Warhammer 30,000 Missions

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Warhammer 30,000 Missions

Postby Primarch on Sun Aug 29, 2010 1:40 pm

This thread is for the posting of missions for the Warhammer 30,000 campaign ONLY. If you wish to discuss a particular mission, please create a new thread with the mission name as the title.
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Finished Minis in 2016 (as of Nov 30): 369 + 2 Tables of Terrain
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Re: Warhammer 30,000 Missions

Postby Primarch on Sun Aug 29, 2010 1:42 pm

Warhammer 30,000 – The Great Crusade
Mission 1 – Behead the Beast
When facing human worlds that refused to join the Imperium, many legions employed strategic strikes to quickly eliminate the enemy leadership. This allowed the regular Imperial Army and supporting units to overcome the defenders who were without direction and order.
Imperial Player – Choose 1000 points from any of the following legions:
Dark Angels, Emperor’s Children, White Scars, Imperial Fists, Night Lords, Blood Angels, Ultramarines, Thousand Sons, Luna Wolves, Word Bearers, Salamanders, Raven Guard, Alpha Legion.
Unit Choice/Restrictions – Max 1 Heavy Support unit, Min 2 Fast Attack units. No Primarchs may be taken.
Rebel Player – Choose 500 points from Codex Imperial Guard.

Set up – Play on a 6’ by 4’ table. The Rebel player may place 1 Bastion and up to 24” of defensive walls anywhere on the table. The Rebel player deploys his forces within 18” of the bastion, then nominates 1 long table edge for the attacker to use.
The Imperial player does not deploy any units, but all units may enter play from their edge on the first turn. Any Imperial unit may deepstrike, but may not outflank. Rebel units may not outflank or deepstrike.
The game follows the rules for Random Game Length. The Imperial player goes first.

Special Rules
Defensive Shielding – Due to signal jammers, false sensor returns and protective fire, no unit may deepstrike within 24” of the bastion. However, they may scatter closer to the bastion without penalty.
Mobilize the Reserves - the Rebel command is screaming for all available units to defend the bastion. Each turn roll a dice and add the turn number, then consult the following chart. When reserves become available, they enter play as follows. Roll a dice for each unit. On a 1-2 they enter from the rebel player’s left board edge. On a 3-4 they enter from the rebel player’s table edge and on a 5-6 they enter from the rebel player’ right board edge. If you dont have the models for the reserves, move one step back down the chart until you find a unit you do have the miniatures for. E.g. 10 becomes a 9.
2-3 - No reserves are in the area
4-5 - 1 platoon of 20 guardsmen and a command squad arrive. The platoon is equipped with 1 vox, 1 flamer and 1 heavy bolter in each squad. The platoon command squad is equipped with a vox and a melta gun
6-7 - 1 squad of 10 veterans in a chimera arrive. The veterans have 2 plasma guns.
8-9 - 2 Platoons as detailed in 4-5 arrive
10 - 1 Hellhound and 2 scout sentinels armed with multi lasers arrive.
11 - 1 Leman Russ tank arrives. The tank has a lascannon and 2 heavy bolters.
12 - 3 Platoons as detailed in 4-5 arrive.
13 - 2 Leman Russ tanks as detailed in 11 arrive.
Destroy the Bastion – The goal of the Imperial player is to destroy the command bastion. If the Imperial player succeeds in this mission they win the game. Any other result is a win for the rebel player.
Prims Painty Points > +924.5
Finished Minis in 2014: 510.....Finished Minis in 2015: 300
Finished Minis in 2016 (as of Nov 30): 369 + 2 Tables of Terrain
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Primarch
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Posts: 9570
Joined: Fri May 14, 2010 9:33 am
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Re: Warhammer 30,000 Missions

Postby Primarch on Mon Aug 30, 2010 2:08 pm

Mission 2 - Terror Tactics
Some planets surrendered at the mere thought of fighting an army of the Adeptus Astartes. Others stubbornly refused to submit and against these planets, the Imperium vented it's fury.

Army Selection
Imperial Player - 1500 points of World Eaters, Iron Hands, Night Lords or Space Wolves.
Rebel Player - 1500 points of Imperial Guard or Tau (representing a high-tech society).

Set Up - Pitched Battle, 6’ by 4’ table. Roll 1d6 for each player. The highest scoring player will deploy and go first, though the second player may try to steal the initiative.
The rebel player sets up two objectives 6" from their table edge, and one in the centre of the board. The objectives must be at least 12" apart.
The game lasts for 6 turns.

Special rules
Terrifying - Keep track of kill points scored throughout the mission. If the Imperial player has more kill points, the rebel player takes a penalty to all Ld checks equal to the difference between scores. If both players have an equal number, or if the rebel player has more kill points, then the rebel player may reroll all morale tests.
Prims Painty Points > +924.5
Finished Minis in 2014: 510.....Finished Minis in 2015: 300
Finished Minis in 2016 (as of Nov 30): 369 + 2 Tables of Terrain
User avatar
Primarch
Evil Overlord
 
Posts: 9570
Joined: Fri May 14, 2010 9:33 am
Location: Nagoya

Re: Warhammer 30,000 Missions

Postby Primarch on Mon Aug 30, 2010 2:14 pm

Warhammer 30,000 - The Great Crusade
Mission 3 - Boarding Action
Throughout the crusade, Imperial forces fought in space as well as on land. The legions were often called upon to board enemy vessels to recover artifacts, secure control decks or to gather intelligence. Fighting onboard a ship was fraught with hazards, from lack of power to explosive decompressions.
Army Selection
Imperial player - 1500 points from any one legion. No vehicles except dreadnoughts may be taken.
Enemy player - 1500 points from any army (except marine legions). No vehicles except walkers may be taken.

