, Hive Primus being no exception. Vast tracks of hab blocks and supporting infrastructure stretched for miles in every direction around the main Hive spire, and this was where most of Kentack’s citizens lived their pointless, unfulfilling lives. Although not designed with defence in mind, the very nature of condensed streets and alleyways made the Hab regions a nightmare to take and hold. This situation was not helped by the murderous hab gangs, who eked out a living, even as war raged around them.

Cityfight games are always played in the habs.

Hab Gangs: Any 1 rolled for difficult or dangerous terrain tests will result in the unit loosing D3 models to stealthy Hab gangs. Monstrous Creatures, Independent Characters or Vehicles are not affected.

2pts each


Hive Secondus

Although significantly smaller than Hive Primus, Hive Secondus proved to be incredibly important during the war for one primary reason. Fearing the retribution of the Emperor’s forces, Quinn and his entourage quietly relocated there, hoping to escape attention for as long as possible. Messages were covertly dispatched to the brain-washed Praetorian 5th, who made the rescue of their beloved leader their highest priority.

Citfight games are always played in Hive Secondus. This is the Praetorian 5th’s PRIMARY OBJECTIVE.

4pts (8pts for the Praetorian 5th)


Habitation Blocks S/a & S/b

Being constructed in the late M36., Hive Secondus was significantly younger than the Primary Hive. As a result its hab blocks were somewhat better planned and often contained wide boulevards and wooded squares. It was therefore a surprise to many that, as war neared, the populous descended into even more violent gang warfare than that seen in the Habs of Primus, as mans basic instincts were revealed.

When attacking a hab, roll a D6, on a 1-2 play a 40K game, on a 3-6 play a Cityfight game. Hab Gangs rules apply.

2pts each


Hive Secondus Habitation Block S/c (The Tunnels)

Another, little known reason, for Quinns flight to Secondus was his knowledge that he could return to his capital quickly if he needed. He was aware of an incredibly long tunnel system that stretched from a secret opening in Hab Block S/c, right into the heart of Hive Primus’ Spire. Constructed by a mad Lord Governor, Rector the Wise, some three thousand years ago, its existence had long since fallen out of common knowledge. It was a useful card that Quinn intended to keep up his sleeve.

When attacking Hab S/c, roll a D6, on a 1-2 play a 40K game, on a 3-6 play a Cityfight game. The player who controls Hab S/c may launch an attack on Hive Primus, by passing the need to occupy it’s surrounding habs. However, due to the size of the tunnel, no vehicles or walkers may be used in the assault.

2pts

Kentack Fabrication Blocks

In addition to its mining operations, Kentack had a small manufacturing sector, which supplied industrial equipment to its own Hives and nearby systems. Sanctioned and co-run by the Adeptus Mechanicus, the Fab Blocks encompassed many miles of factories and workhouses, engaged in relentless construction. The faction that eventually gained control of this region was able to harness these resources to bolster their own forces.

Cityfight games are always played in the Fab Blocks. The player who controls the Fab Blocks is allowed a ‘free’ 50pts in any 40k game, or a ‘free’ 100pts in any Epic game.

4pts


Kentack VII Spaceport

Previously a busy harbour, filled with bulk haulers loading up on Kentack’s mineral exports, the increasing Warp Storms meant that the Spaceport played little part in the wars overall course. Still, it was one of a only a few reliable routes onto the orbital stations, and the powerful assets contained therein.

When attacking the Spaceport (expect from a space route) roll a D6. On a 1-2 play Cityfight, 3-4 play 40k, 5-6 play Epic.

