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Campaign Planner - Battle for Thyris Peninsula.

An unknown number of forces has deployed on the Thyris Peninsula. The forces
battle for supremacy over the few remaining natural resources, a working STC
machine, several small regions and the planetary capital.

Engagement One:

Pre-Briefing: Commander, we have detected a large number of scanner returns


from this certain part of the planet. We have also discovered a large number of
strategicly important enemy intelligence canisters spread about the woods. Your
mission is to seize as many of the canisters as possible, and if there are enemy
forces present, your order is to capture their canisters.

Good luck Commander. You'll need it.

Armies: The armies clashing must consist of no more than 500 points of models.
Troop and Fast Attack choices are avaliable. The troop models must be no more
expensive than 17 points per model.

Due to their unique nature, Necrons are allowed Necron Warriors, even though every
model surpasses 17 points.

Dedicated Transports are NOT allowed.

Mission: Standard Seize Ground mission, two objectives per player.

Deployment: Spearhead deployment

Special Rules for Engagement One: No models may use the Deep Strike, Move
Through Cover, Infiltrate, Outflank, Stealth or Scouts Universal Special Rules, even if
their special rules say they can. The Necron special rule "Phase Out" is suspended
during the entire mission.

Scoring Conditions: The units capturing the objectives must be Troop choices.
If a unit has captured an objective, place a marker next to that unit or keep track of
what models have captured a canister of intel. If one of the models carrying an
objective looses a Close Combat or fails a Morale Check, they have supposedly
dropped the canister and either fled for their lives or had it snatched from them in the
flurry of intense assault.

If the canister is dropped, place the old objective marker where the leader of the
squad was at the time of the close combat or the morale check. Please note that this
marker can be captured by a force consolidating after a sucessful close combat.

Winning Condition: The player that after six turns holds the majority of objectives is
declared the winner. If the objectives are tied, the game is considered a draw.

At the end of the game, every player may nominate a single non-whiped out unit and
give them additional perks, according to the campaign section in the Warhammer
40,000 Rulebook.

Engagement Two:

Pre-Briefing: Hello again Commander. Last time we met you fought enemy forces
in the jungles of Araxis. This is not the case this time. We have recieved a report of
enemy forces deploying in a rapid rate at the Kar'thim plateau. You must prevent the
mountain from falling into enemy hands by capturing and holding the shield barrier
generators stationed at four places around the mountain. There are several tunnels
leading through the mountain, and some of them lead to dead ends. Do not venture
into them.

Good luck.

Army: A standard 1000 points army for every player, and every player that played
the first stage has to be present.

Mission: Standard capture and control mission, four objectives spread evenly
across the map in a circle.

Deployment: Pitched Battle.

Special Rules for Engagement Two: No models may use the Deep Strike Special
Rule, and no models may attempt to outflank the enemy. The Necron special rule
"Phase Out" is suspended during this mission.

The mountain covers an area of 24x24" in a circular area, and counts as difficult
terrain. Every model attempting to move through it rolls three dice, and moves that
distance, as if it was inside the tunnels of the mountain. They may not shoot or
assault while inside the mountain.

On a roll of 1 while in the mountain, the squad affected takes a wound with no saving
throws avaliable, symbolizing the risk of falling into a gaping chasm or getting buried
under a falling rock. If they roll 3 1's, the whole squad takes an unsavable wound per
model (Most likely whiping them out!). This save is NOT questionable, and Feel No
Pain does not apply!

Scoring conditions:
Game lasts for 6 turns. Each player has to capture the majority of the Power
Generators scattered around the map. Move a Troop unit at least 3" from a Power
Generator to capture it.
At the end of the game, the winner nominates three units and the losing side one
unit for extra perks, as detailed in Engagement One.

Engagement Three:

Pre-Briefing: Storms have broken out. Your forces are scattered and lost. Take and
hold the watchtower in the center of the field! Rally your troops to your defense,
commander! Enemies will be arriving shortly!

Army: 1000 points regular army, no tanks allowed.

Mission: Take and hold the watchtower in the middle of the battlefield for two full
turns, and win the game.

Deployment: Pitched Battle.

Special Rules for Engagement Three: Night Fighting rules are in effect from round
4 and forward. Soldiers firing from the watchtower do not need to roll a dice; they can
reach the max range of their guns and do not apply the Night Fighting rule.

Deep Strike within 24" from the watchtower is not allowed. Outflanking is not
allowed. Models in the tower gain a -2 negative cover save; they can be hit even if
they have gone to ground. The firer of a weapon (if inside the tower) adds +1 to
his/her dice roll to a maximum of +2. If it would go below 2+, do a second reroll
instead of an automatic hit, and the model hits on +6.

