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Okay, thanks! I'll add that in and edit this post when I have with a link to the updated file (I already added the changes you suggested). I added the false blip thing as it's own special rule simply because I couldn't figure out a good way to clearly insert the rules for it into the entry about regular blips. Here's the new rule:

 

There Seems to be a Malfunction:

In addition to the regular “Blip” tokens, the Tyranid player also receives 4 “False Blip” tokens. These behave in the same way as regular Blip tokens, but they may not be revealed by the Tyranid player. Once revealed by the Astra Militarum player, remove the False Blip marker from the board.

 

Now I'll just need to figure out what sort of tie ins the results of this mission could have on whatever the next mission is (after figuring out what the second mission will be). I also emailed Chris McKay (a well-respected astrobiologist at NASA) about color of liquid hydrocarbon lakes on Titan since I couldn't find any reliable information online, and he got back to me with an answer! This way when I get around to making the terrain for the board I'll be able to accurately make the rivers/lakes and whatnot :biggrin.:

 

EDIT:

Here is the link to the updated file. Also, for one of the Tyranid unit entry things (the Tyranid Prime) I added in a picture I edited of the Prime from the 2nd Exsteron mission, though due to a lack of decent Photoshop skills and photography it isn't exactly the best. I'm still trying to find someone who could help me out with that sorta thing but so far I've had no luck.

EDIT 2: I tried to create one of those Departmento Analyticus things from the IA books, and have updated the dropbox link to the new file with that included. It's definitely not all that nice looking but it'll be a half-decent placeholder til I finally find someone willing to help me with that sorta thing :tongue.:

https://www.dropbox.com/s/iiqum78l3p5zujr/The%20Laelaps%20Incursion.pdf?dl=0

Edited by reptilelover1995
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Here's another updated version:

https://www.dropbox.com/s/iiqum78l3p5zujr/The%20Laelaps%20Incursion.pdf?dl=0
I just added in a pic of a Pyrovore along with the Analyticus record I made. Still not that great looking but it's the best I can do.

 

Still need to come up with ideas for the next mission(s) for Jana, so help would be appreciated. :D

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It's totally fine, I understand. Right now it's finals week for me so I've had to spend a decent amount of time studying for those, though I only have one more left so I'm almost in the clear :biggrin.:

 

I did spend a bit of time this morning doing the rest of the Departmento Analyticus things, though again I really hope I can find someone with skills to do a better version :tongue.:

I'm also adding the Tyranid rules since I'm using a homebrew set (otherwise you DEFINITELY wouldn't see Pyrovores in the army lists :tongue.:)

 

EDIT: Also, if anyone knows where I might look for potential contributors to do some art and stuff for the books, please let me know because I still haven't found anyone XP

Edited by reptilelover1995
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Just had my last final, which means I'm officially on break! I'm hoping that with some help I will be able to come up with plenty of mission scenarios and everything through this time, and with some help perhaps I may even get enough painted to do a bunch of the missions. If I can just come up with the basic idea of each of the scenarios that I'm going to have per mission, I should be able to do most of the rest myself.

 

Like I said, I my idea for the overarching theme of the conflict on Jana (the Titan-like moon) is the defense of a dam-like structure, with the Tyranids attempting to destroy it (or at least damage it to the point where it can no longer handle the pressure of the liquid pushing out against it). The idea is that if the dam fails, the flood of liquid hydrocarbons that would burst forth would flood key structures in the area and essentially render them defenseless (or at least weakened to the extent that their surviving defenses are negligible). Forces on both sides would likely have a large number of flying units (for Tyranids, there'd be lots of gargoyles, shrikes, that sorta thing), since low gravity + thick atmosphere = easy flight.

 

Another thing I realized is that I'm probably going to have to split this into multiple "books" or volumes or whatever, because the Consumption of Exsteron alone is already 39 pages, and the full narrative, imperial force stuff, Tyranid unit rules, appendix, etc. haven't even been added. The Proxion system would be a single volume for both planets in the system, then Rivicto would have its own volume.