Deployment
Set up the table with a lot more difficult and impassible terrain than usual, to represent the walls and rooms inside the ship.
Both players roll off. The highest scoring player may choose to be the attacker or the defender.
The defender places 3 objectives anywhere on the table, at least 12" away from each other objective and any board edge.
The defender deploys at least 3 units anywhere on the table.
The attacker chooses their board edge and deploys half their units (round up) within 6" of the edge. (Infiltrators may deploy as usual, but count towards the unit limit). The defender's table edge is directly opposite to the attacker. The attacker writes down which objective he is going for.
The game length is random.
The attacker must claim the objective they wrote down to win. The other two objectives don’t count.
The attacker takes the first turn.

Special Rules
Hazardous - At the start of each player turn, the active player rolls a dice. On a roll of a 1 something has happened. Roll 1d6 and consult the following chart.
1 – Power blackout. This player turn will be conducted using the night fight rules.
2 – Gravity fluctuations. Any unit wishing to move this turn must pass an initiative test.
3 – Emergency bulkheads. Any unit in cover increases it’s save by +1 this turn.
4 – Explosive Decompression. Choose a unit on the table. Every model in the unit is wounded on a 4+. Armour saves may be taken as usual.
5 – Ship to ship fire. All units currently in area terrain must take a pinning test.
6 – Blaze. All units not in area terrain take d6 S3 hits.
Prims Painty Points > +924.5
Finished Minis in 2014: 510.....Finished Minis in 2015: 300
Finished Minis in 2016 (as of Nov 30): 369 + 2 Tables of Terrain
User avatar
Primarch
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Posts: 9570
Joined: Fri May 14, 2010 9:33 am
Location: Nagoya

Re: Warhammer 30,000 Missions

Postby Primarch on Tue Aug 31, 2010 12:50 pm

Warhammer 30,000 - The Great Crusade
Mission 4 - Drive back the raiders
Worlds freshly claimed by the Imperium, on the fringes of civilization were frequently plagued by attacks from xenos forces who saw the chaos wrought by the crusade as an opportune time to strike. Often the first line of defense was the Imperial Army, but with crusade fleets scattered throughout the galaxy, suuport was never far away.

Army Selection
Imperial Player - 750 points of Imperial Army forces. 1000 points from any legion or Imperial force in reserve.
Xenos player - 1500 points chosen from any of the following packs - Orks, Eldar, Necrons.

Deployment
Set up a 6' by 4' table. The Imperial player chooses a table edge and deploys the 750 points of Imperial Army forces between 12 and 24 inches away. None of these units may be put into reserve.
The Xenos player deploys their army within 12" of their table edge. They may put units in reserve to deepstrike or outflank only.

The Xenos player automatically takes the first turn.

Special Rules.
To the rescue - The 1000 points of Imperial Reserve forces automatically arrive at the start of the 3rd Imperial player's turn. Units enter from the Imperial player's board edge, by deepstrike or by outflank. All units arrive at the same time.
Push them back - This game continues until one side or the other is entirely wiped out, or one player concedes.
Prims Painty Points > +924.5
Finished Minis in 2014: 510.....Finished Minis in 2015: 300
Finished Minis in 2016 (as of Nov 30): 369 + 2 Tables of Terrain
User avatar
Primarch
Evil Overlord
 
Posts: 9570
Joined: Fri May 14, 2010 9:33 am
Location: Nagoya

Re: Warhammer 30,000 Missions

Postby Primarch on Tue Aug 31, 2010 12:51 pm

Warhammer 30,000 - The Great Crusade
Mission 5 - Exterminate the xenos
The purpose of The Great Crusade was twofold. The first goal was to reunite all the worlds of man under one banner. The second was to remove any and all threats to those worlds. As often as the legions were pacifying worlds, they were wiping out armies of other races that stood in their path.

Army selection
Imperial Player - 2000 points from any one legion.
Xenos Player - 1500 points from any of the following packs - Orks, Eldar, Tempestus, Necrons

Deployment - Set up a 6' by 4' table. The xenos player chooses a table edge. The Imperial player sets up 1/2 of their units (rounded up, not counting dedicated transports) within 12" of their table edge. The Xenos player may deploy any number of units within 12" of their own table edge.
Players roll off for first turn.

Special Rules.
Purge the filth - At the end of the game, each table quarter held by a scoring unit and containing no enemy forces is worth one victory point. The player with the most VPs at the end of turn 6 is the winner.
Planned deployment - The Imperial commanders have prepared a strategy to overwhelm the xenos lines. Before the game begins, the Imperial player should write down which turn each unit will arrive on, how it will arrive (deepstrike etc) and which table edge it will arrive from. Each turn after the first, the Imperial player may bring on one unit, not counting dedicated transports (so 10 marines in a Rhino counts as 1 unit). These units may arrive by deepstrike, outflank or from the Imperial table edge, without needing to roll. These rules prevent Drop pod assault or any similar special abilities.
The Xenos player's reserves enter play as normal.
Prims Painty Points > +924.5
Finished Minis in 2014: 510.....Finished Minis in 2015: 300
Finished Minis in 2016 (as of Nov 30): 369 + 2 Tables of Terrain
User avatar
Primarch
Evil Overlord
 
Posts: 9570
Joined: Fri May 14, 2010 9:33 am
Location: Nagoya


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