Scoring Conditions:
Game lasts until one side has held the tower for two turns, or all opposing forces are
whiped out.

Apply experience to your squads as in the first engagement. Winner of this game is
the defender in Engagement Five.

Engagement Four:

Pre-Briefing: General, there is a working STC machine on this planet! Capture it at


all costs! Holding it will allows us to construct Warhound Titans, Baneblade,
Stormlords and Stormsword Super-Heavy Tanks, and with the right technology
spawn Hierodules or perhaps even the mighty Hierophant!

Army: 1500 points of models for each side.

Mission: Standard Seize Ground, one objective in the center of the map.
Deployment: Spearhead deployment.

Special Rules for Engagement Four: No Deep striking within 12" of the STC
machine.

Scoring conditions: The player that has the most models in the center of the map
at the end of the last players sixth turn wins the game. If there are an equal amount
of models in the vincinity of the STC machine, the machine is contested and counts
as destroyed for the rest of the campaign.

Engagement Five:

Pre-Briefing: The enemy has taken up positions in a small city next to the
watchtower. You need to hold the city at all costs to prevent them from gaining a
foothold on the planet and peninsula!

Army: 1500 points of army for each side.

Mission: The defender needs to hold the city for six rounds. If the enemy units enter
the town and capture more than 51% of the buildings, they are considered to have
captured the town and the town is lost for the defender.

Deployment: Attackers deploy before of the defenders, the defenders deploy in the
city.

Special Rules for Engagement Five: Defenders in the town gain a +3 cover save,
unless on a street.

Scoring Conditions: If the defender keeps more than 50% of the ruins they win,
and keep the towns perks in further engagements.
If the attacker(s) have captured more than 51% of the ruins, the town is lost for all
further gaming purposes in the campaign.

Engagement Six:

Pre-Briefing: The enemy is battling for the suburbs of the Capital! You have to stop
them from taking control of it!

Army: 2000 points of army.

Mission: Capture and Control, two objectives per player.

Deployment: Spearhead deployment. No other special rules apply.

Special Rules for Engagement Six: No restrictions.


Scoring conditions: Keep a Troop unit within 3" of an objective to capture it and
hold the majority of the objectives at the end of the game. When the sixth turn is
finished, roll a dice. On a 4+ the game continues another turn, and on the end of that
turn roll another dice. On a 5+ the game is extended to eight turns, and at the end of
that turn roll a last dice. On a 6+ (No other modifiers apply.) The game is extended to
a last ninth turn.

The winner of this game gains experience as usual.

Engagement Seven:

Pre-Briefing: The enemy has attacked the lower levels of the hab-blocks and the
manufactoria! Drive them out and secure the fuel, mineral and gas resources down
there!

Army: 1000 points of scout forces, only Troops and one HQ unit allowed.

Deployment: Spearhead Deployment. Units are only allowed to move along the
alotted corridors and not anywhere else. Units may not fire unless they have a clear
shot, like two units in the same corridor.

Special Rules for Engagement Seven: Night Fighting rules are in effect for the
entire game.

Scoring Conditions: Capture and control, gas, mineral and fuel resources are
spread across the map. 3" to capture an objective.

Engagement Eight:

Pre-Briefing: This is it Commander, you have made it this far. Now you need to
finish this fight in one single swoop. Drive into the capital with all you have got, and
slaughter the enemies with a fury previously unseen! Kill them all!

Army: 5000 points.

Mission: Annihilation!

Deployment: Pitched Battle deployment.

Special Rules for Engagement Eight: Apocalypse Rules are in effect! Legendary
Units are allowed.

In addition, winners of the previous campaign battles have special perks:


Engagement One Perk: The Winner may review the opponents army lists before
writing his own.

Engagement Two Perk: The Winner can apply a 6+ invulnerable save to three units
in the army. Add this to the army list to show which units have been "upgraded".

Engagement Three Perk: The Winner may use the "A Word in your Ear…" special
rule as if they had a Callidus assassin as part of the force. If an assassin is present,
the player(s) may select one more unit to redeploy.

Engagement Four Perk: The Winner may select one extra Tank up to a maximum
of 200 points.

Engagement Five Perk: The Winner may choose up to three (3) units to benefit
from the "Outflank" special rule.

Engagement Six Perk: The Winner may select up to one extra unit up to a max of
200 points.

Engagement Seven Perk: The Winner may select up to 300 points of extra units for
their force.

Scoring Conditions: Kill your opponents. Last man standing is the winner of the
battle and winner of the entire campaign for the Thyris Peninsula and the planet.

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