Saturday, August 13, 2016

Shards of Anaris - updated campaign packet

Updated campaign packet with some player feedback (some thought the spawned gribblies were too strong/went too far afield) and idea for extra mission type.

40K Campaign - The Shards of Anaris
When Khaine slew Eldanesh, he took the sword Anaris and claimed it as his own. However when Khaine was shattered in battle with Slaanesh, the sword was also splintered. Several of the splinters have been recovered and used to craft powerful weapons for Eldar champions. As both Khaine and the blade were fragmented in the same event, what effect might re-forging the blade have on Khaine himself?

This campaign tells the story of the contest over the course of decades or even centuries to recover the various Shards of Anaris scattered across the galaxy. Several forces are on the trail for their own ends, either to try to use the power or merely keep the power out of the hands of others. They will battle over knowledge leading to the shards, then over the shards themselves and may even track down where their rivals are storing their collections and try to steal them away.

Four types of missions:
Recon - 1000pts, objectives that get you lore points.
Recovery - 1500pts, use lore points to battle over a shard and try to recover it for your side.
Rochambeau – 1750pts, duel between two shard holders.
Raid - 2000pts, use more lore points to try to take shards already collected by a rival.
Whoever gets to 12 shards first, or most by 10/30/2016 wins.

Night Fighting, Random Game Length, Reserves
Place six objectives (3 per player) before determining deployment type or table sides following normal objective rules.
Each objective potentially has information that will help lead you to a shard. 
·       If you control an objective at the end of your turn, roll 1d6+the turn number, with an extra +1 if your Warlord is within 3” of the objective.
o   If your total is 7 or more (but a roll of 1 always fails) you get a Lore Point and the objective is removed.
o   If your entire force is wiped out, you lose any Lore Points you had accumulated in that battle. 
o   If you wipe out your opponent, roll 1d6 for each unrevealed objective.  On a 2+ you gain a Lore Point.

Spend 2 Lore Points to generate a Recovery Mission.  If your opponent has at least 2 Lore Points, they spend 2 of theirs as well.  If your opponent has 0 or 1 Lore Point, they can still play but automatically lose the roll to choose first or second and cannot steal the initiative.
Night Fighting, Random Game Length, Reserves, Dangerous Resting Place
Place one central marker, this is the Shard of Anaris you are here to collect.  Treat the Shard as per the rules for the Relic.  If you have possession of the Shard when the game ends, you keep it and add it to your collection.
Dangerous Resting Place – roll on the Dangerous Resting Place table to determine the inherent dangers of the battlefield.  For descriptions see section after the Raid Mission.
1-     No special dangers
2-     Battle Zone
3-     Wasteland
4-     Deathworld
5-     Hive City
6-     Daemonic Influence

Night Fighting, Random Game Length, Reserves.
Each player spends one lore point.  Each player must bring a shard.  Models carrying the shard must be on the table before turn one and cannot enter Zooming flyers or be a Swooping Flying Monstrous Creature.  The model starting the game with the shard cannot be Invisible.  

RAID MISSION - 2000pts
Night Fighting, Random Game Length, Reserves
Attacker spends 10 Lore Points to track down where the Defender is storing their Shards and launches an assault to take them.
Attacker chooses deployment type from standard ones (Dawn of War, Hammer and Anvil, Vanguard Strike).
Defender chooses table side and places terrain as desired with the following restrictions:
·       Any impassible terrain must be at least 18” from any other piece of impassible terrain.
·       No impassible terrain larger than 36 square inches.
·       Terrain is “typical” i.e. you can’t say the ruin in your area is 2+ cover. 
·       Should place at least 18 “points” of terrain.
o   Typical ruin sized = 3pts
o   Barricade section sized = 1pt
o   In between = 2pts
·       Terrain placed in attacker’s deployment zone or in no-man’s land should be at least 6” from a table edge.
·       If there are not at least 6pts of terrain in each of the attacker’s deployment zone and no-man’s land, all attacker units gain Scout.
The defender may also include a bastion with a quad gun, Icarus lascannon or comms relay at no cost.
The defender places one objective marker for each Shard they have, at least 6” from any table edge.  They may be placed together if desired and may even be placed inside the bastion.
If Shards are in the bastion or another building, whoever controls the building at the end of the game controls all the shards within.  If one side is occupying the building, they count as controlling it.  If unoccupied and attacker has at least one model in base-to-base (btb) with the building and no defender models in btb with the building or in btb with an attacker model in btb with the building, attacker counts as controlling.  Otherwise the defender is considered to control the building at the end of the game.
If a building housing one or more shards is destroyed, scatter the shards individually 2d6”.  If a HIT is rolled on the scatter die, use the small arrow to determine direction.
Shards in this mission are NOT treated like the Relic unless otherwise specified.  They are securely stored and not easily moved.
Any shards controlled by the attacker at the end of the game are taken home with them.  Adjust totals for both players accordingly.  Any shards controlled by the defender or uncontrolled/contested at the end of the game are retained by the defender.