 

EDIT: Here is the new version, added in the Tyranid unit rules: https://www.dropbox.com/s/iiqum78l3p5zujr/The%20Laelaps%20Incursion.pdf?dl=0

Edited by reptilelover1995
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haven't had a chance to look at the new stuff yet, but I wanted to say you might want to consider various scales of combat
I am currently running a campaign and a couple of missions we did with some modified rules and only a few hundred points with each model acting individually. They were partly based on zone mortalis/ kill team type stuff. Rules here if you are interested.

You may eventually want some apoc in there as well.

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Yeah, I definitely plan to have scales of each battle vary significantly depending on exactly what is going on in the scenario, and I plan on having the first Apocalypse scenarios being in the Rivicto campaign (particularly when the Tyranids are attacking the Fortress-Monastery). I have been sticking to slightly smaller scale battles for now, partially because the scenarios take place on relatively poorly defended worlds and also because I can't afford to spend a ton of money on more models :p

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  • 2 weeks later...

UPDATE:

Unfortunately I still haven't come up with any ideas for what to do with the subsequent mission scenarios, so I haven't been able to add much more to the book. However, I did add the little seals and stuff to the communications pages, and did another rough image for one of the Tyranid creature entries. Again, I'm not very good with Photoshop so it's not exactly amazing to look at, but without help it's all I can do.

 

Here is the link to the new version: https://www.dropbox.com/s/iiqum78l3p5zujr/The%20Laelaps%20Incursion.pdf?dl=0

I'm hoping I can get some suggestions so I can move forward, so please let me know if you have any ideas for further battle scenarios or feedback in general (though don't waste time giving feedback on the pictures - those are only there because I have nobody who is willing to help me with that so they're pretty much just placeholders).

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  • 2 weeks later...

A great start.

 

I would however, suggest having a reference to needing a copy of Codex: Tyranids, Codex: Astra Militarum, and Codex: Space Marines to fully use the supplement rather than listing the stats and points etc.  By all means, create cards for units that are unique to what you want to do, like blending some of the 'nid creatures into a totally new monster.  However, to protect yourself, I'd suggest removing non-home grown units.

 

On Facebook, search for Alex Mackz.  He's a great digital artist, and might be able to give you some assistance.

 

Specialist scenarios suggestions:

 

Holding action.  Pick which army is on the defensive.  They start with 50% points of the attacker in the middle of the table.  For 3 turns, they have to survive an endless assault by the attacker (unit recycling for destroyed units, treat as deep striking 24" from defenders) From turn 4, the reinforcements arrive from a randomly determined table edge per unit.  This represents larger conflicts that have either been dealt with, or flanking maneuvers arriving.  Attacker ceases reinforcing after defender reinforcements arrive due to lines being cut/etc.

 

Victory Conditions:  Attacker - Destroying the defenders before 4th turn

Defender: Surviving until end of turn 6

 

Assumptions:  Tyranids Defending:  Feeding tower, spawning pools, Hive Queen (Warlord Hive Tyrant)

Imperial: Space port, Ammo/fuel dump, barracks, command point, tactical location, wounded/whole warlord.

 

Attacker has first turn

 

Escape!  Opposite side deployments. Base the escapee on loser of previous game.  The warlord must survive to begin the next phase.

 

Victory - Escapee Warlord to leave the table through the opponent's table edge wins the game.

 

Restrictions - No Deep Striking.  No Flyers.  No Reserves. Escapee side should choose artillery units for HEavy support to represent being caught at the rear of that faction's lines.

 

Escapee goes second.

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The only reason I included stats for the Tyranid units is because I'm using a home brew Tyranid codex so the point values and unit stats are different from those in the actual codex. I will not be including the base stats or point values for the Space Marine or Astra Militarum units, since they will be using the regular codexes (though if I create any custom characters they would have their own entries)

I do like your ideas, once I end up incorporating them I will post an updated version!

