Hello all,
Making a campaign with the new Crusade of Fire that GW released. We are making the 'Nids the evil bad guy instead of chaos. We replaced the warp storm with a super shadow of the warp for the narrative. Below is my first draft, enjoy!
Crusade of Fire : Tyranid Version!
Additional
Factions:
The Guard of
Corvus:
After the fall
of the Great Shadow, the major planets fell within the first century;
Corvus-Majoris, Illias, and Junkatta. Without the connection of the
greater Imperium, the sector could only sustain roughly seven billion
people. And that is by the vast stores stockpiled on Alfrost which is
dedicated to the Guard. Many Imperial regiments were order to abandon
the said above planets, moving all fighting men and supplies to
Alfrost. A great rebellion was fought for these arms and food by the
people who were left behind. After the system-wide massacre, the few
survivors succumbed to the temptations of Chaos. Over the
Centuries, the Guard of Corvus trained and fought on every planet,
with the goal to reclaim the system. Near the ending of the Great
Shadow, The Guard of Corvus overthrew their military dictators in a
velvet revolution forming their own newly Democratic government.
After the fall of the great shadow, and the coming of the Crusade of
Fire, The Guard of Corvus has a choice, surrender their hard fought
freedom, or surrender to the Imperium of Man.
Tyranid
Tendril 768-A “Kraken”:
It started
with a wreck falling out of warp, it was small, almost undetectable.
Within a few years of drifting, a Imperial Navy patrol intercepted
the unknown craft. They were never heard from again. Within months after the search
was called off, reports of genestealer activity on Illias and Savrap
were recorded. The situation escalated quickly and a Space Marine
Death Watch squad was sent to Savrap. The moment they landed the true
terror began. All at once, a Great Shadow descended upon the entire
system, all communication was instantly lost. This was something
larger than just the 'Shadow of the Warp' experience of previous
encounters with the Tyranids. This system was completely smothered;
where a warp storm is turbulent and powerful, this shadow was dead
waters and no wind. If a ship traveled through real space or warp,
they couldn't move; they sat frozen until they lost power, and died.
All attempts to pierce this veil has been in vain. Meanwhile, A small
tendril of Hive Fleet Kraken, almost a millennium in time away,
changes direction in the dark spaces between stars and began their
slow advance upon the system...
Additional
Rules:
A single flag
can be placed into orbit of any planet. This flag represent your
faction's fleet. It can move to any planet, and the player is then
allowed to place only one flag on said planet. If a fleet is already
in orbit, a 'force insertion' scenario must be played. The victor
place their flag into orbit, and the defeated fleet must retreat to a
planet without a fleet in orbit.
The Planets of
the Corvus Sub-Sector:
Savrap:
This is a
Tyranid world. There is no history how this came to be, or of what
occurred with Deathwatch. All is known now is that seas of
hormagaunts roam the continents. Bizarrely they are fighting among
themselves, killing each other, digesting each other, and being born
again to continue the carnage. To what ends, no one but the Hive Mind
knows...
*Tyranid
players always begin with one free flag on Savrap
Alfrost:
After the Great
Shadow descended on the Corvus sector, the only remaining Imperial
Guard Post is on this planet. The thousand years saw carnage on all
other imperial worlds and have brought total destruction. Many
refugees fled to this outpost and survive in a single colony deep
within the planet's crust near the heated core. After being alone for
a millennium, fighting off both Chaos and Tyranids, they have
developed a fiercely independent society that may not want to fold
back into the Imperium easily.
*Guard of
Corvus always begin with one free flag on Alfrost
Illias:
Before the
great shadow, this world used to hold over 400 billion people. The
military might of this planet rivaled any in the Impeium where many
of its people have fought heroically over thousands of planets for
the Imperial Guard. When the shadow fell, this planet lingered on for
only a few decades before the food ran out. Anarchy quickly spread.
Only the wealthy, or the lucky, made it to Alfrost. Within a few
centuries both Daemons of Chaos and Tyranid Genestealers spread over
the planet in a never ending clash of small skirmish battles, with
each side never gaining an advantage over the other. Miraculously, a
small Sanctuary of the Sisters of the Ivory Blade still remains,
defiantly fighting off all xenos, deamons, and mutants for more than
900 years.
*The Crusade
of Fire always begin with one free flag on Illias.
Additional
Scenarios:
Forced
Insertion:
This game follows all the rules for an Annihilation game with the following modifications:
Deployment: The
defending player deploys first by placing his forces anywhere on the
board, and it allowed to place either one bastion or an aegis defense
line for free after all terrain is placed. The defending player
chooses any board edge to be their 'deployment' board edge. The
attacking player is forced to place his entire army in reserves.
Reserves: The
Attacking player goes first, and deep-strikes his entire army. The
attacker may outflank with units that are allowed to do so but cannot
infiltrate. Flyers may come in on turn one automatically; however, if
they choose to do so all turret based/pintle mounted weapons have the
interceptor rule for the first turn only.