Battle Zone
The power of the shard has drawn forces here in the past to struggle over an insignificant patch of ground not knowing of the artifact urging them on to bloodshed.
Load the table up with trenches, craters, barricades.  After the deployment type is determined, each player places three minefield markers in no-man’s land.  Once all are placed, scatter each marker 2d6” (if HIT leave it in place).  If it scatters off the table it is removed.  Areas within 3” of a minefield marker count as Dangerous Terrain.
Whether it is an airless moon, a planet after Exterminatus, or a world with other hazardous environmental conditions, death awaits the unshielded.  Even the smallest crack in armor or protective gear can spell doom.
The AP of any weapon is improved by 1 on any to-wound roll of a 6 (AP1 stays AP1).
While any Deathworld actively tries to kill you, the influence of the shard has attracted a group of apex predators.
All terrain is Dangerous Terrain.
Genestealers - The first time a movement phase ends with a unit within 6” of the objective shard, scatter two 6-model genestealer units 3+d3” from the shard (if HIT is rolled use the small arrow for direction).  Place in closest safe space from the scatter (stop short of other units, impassible terrain, etc.).  Arrange them in coherency so that no model is more than 2” from the first model placed, but no closer than 1” to any other model in the unit. 
At the end of each player’s movement phase, not including the turn they arrive, move the genestealers 6” closer to the nearest player unit.  At the end of the shooting phase, if they are more than 12” away from any player unit, Run them 1d6” closer, and use their Fleet to reroll any 1-3 results for the Run.  After other charges (but not combats) have been resolved, if genestealers are within 12” of a player unit and did not Run, attempt to charge the closest player unit.  If the initial charge roll is insufficient, the player that does not control the unit being charged can determine whether to reroll one or both dice.  If able to consolidate, do so towards the nearest player unit.  They can charge the turn they arrive.
Genestealer: WS 6 BS 1 S 4 T 4 W1 I 7 A 3 Ld 10 Sv 5+  Fleet, Rending, Fearless

Hive City
The shard has had a twisting effect on the minds of the hive’s inhabitants.
Load up the board with ruins and city terrain. 
Subterranean Movement: Armies can make use of the sewers, access tunnels and other passageways underground.  After deployment type determined but before sides are chosen, each player places two access points, at least 6” from any board edge and at least 12” from any other access point.  Any infantry unit with Scout or Infiltrate may use this option if you put the unit in Reserve and declare when deploying your army that they will use this method of arriving.  When they arrive from Reserve nominate an access point and roll 1d6:
1 - Lost, go into Ongoing Reserves
2-4 – On target, arrive where planned
5 – Off target – arrive at a different access point they could safely enter from (controlling player chooses)
6 – Way off target – arrive at a different access point they could safely enter from (enemy player chooses)
If there is no valid access point they could safely enter from, go into Ongoing Reserves.  When arriving, move on from the center of the access point as if it were the board edge.
Units may not enter the access points from the battlefield.
Murder Cultists - The first time a movement phase ends with a unit within 6” of the objective shard, scatter two 10-man cultist units.  Use the rules for the genestealers from Deathworld except use the following profile:
Cultist – WS 3 BS 3 S 3 T 3 W1 I3 A1 Ld 7 Sv 6+ Fearless, Rage.  Consider them armed with two close combat weapons, no ranged weapons.  If a unit of cultists is destroyed, on a 4+, move them back on from a random valid access point at the end of the next movement phase. This can happen multiple times.

Daemonic Influence
The blood shed by and for the shard has attracted the attention of Khorne.
Psychic Maelstrom – When making a psychic test, psykers suffer Perils of the Warp on any doubles not just double 6s.
Bloodletters - The first time a movement phase ends with a unit within 6” of the objective shard, scatter one 8-model Bloodletter unit.  Use the rules for the genestealers from Deathworld except use the following profile:
Bloodletter – WS 5 BS 4 S 4 T3 W1 I4 A1 Ld 7 Sv 6+ Daemon, Fearless, Furious Charge, Hatred (Daemons of Slaanesh)  If the unit is destroyed, they respawn at the end of the next movement phase on a 4+, scattering from the shard’s current location.  This can happen multiple times.

The Shards of Anaris can be forged into mighty weapons.  If you have at least one, you can take it into battle with you at no points cost.  No more than one can be taken by an army into any single battle.  If you wish to bring a Shard along, note who is carrying it.  It can be carried by any HQ that is: an Independent Character, Monstrous Creature (character), Flying Monstrous Creature (character) or by an Imperial Guard Company Commander or equivalent.  If you use a shard in your army and you are the defender in a Raid mission, deploy one less objective marker to accurately reflect the shards still in storage.  If your army rules (ie Eldar) normally allow you to purchase a Shard of Anaris, that is ignored for the purpose of this campaign; the only way to use a Shard is to find one during the course of the campaign.
If the model carrying the shard is killed or otherwise removed from play, place a marker where it died.  This marker now counts as a shard objective and is treated like the Relic (per the Recovery mission).  Whoever controls it at the end of the battle gets to keep it; adjust totals accordingly.  If no one controls it at the end of the game, the shard is lost. 
The Shard of Anaris is a one-handed weapon.  It grants Fearless to the wielder.  To determine the properties of the particular shard, roll 1d6 before the game starts:

1-     Vengeance - +2S, Rending.  In a challenge, it also gains Fleshbane and Instant Death.

2-     Starheart - +2S, Armorbane.  In a challenge it also gains Blind and the wielder gains 5+Feel No Pain and Eternal Warrior.

3-     Reaper - +1S, AP4, +d6 attacks.  In a challenge for each unsaved wound inflicted the wielder regains a wound up to their starting total.  If used by a monstrous creature and you choose to use the shard, the AP4 of the shard overrides the Smash rule.

4-     Fury - +2S, Rending, Hatred.  In a challenge it also gains Shred.

5-     God-smiter - +3S, AP3, Monster Hunter, Unwieldy.  In a challenge gains Preferred Enemy and strikes at the same initiative step as the opponent.

6-     Dragonfang - +1S, Rending.  In your shooting phase can be used as either a meltagun or as a heavy flamer.  Each option can only be used once per battle.

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