Edited by reptilelover1995
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The only reason I included stats for the Tyranid units is because I'm using a home brew Tyranid codex so the point values and unit stats are different from those in the actual codex. I will not be including the base stats or point values for the Space Marine or Astra Militarum units, since they will be using the regular codexes (though if I create any custom characters they would have their own entries)

 

I do like your ideas, once I end up incorporating them I will post an updated version!

 

Thank you :)

 

I might have missed it, in which case, I apologise.  

 

Any particular reason for not using the current 'nid 'dex?  Might make things a lot easier for you :)

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I think that first scenario would be great for a battle on Niae, which will be the sub-campaign after Jana. A similar battle would also be great for the defense of the Fortress-Monastery on Rivicto, though I'd have to figure out a plausible way to create terrain to represent a huge mountain that still allows players to place their figures without worrying about them tipping over.

 

The reason I'm not using the current 'nid codex is because it is absolutely awful XP any of the lists I have in this book would be absolutely steamrolled if I used the regular GW dex stats and points values. The vast majority of weapons and units in the codex are useless, over-costed, or both. Having played 'nids since late in 2004, I remember the glory days of the 4th ed 'dex, where there were tons of upgrades to take, and almost all of them could be useful. I use a homebrew codex because I want every unit and option to be a viable choice, rather than having to choose between having any chance of victory and playing in the way that I like.

 

I've also made some additions to the campaign, including 2 missions on Jana. The first mission is inspired by Aliens, and has a feel similar to Space Hulk. The second mission is also similar to your first suggestion, though I still need to decide the points scale of the second battle, and the army lists. I mainly need help figuring out what to have on the AM side, because I'm not an AM player so I don't really have the best idea of what would make sense in this type of environment. The Tyranid forces will be comprised mostly of winged creatures, since the thick atmosphere and low gravity make flying extremely easy (ie Gargoyles in place of gaunts, Shrikes in place of Warriors, etc.). Here is a link to the updated file:

https://www.dropbox.com/s/iiqum78l3p5zujr/The%20Laelaps%20Incursion.pdf?dl=0

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Do you have a copy, or access to a copy of Space Hulk?

 

Using that might be an idea, as you can then use the tile sections as well as the 'stealers etc.

 

Mission two of Space Hulk, where the terminators have to flame a room, could be adapted, to having the AM get to the room, and spending 4 APs to "secure" the station.  This means you have the corridors and rooms a refinery would have, and also to allow you the "ambush" feel.

 

For the second mission, I'd suggest fairly high points, along the lines of 1850-2000, encouraging the use of platoons in Chimeras (a win in the previous mission means reinforcements are called quicker too therefore grants free transports), valkyries with veterans or Militarum Tempestus inside, and a single squadron to heavier tanks, like Russes of one pattern or another.

 

As the 'nids would be attacking a fortified target, Carnifexes with Crusher claws etc would (in fluff) be prevalent, so the AM would possibly be thinking about dealing with them.

 

Additionally, you could have a conscript blob, to represent a penal formation being sent to slow the 'nids down until the heavier stuff arrives, so the russes are held in reserve until turn 3 or 4m depending on how it plays out?

 

++EDIT++

 

Crusher Carnifex broods could be troops choices, allowing the AM tanks to start on the table, with the fexes not allowed regeneration for this mission.  Having broods as troops choices could be nasty.

Oooh...  Allowing one of the flying nid beasties to "drop" carnifexes the way a Storm Raven drops a dreadnought might be interesting...

Edited by Damo1701
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I love those ideas, man! I do have a copy of Space Hulk, actually. I actually have painted all of my vanguard organisms in Space Hulk colors (lictors, genestealers, etc.) too. I actually did consider using some of the stuff from the Space Hulk set, though I'd like to have some walls and stuff to represent rooms and to block LOS. I also don't want to use too much of the Space Hulk rules, since in that game the veteran Space Marines are having a hard time fighting off the Genestealers, so I can hardly imagine how horribly a group of average joes would fare using the same rule sets. I do really like that idea of securing locations though, and I may just have to incorporate that into the mission.

