Pawn of Chaos Campaign
Transcript of Pawn of Chaos Campaign
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Pawn of Chaos
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Warrington Warlords
Pawn of Chaos
Campaign
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ScenarioImperial Guard stationed on the Forge World Barbarus have come under attack from
Waaagh! Bashgob. Adeptus Astartes of the Blood Angels 3rd Company receive a distresssignal and Captain Machiavi has directed his Strike Cruiser, the Blood of Vengeance, to
the system.
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During warp transit the Astartes receive word from Inquisitor Nazereth of the OrdoHereticus of possible chaos infiltration in the Governing body of Barbarus which has
been manifesting as cultist like behaviour. This infestation has spread to the ranks of theplanetary troops also. They are warned that the garrissoned Guard regiment, the Bathos
9th
will be expecting them and to purge the heretics with righteous fury and extreme
prejudice along with halting Warboss Bashgob before he ruins the planet. Barbarus is avaluable and productive world for the Imperium and as such, Exterminatus is not anoption. Machiavi has a difficult task ahead of him, but nothing can stand before his
Angels of Death.
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Inquisitor Nazareth does, in fact, show fealty to a new master, the Changer of the Ways.and is attempting to turn Imperial Forces against themselves for the favour of Tzeentch.
He is stationed with the Guard regiment on Barbarus and has warned the PlanetaryGovernor, Lord Eisenbach, of the impending assault by traitor marines, marauding as the
Emperor's Finest. The Guard have been instructed to attack any Astartes that make
planetfall (most of the Regiment has never even seen a Space Marine, let alone recogniseindividual chapters). The commander of the Guard forces on Barbarus, (..........), iscurrently replenishing his forces after a recent conflict in the Xanthus sector against the
vile Tyranids. A few greenskins won't be a problem, and he is looking forward toshowing the traitor marines what it is like to face the Hammer of the Emperor. Vehicle
production has begun..........it is just a matter of time to see if the Shadowsword isfinished in time to lay waste to the enemy.
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Warboss Bashgob has set up camp outside Primaris Forge. He told da Meks ta build 'im a
big Stompa an is lookin' forward to krumpin' an smashin' da oomies wiv it. ThatWazgrub's Stompa wussn't shooty or stompy enough (his skull now hangs from
Bashgob's belt) so da Meks know ow much Dakka has to be on dis new wun.......
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The idea is that all 4 can fight each other, reasons given above. In the BIG game/games
the Eldar can aid the Orks, the Imperial together. This can be at a stage when theInquisitor is found out to be a pawn of Chaos, and the Imperial Commander and Captain
Machiavi combine forces to protect Barbarus.
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Order of BattlePhase 1 - Preliminary Bombardment!
Blood Angels assault "Rebel" Guard using the SM mission "Vanguard"
Eldar attack an Ork contingent on it's way to the Imperial lines in the Eldar mission"Flank March"
The Ork force comes into contact with Imperial lines. Use the Ork scenario"Blitzkrieg"
The Eldar attack the Blood Angel landing site in the SM scenario "All RoundDefence"
Blood Angels launch a counter assault on the Orks on their way back from attackingthe Guard. Use the Ork mission "Cut n Run"
The Eldar take the chance to attack an Imperial Guard column in the Eldar mission"Pre Emptive Strike"
In the final Guard vs Blood Angel confrontation the Guard take on the "traitors" inthe Guard scenario "Trench Warfare"
The Orks assault the pointy 'eads in "Waaagh!!"
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Phase 2 - Own Agendas
It is here that the root of the Chaos faction is revealed to be Inquisitor Nazareth who flees
with a bodyguard of Thousand Sons. The Orks meanwhile have discovered somethingshiny on the horizon.....
4 player Kill Zone. The Blood Angels are trying to capture/kill the Inquisitor beforehe flees the planet with his Chaos minions. The Inquisitor is attempting to steal theEldar artefact before he leaves and the Eldar are trying to stop him. The Orks want to
kill the oomies.
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Phase 3 - Final push
Blood Angels assault the Eldar on their own turf in the Eldar mission "MobileDefence" 2000pts
Guard take on the Orks in the Guard scenario "War of Attrition" 2000pts
The Blood Angels catch the Orks wrong footed in the SM mission "Surprise Attack"2500pts
The Guard mobilise and advance on the tricksy Eldar in the Guard mission "PreparedAssault" 2500pts
The Orks catch the armoured column of the Guard on their way to the main force inthe Spearhead Mission Breakthrough using the Escalation deployment rules3000pts
The Blood Angels try to outmanouvre the Eldar skimmers in the Spearhead MissionLightning War using the Counter-Attack deployment rules 3000pts
The final confrontation - Apocalypse!!Super Heavies will have a number of structure points equivalent to the amount of Winsthe army has +1. So if you win 50% of your games, your super heavy will have fullstructure points. Any more wins will get you 1 option such as extra armour.
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FORCES
Each team member is allocated 3000 points to spend using the force organization chartbelow.
Forces for each battle will then be taken from this pool of resources.
No named characters are allowed, as we will be creating our own commanders and
retinue who will advance during the campaign. (See Commander rules below).