Death From
Below: Due to the engagement in orbit and defenses placed by the
defending player's fleet, a forced insertion is a risky gambit for
the attacker. All attacking deep striking units must roll a D6, on a
roll of a 6, they are utterly destroyed with all victory points and
secondary objectives awarded to the defending player. Flyers that
choose to come in normally on turn 2 do not need to roll. Good luck!
Against All
Odds:
On the planet
of Savrap, on the highest coldest peak, the slopes are littered with
ancient carcasses of hormagaunts, carnifixes, and tyrants. Deep pits
of acid, trip wires fashion out of twisted bands of fibrous tissue,
and booby traps of all sort scatter across the landscape. A lone
Space Marines still stands. Untouched by corruption, and a powerful
unending will, he fights on. His other comrades fell many centuries ago, he is hopelessly surrounded, and death forever at his
heels...
This battle is
fought on Savrap. This planet uses the modified Daemon world rules.
Roll as normal
for deployment/first turn.
The game uses
the living objectives rules, but there is only one objective: Captain
Doug Monroe. He follows all the stats/rules of a Captain in the Space
Marine codex. In addition, he has all the wargear and special rules
of Guardmen Marbo from the Imperial Guard Codex. He always has
preferred enemy Tyranids. The Tyranid player places him out of
reserves, but the other player controls him.
If Captain
Monroe is rescued, all Space Marines in the campaign has Preferred
Enemy Tyranids, as the Captian, after fighter 1000 years, knows a
thing or two about fighting Tyranids.
If Captain
Monroe is captured by the Tyranids, then the Hive Mind will have
completed their assessment on Space Marine genes and fighting style
after spending a millennium meticulously studying them. With the
Great Shadow now gone, Tyranids everywhere will be able to adapt to
all Space Marines. All Tyranids from now till eternal will have
preferred enemy Space Marines.
Shield of
Faith:
This mission is
fought on Illias. Roll normally for deployment/first turn. The player
controlling Crusade of Fire/ Guard of Corvus is allowed to deploy two
bastions and two aegis defense lines or a Fortress of Redemption in
their deployment zone after terrain has been placed. Each bastion,
defense line, or section of the Fortress, is an objective point. Who
ever controls the most objective points (whether destroyed or not)
wins the game. All core rules are in play (secondary objectives,
infiltrators etc.)
Shield of
Faith: The Sisters of Battle Sanctuary is the only untouched building
on the planet. Clean of filth and corruption, the endless murals of
the Emperor rally the hearts of all those who defend such a sacred
site. Every Imperial unit receives a 5+ invulnerable save that is
within the deployment zone of the Sanctuary (bastions/line or
fortress) and they are stubborn. After years of fighting off the
Tyranids, the weapons have been modified to fend off Tyranids, all
weapon systems of the Sanctuary are twin-linked and cause rending!
Without Number:
the Hive mind wants this planet and the Sisters of Battle so that the
Hive Fleets can adapt to them, but they have proven unwilling. Every
Sister caught has martyred herself with melta-charge tied to her
waist and thus far, no bio-mass has been gained. With the fall of the
Great Shadow, a massive Tyranid invasion soon followed. All Tyranid
units removed from play may reenter the next turn via outflank.
Never Ending
War: Genestealers have been fighting on this planet without the aid
of the hive mind for generations. They all have the Ymgarl
Genestealers ability to enter play, and may assault if they outflank.
The Red Terror:
Throughout the ages on this planet, tales of a mighty red Mawlock
that has somehow grew and survived on this planet. Indeed, every
other hundred years the Sanctuary is attacked by this mythical beast
where the victory is always deadly, and hard won. In every attack on
the shine, the Red Terror is reported to have been killed, but it
always seem to come back....again, and again. The Red Terror is a
Mawlock with all the abilities/rules of the Death Leaper. It has a +4
Regeneration and causes an extra D6 hits in close combat! The Red
Terror is deployed using the Terror of the Deep rules on turn four.
However, the Red Terror causes d6 hits on each model (friend/foe)!
Tyranid Word
(Daemon world Modification):
Poisons/gasses
(Deamonic Possessions). As the Hive Mind is trying to developed the
perfect swarm for this galaxy, the Poison/Gasses effect Tyranid
creatures as well! Any models that dies with a possession counter or
by a possession counter, creates Ripper Swarms like in the rules
described in the parasite special character in the Tyranid Codex.
All One Mind:
The Hive Mind presence is unusually strong here. All non-tyranid
units must pass the Shadow of the Warp test. Also, any failed Tyranid
psychic tests causes a perils of the warp test on every Tyranid
psyker!
Slithering
Earth (From Beyond the Veil): Instead of a unit of Daemons, D6 Ripper
Swarms are placed. They were hoping for a quick meal.
Truely
Mindless: All Ripper Swarms will attack the closest model, including
Tyranids! They just want to eat!
Ignore Deamon
Hunters, Sworn to the Dark Gods, Lord of the Daemon Worlds and Spirit
stones.
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