I think I'll go with 1850 for the second mission, as I don't want to set my sights too high at the moment given that I don't have a large income and buying tons and tons of models is not something my wallet can really take :p [not to mention the fact that I also have to get them all painted]. As for the idea of a Stormraven-like Tyranid dropping carnifexes, I think perhaps I could use a Harpy for that - though they normally just drop Spore Mines, the ability to drop a carnifex could be explained by the fact that on Jana, it would only weigh around 1.3-1.4 tonnes.

 

I also want to make sure I keep the feel of these first couple of worlds being relatively poorly defended since they're pretty much 'backwater' planets - Laelaps is taking on easier targets since it's still relatively small in size and would not be able to take on a solidly fortified Imperial world. I don't know exactly what that would mean in terms of Imperial forces, but I'm guessing it would mean that they might not have access to very rare or expensive weapons/vechiles/etc.

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Use the basic WH40K rules with regards to shooting, Weapon strength vs Toughness, with armour saves etc.  Lasguns would have unlimited range, but within 7 squares, able to rapid fire.  Rapid fire on overwatch each time.  Doors/bulkheads block LOS, and Space Hulk has room sections.  Leave open ended corridors to represent going further into the facility, but obviously, these would be entry points.

 

AM get 5 APs per person, with a maximum of 2 squads, Tech Priest included to "secure consoles"?  Probably use Hormagaunts over genestealers, as you can explain the synapse creatures are outside, but not taking part.

 

For the initial phases, the AM would be fielding sentinels, probably in squadrons.  Chimeras would usually be deployed with the infantry they transport/support, maybe have a techpriest needing to "activate" each Chimera before use?

 

Use the platoon structure for infantry, maximum 2 full strength platoons, or, a single platoon of guardsmen, and a platoon led by a commissar with (black painted) trooper guards (command squad) of conscripts, local given a gun at the last minute.

 

 

AM Forces for various points in the campaign.

 

I'd hazard a guess that not all units would need to be physically represented

 

522nd Cadian Rapid Deployment air wing

 

30 Valkyrie transport planes

5 dedicated Vulture gunships

300 Militarum Tempestus Scions personnel including Tempestor Prime *insert Name* and Commissar *name*

 

Imperial Navy Air Support Squadrons 77, 43, 812 5th Air Wing

12 Marauder Bombers

25 Thunderbolt Fighters

30 Lightning Interceptors

 

4163rd Cadian "Death Dealers" Regiment - Full strength (reinforced)

 

62nd Penal Legion (half strength)

 

42nd Pardus Armoured Company - Full strength

Mixed Leman Russ options with a Baneblade command tank for the Company

 

654th Tallarn Artillery Company - Dispersed

6 Basilisks

3 Manticores

2 Leman Russ Demolishers

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Absolutely LOVE that idea! I'll get to re-writing the mission rules and whatnot as soon as possible.

 

Thank you so much for the list - that will be very helpful as I continue to write these missions. Like I said before, I'm thinking that the rest of the Jana campaign will be focused on the Astra Militarum trying to defend a huge dam on a massive lake - it is basically used to funnel the liquid hydrocarbons into a refinery/major facility right nearby where it is used to manufacture promethium (ironically enough, the frigid temperatures on Jana would render any sort of flame weapon completely useless :p). They need to defend it because if the Tyranids were to weaken the dam enough, the resulting flood of extremely frigid liquid methane/ethane would devastate the main outpost (or whatever the right term would be) - a regular water flood is bad enough, but when the 'water' is lower than -161C it's in a whole different league of disaster :P

I'll have to figure out what an Imperial 'dam' would look like for terrain purposes, though. As for future units, I'm thinking that after this next battle, should the Tyranids be victorious by destroying enough of the sentry guns, they will be deploying more monstrous creatures such as Hive Crones and Harpies, with the Hive Crones using their massive talons to do Vector Strikes against the dam (they wouldn't be able to use their drool cannon because it works via a chemical reaction that wouldn't be possible on Jana), and the Harpies dropping Carnifexen as they swoop by.