4pts


Mining Post Xc-03

For the population of Kentack, Mining Post Xc-03 was much like any one of the several hundred mining posts that could be found dotted over the planet. It had been in place for several generations and workers had successfully drilled many miles below the surface, following a particularly strong adamantium vein. Little could they know that they were but scant meters from unearthing the immense Engine of Vual, before war came and drilling ceased. For the Eldar, locating this devise was an objective of all consuming importance

When attacking the Mining Post, a 40k game is always played. This the Eldar’s PRIMARY OBJECTIVE

2pts (8pts for the Eldar)


Praetorian 5th HQ

Positioned far away from most areas of habitation (in order to create detachment between the Guard and the population) the HQ of the Praetorian 5th was a fortress befitting any garrison force. Though far from any existing front line, the Praetorians had ensured they were well equipped, and boasted a full infantry regiment as well as supporting armour, even a number of Superheavy detachments. As soon Kentack was assaulted the Praetorian 5th sallied forth from their palisades, ready to rid the world of the enemies of the Emperor. It was tragic that so many of them died whilst unwittingly furthering the cause of the Xenoform Quinn, and it is a sin that the 5th seek to absolve, even to this day.

When attacking the HQ (expect from a space route) roll a D6. On a 1-2 the Grand Assault Mission is played, on a 3-6 a Cityfight game is played.

2pts


Space Routes

Any attack launched using a blue ‘Space Route’ results in a Planetstrike Mission being played.


St. Octia’s Station

Cited on the smaller of Kentack’s two moons, St. Octia’s station was home to the planets defensive weapon battery, designed to form the last line of defence against any hostile Space Fleet. It proved to be no match for Eldar ship technology however, whose vessels slipped past its defences unseen, and proceeded to capture the station without much fuss. Its guns were not wasted however, as the Eldar Guardian teams put the Mon-Keigh weapons to good use.

Possession of St. Octia’s Station allows the controlling player to launch a preliminary bombardment at the start of any 40k game, or a free Orbital Bombardment (with the stats bellow) in any Epic game.

Orbital Bombardment - 3BP - Macro Weapon

2pts


St. Veyda’s Dock

Similarly to the Spaceport, St. Veyda’s Dock was of little use given that most of the combatants already had their forces on the surface of Kentack. However its advanced communication arrays did allow army commanders greater accuracy in coordinating their forces on the ground, an asset that gave the upper hand in many battles.

When attacking St Veyda’s Dock (expect from a space route) a 40k game is always played. While controlling St Veyda’s Dock, a player may add or subtract 1 from any of their reserve rolls.

1pt


St. Veyda’s Orbital Station

Taking up the majority of Kentack’s largest moon, St Veyda’s Obrital Station was almost a city in its own right. Constantly looking onto the surface of the planet, the Station was mostly used as a launch pad for strikes onto the surface, though these faced similar difficulties to those lunched from Airfield Primus.

When attacking St Veyda’s Station (expect from a space route) an Epic game is always played. Control of the Station allows a player to occupy any plain or town on the map, playing a Planetstrike mission to gain control of the area. However, if claiming a territory in this way, the player must roll a D6. A roll of 3-6 means the attack goes ahead as usual. A roll of a 1-2 means that a terrible accident has occurred, and no attack is made. The player may do nothing further in the campaign turn

3pts

End of Location Rules

So there you have it guys! This is the first campaign that I have entirely written myself and I would love to hear any questions or comments you guys have, either to clarify or improve the rules.

Soon I'll be posting up how our first few turns went, and the adapted Cityfight/Cities of Death rules we are using for the Hive games. Until then, thanks for stopping by...

5 comments:

Col. Corbane said...

That's a cracking campaign mate, any chance I could add the map to my campaign blog? I'll give you full credit and a link back of course.

sovietspace said...

But of course, glad to get it out there :) Add in the campaign fluff from the last post if you can...

Col. Corbane said...

Thanks mate, I'll drop you a link once it's online.

Col. Corbane said...

Thanks for that mate, it's live at ..

http://goingoncampaign.blogspot.com/2010/01/territorial-campaign-kentack-vii.html

Thanks for helping GoC grow.

sovietspace said...

Awesome, you've made me feel like my hard work writing it has been appreciated :)

Glad I could help, I wish I had known about GoC sooner!

LinkWithin

Blog Widget by LinkWithin