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ADVANCEMENT
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COMMANDERSAt the beginning of the campaign, each player should choose a single character that will
serve as the army's general for the duration of the campaign. Each character should begiven a name. Commanders may not be vehicles, though they may be mounted on bikes
or cavalry.Characters cost increases in accordance to its Experience. Its total cost equals the cost of
the character and any equipment that he has, plus the total number of Experience pointsspent.
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The commander gains 1 Experience point in each game he participates in that he does not
die or flees off of the table. During each game, the commander can earn 1 additionalexperience point for each action if he or the unit he is in accomplishes.
Slaying an enemy character or monster.Forcing an enemy unit to route.Surviving the battle without suffering any wounds and not fleeing at the end of the game.
Successfully conquering a tile.
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Each time a commander earns 3 Experience points, the player may spend these points tomake a roll on the Character Advancement table (above). The bonus rolled is applied to
that character for the duration of campaign.
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SKILLSSkills are useful, if common, abilities able to be taken by your character. Skills follow the
same rules as the Universal Special Rule with which they share a name. The list of skillsand any additional requirements, are as follows:
Counter-AttackEternal Warrior (Requires Toughness 4)
FearlessFleet (Requires Initiative 4)
Hit & Run (Requires Jump Infantry, Cavalry, or Bike)Infiltrate (Requires Mover Through Cover, Scouts, or Stealth)
Move Through Cover (Requires Initiative 4)
Acute Senses
Preferred EnemyRelentless (Requires Slow and Purposeful OR Strength 6)
ScoutsSkilled Rider (Requires Cavalry or Bike)
Slow and Purposeful
Stealth
Stubborn
Tank Hunters
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LEGENDARY ABILITIES
Legendary Abilities represent truly unique abilities and skills possessed by only a handfulof mighty warriors.
Note: Some of these abilities grant bonuses to the army as a whole, or to other unitswithin your army. These abilities may not be used if the character is not included in the
army, or has to sit on the sidelines due to an injury.
Blademaster Hits in close combat have the Rending special rule.
Counterstrike For every roll of '1' to hit this character in close combat, enemy unitsimmediately suffer an automatic hit at the users base Strength.
Bionic Strength The character may wield initiative reduced weapons (powerfists, etc) attheir normal initiative.
Dodge You gain a 5+ invulnerable save.Double Tap This character may fire one additional shot per turn if he does not move and
does not have a Heavy Weapon.Coordinated Assault All friendly units within 6" of this character gain +1 Attack.
Fearsome Reputation When this character assaults a unit, they must immediately makea Morale test. If they fail, they must fall back.
Flurry Instead of making his normal attacks, this character may inflict a single automatichit on all enemy models in base contact.
Gunnery Sergeant All friendly units within 6" of this character gain +1 Ballistics Skill.
Mentor All friendly units within 6" of this character gain +1 Weapon Skill.
Outmaneuver After deployment, choose a single infantry or vehicle unit in your army.That unit has the Scouts special rule for the duration of the battle.
Practiced Psyker The character may use one additional Psychic power each turn.Regeneration At the start of your turn, as long as this character is still alive, roll a D6 for
each Wound that he has lost: for every 5 or 6 rolled, he recovers a single Wound.Retinue Choose one Elite choice from your Codex. When this character is included in
your army, you may include that type of unit as a Troops choice.
Sharpshooter Enemies may not take cover saves against shots from this character.
Sniper Wounds caused by this character's Shooting attacks are allocated by hiscontrolling player, rather than the opposing player.
Superior Tactician You may re-roll dice rolls for picking deployment areas, seeing whogoes first, and for reserves.
Tactical Precision If this unit arrives by Deep Strike, it scatters 1 D6" less than normal.
Tank Commander This character may replace the crew of a tank. The tank may use hisBallistic Skill. If the tank suffers a vehicle destroyed result, then this character is slain.
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SLAIN CHARACTERSAfter each battle fought as part of the campaign, roll a D6 for any of your characters that
have been slain in battle (not fleeing or have fled from the table). If you won the game, a+1 bonus is added to your roll.
1 Serious Injury - The character has survived but is greatly weakened by his injuries. He
permanently loses 1 Wound and 1 point of Toughness from his starting profile for theduration of the campaign and cannot participate in battle for the next game his army
participates in.2 War Wound - The character has survived but is weakened by his injuries. Roll a D6.
1:Blind in one Eye The character takes a -1 to BS.2-3:Broken HandThe character takes a -1 to WS.
4-5:Head Injury The character take a -1 to In.6: Post Traumatic The character gains the Rage special rule.
3 Slow Recovery - The character has survived, but must rest and recover his strengthbefore returning to the battlefield. He may not participate in the next game his army
participates in.
4 Traumatized - The near death experience has shaken the warrior. He looses 2
Experience points, but is otherwise able to return to duty.5 Full Recovery - Despite his wounds, the character has made a full recovery and is
ready for battle in the next game.
6+ What Doesn't Kill Me - The character gains +1 Experience point.
Recovery
Roll a D6 after each game the injured character takes part in. On a roll of 5-6, thecharacter has been fully healed and no longer suffers any of the injuries and penalties
received during the campaign.
Death If a character's Wounds or Toughness is reduced to 0, the character is dead. You
may create a new character to take his place, though this character starts with 0
experience.
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