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Sideline Mission Idea.

 

They're All Around Us!

 

Since receiving alerts from planets already under attack from the Tyranids, the planets are increasing security.  This falls to the Astra Militarum forces to provide regular patrols in all sorts of terrain.  Nervous about what is coming, and who is in the field with them, the guardsmen, professional as they are, are getting jumpy.  Patrols go missing.  Corpses turn up half eaten.  Civilians go missing from their homes, with no explanation.

 

This is a patrol mission.  The AM forces are expecting to run into Tyranid organisms, and they have just been informed there may be friendlies in the area.  Shooting first is good for survival, but will they always hit Tyranids?

 

Battlefield:

2"x4" board.  Terrain as you see fit, the denser the better.

 

EDIT

 

Deployment:  The AM forces deploy at one end of the board no more than 6" onto the table.  The Tyranid Lictor deploys no more than 12" onto the table, at the opposite end.

 

Tokens:  You need a token for all bar 1 squad of Guardsmen.  Each token represents either a Tyranid creature brood, or an Astra Militarum squad.  Tokens are shuffled together, and each player, with looking at it, places a token in a concealed piece of terrain with no clear line of sight to the AM squad or sentinel.  The Lictor cannot reveal tokens.

 

Points: 500 per side.

AM compulsory 1 Sentinel armed with lascannon 1 Astra Militarum 10 man guardsman squad.

Optional remainder of points on either extra guardsmen squads, veterans, conscripts squads led by commissar, special weapon squad.

Tyranid Compulsory 1 Lictor

Optional Hormagaunts, Termagants, Genestealers, Ripper Swarms, 0-1 Tyranid Warrior broods

 

Special Rules:

Variable Game Length (5 turn minimum)

Force Organisation restrictions are lifted.

Synapse rules are lifted

Tokens - Each token that is encountered is automatically fired upon by the Guardsman squad.  Roll to hit as normal, then reveal what the token is to roll to wound.  This can cause friendly fire incidents, and represents the nervous nature of the guardsmen on patrol.

 

Victory Conditions:  Victory Points as standard

Tyranid Player earns +1 victory point above the usual if the AM player wipes out AM forces after they are revealed, +1 if Lictor survives mission, +1 if lictor slays any model with the (character) description in a challenge.

AM player receives +1 victory points if the first token fired upon is a Tyranid token, and +1 if that token is wiped out in the first round of shooting, +1 if Sentinel survives the mission.

 

-------------------------------------------

 

I'm glad I can help.  It's actually helping me keep some pain under control at the moment, as I really have to think about what I'm typing.  The pain is part of the reason I'm not tucked up in bed currently.

Edited by Damo1701
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I actually had my wisdom teeth removed on Wednesday - I would say I know how you feel but because I'm immune to opiates (the only painkillers they use are opiates or synthetic opiates) I don't experience any of the side effects [or, unfortunately, the relief from pain] that others do from things like hydrocodone or morphine xP

That mission idea sounds great for Niae, since Niae and Jana are in the same system and thus communication between the two would be relatively quick. Plus it'd be a good excuse for me to make some really cool terrain like massive craters and volcanic vents covered in mats of extremophilic microbes. :p

 

It could also work for the next system I plan on doing, with three earth-like planets orbiting an F-class star - since they're all within the habitable zone they are rather close to each other so communications could travel from one to the other in less than an hour. Plus, perhaps the Tyranids could be clever enough to allow one small ship to escape during the initial stages of invasion on one world, having infiltrated a Lictor or something that then spreads the infestation to the neighboring planets. :devil:

Since Niae is tidally locked, a cool rule for a mission like that taking place at the cratered poles could be something like this:
Permanent Night: Any unit more than 3" from the edge of any crater terrain gains the Stealth special rule.

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I'll see your Wisdom Teeth, and call you with Kidney Stones.  I am going to have to ask for some pain pills in the morning though, as it's starting to get out of hand.

 

Token deployment should read "Without looking at the token"  anonymous deployment of tokens should make it more interesting, and alternating the placement should be somewhat fair to both sides.

 

Thinking of suggesting too, that a vox set is compulsory, more to add to the "recon" feel of the mission.  For jungle games using that mission, you could also destroy a copse of trees on a 5+  or 4+ if there is a token inside as long as you have a flamer in the squad.  After deciding whether to destroy a token in terrain, you find out what it was.  No wound roll for that type of attack, unless you fail to destroy it, then you roll to wound whatever the token is, as it would be caught in the blaze anyway lol.

 

Another mini-game type thing, if you have the models (guessing you don't yet) would be to have a flyer, like a vulture or lightning/thunderbolt chase a harpy or hive crone through a valley.  If the Imperial player shoots the Tyranid down, Imperial win, if not, Tyranid win.  With that one, you leave the models stationary, and move the terrain along the board 12" at a time.  The flyers have to dodge obstacles on a 4+ or lose a wound/hull point.  Have them 12" apart.

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I like those ideas too! I think that I may use that forest idea for one of the Rivicto missions, perhaps during a stage in the invasion where the Tyranids are consuming forest biomass to give them more materials to make nasty bugs from - that way I have an excuse to cover the board in pitch black foliage (being around a red dwarf star, any plants would need to absorb all available light to photosynthesize) :p

 

I also just came up with a Tyranid list, I think it's pretty cool. There are a whole ton of gargoyles, about 40 hormagaunts, two units of Shrikes, a flying hive Tyrant, a big blob of termagants, a winged Tyranid prime, a Harpy, and a Hive Crone. There's also a single unit of regular warriors to keep the hormies from getting lonely x) I just hope I can find decent Shrike wings for relatively cheap, lol.

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Wow!  I'm glad I took the time to write that first reply then LOL :laugh.:  I almost didn't.  I kinda had a moment where I though "Nah, you got nothing to add to this, nobody wants to hear your ramblings."

 

I'd allow the AM access to a hydra battery or two, fixed or mounted.  Need something with skyfire, and it's either that, or Marines with a contemptor mortis, with twin kheres assault cannons LOL

 

The scope of what you have proposed is immense.  You could, if you have access, use BFG rules to represent the encroaching hoard.  Surviving ships determine the points available to the tyranids.  A surprise attack by your marines on a fleet during an attack cuts off any deep striking Tyranids. 

 

Have Landspeeders racing after Gargoyle broods using the same rules for the flyers.

 

Subterranean battles using Betrayal at Calth rules.  Treat Monstrous Creatures as a Contemptor Dreadnought.  No flyers for that one, but a ravenor would be in it's element.  Maybe that's one the Marines should be fighting?  The initial phase of the assault on the Marines homeworld?

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Man, you are great at this! If you have Microsoft Publisher (or even Microsoft Word), perhaps you could write some stuff up for the series!

 

I actually did consider including BFG elements in the game, but due to the fact that BFG models are hard to find and I'm terrible at doing scratch builds or conversions it would be a big hassle. I was even thinking in the long term of having a galaxy map element, where players are able to move and deploy their forces accordingly. One rule I thought of was related to Shadow in the Warp: any fleet attempting to travel to a subsector that is being attacked by Tyranids will scatter [some distance depending on the scale of the map]. A roll of [something] results in [some sort of mishap].

 

The underground thing could work really well as a precursor to the assault on the Fortress-Monastery, or perhaps it could be taking place at the same time. Tyranids have Raveners and Trygons, their goal is to create a tunnel that allows Tyranid forces to close in on the Fortress-Monastery more easily (ie avoiding a lot of the defenses), while a group of the most elite Space Marines are sent to stop them.

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