pawns of chaos 1st draft
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Pawns of Chaos
An Escalating campaign for four players in Warhammer 40,000
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Table of ContentsAbout the Campaign. .......................................................................................................................... - 3 -
Background ..................................................................................................................................... - 3 -
Game Play Changes ......................................................................................................................... - 3 -
Game Style .................................................................................................................................. - 3 -
Points Escalation ......................................................................................................................... - 3 -
The Strategy Round ..................................................................................................................... - 3 -
Gifts of Chaos .................................................................................................................................. - 4 -
In Game Changes ................................................................................................................................ - 5 -
In Game Markers ............................................................................................................................ - 5 -
Armoury and Chaos Glory Markers ............................................................................................. - 6 -
Campaign Points ......................................................................................................................... - 6 -
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About the Campaign.
Background
Pawns of Chaos is a Escalating Campaign written for 4 players in the
Warhammer 40,000 universe. The Idea revolves around the 4 gods
of chaos and a competition to see who can raise the greatest
champion out of some of the most Loyal of the Imperiums heroes.
Game Play Changes
Unless otherwise stated the game plays just like normal
Warhammer 40k. To facilitate a feeling of progression and evolution
Pawns of Chaos introduces two new ways of building your army.
Game Style
Each game in Pawns of Chaos is designed to be played as a 4 player
free-for-all. Tables quarters are the ideal set up but play with the
terrain maybe you would have a triangle set up with one person in
the middle, a pitched battle or even dawn of War!
Points Escalation
First each game will have point’s escalation of 500 (if the last game
in the campaign was played at 1000pts the next will be 1500pts)
with the first game starting at 500pts. This may seem small but
remember that the first game is ideally played on a 2x2 table before
moving up to a 4x4 and when that is too confiding move onto a 6x4
and larger, depending on table availability and terrain supplies. This
campaign is designed around 5 games, but feel free to play it longer
or shorter depending on available armies and time constrictions.
Also note that while it may be in your nature to plan your Army list
from start to finish we urge against it as this takes away from the
spontaneous air that the campaign evokes.
The Strategy Round
Second is the Strategy Round, a round that is done before each
battle, in which no fighting takes place, but where the players army
list is updated and expanded. The point of the Strategy round is to
give some air of role-play style levelling along with an evolving and
ever growing army, as your commander recruits more to his cause.
This round is used to build upon your armies Force Organisation
chart. In Pawns of Chaos options on the Force Organisation chart
are expanded with a points buy system which allows you to totally
customise how you field your army. Each army starts with 1 HQ and
2 Troop choices available. But with the points buy system the player
may spend campaign points to purchase additional slots (you
cannot ‘sell’ campaign points back if you decide that a slot is now
Inquisitor Lord Lykomedes Acosta
gently rested the glowing orb back onto
its stand on the table before him. His
body weary and his mind drained from
the exertion it had taken to control the
vast powers contained inside the dark
red pulsating sphere no bigger than an
infant’s head. Realising he was holding
his breath the Inquisitor Lord slowly exhaled. Clarity was gradually dawning
on the Inquisitor Lord ‘everything you
have been told, Is a Lie!’ the voice from
the orb still echoed in his thoughts.
Today the Inquisitor Lord had learnt
many truths about the universe and the
dark powers that writhe behind the thin
fabric of reality, and he had learnt how
to control them. The strong odour of
burnt flesh stung the Inquisitors nose as
he inhaled again, looking around the
table he resignedly shook his head at
the burnt out corpses that were until
recently his acolytes, their physical and
psychic bodies consumed in the ritual.
The Ordo Malleus had used its
knowledge of chaos to defeat it
countless times, the Inquisitor Lord
smiled to himself, ‘ And now I will use
that knowledge to Master Chaos’.
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useless or no longer needed, it is a one-way purchase). Each time
you purchase a slot you then gain another choice option of that type
(buy a Heavy slot you can field an additional heavies choice from
your army list). The cost of slots also escalates with each purchase.
As shown by the below table.
1st
2nd
3rd
4th
5th
HQ free 3 7 - -
Elites 1 2 5 8 -
Troops Free/free 2/2 3/3 7/7 10/10
Fast Attack 1 2 3 7 10Heavy
Support1 2 3 7 10
Note: Troops are shown as X/Y to express the double troop’s column.
Gifts of ChaosPawns of Chaos is all about Chaotically corrupted Heroes doing
battle to the death. To show this each Army in the campaign is given
patronage by a god of chaos. Each god will bestow different gifts
upon his loyal subject benefitting them with increased stats
depending on their patron. There are a many ways an Army may be
granted patronage by a god here are 3 examples.
i. Each player chooses their own God. Quick and easy but has
the chance of ending up with everyone choosing the same
god.ii. Every player rolls a D6 highest roll gets to choose their
patron, then next highest, and so on. No god may be chosen
that has already been taken.
iii. Write the names of each god on a separate piece of paper
and have each player pull one from a hat.
Your Commander (First HQ choice) will receive the Gift of his god for
free at the start of the first game. Other Units can be granted to gift
of their patron by holding a Chaos Icon objective.
C ommissar Lord Hector Straffen surveyed
the men before him. Each of the men looked
eagerly towards the lectern the that
Commissar Lord stood behind. From within
his jet black commissarial cloak Straffen
produced the Book and a collective gasp
filled the embarkation deck as over 200
gaurdsmen held their breath. The Book,
which Straffen referred to as the Tome of
Knowledge had set him and his men free
from the shackles of Imperial dogma. The
restrain of Imperial creed and teaching was
thrown away as Straffen and his men learnt
more from this once forbidden text. From
The Book Straffen and his men had learnt
many secrets, how to commune with warp
entities and use its power for themselves.
The men yearned for more of The Books
power. Straffen reverently placed the book
on the lectern and started to speak, his
voice, with its Commissarial training easily
travelled across the embarkation deck. “My
Sons” his deep, gentle voice rumbled to his
men “We all now know of the power only
chaos can bring, we all now know of the lies
the Imperium told us to hold us back.”
Straffen took a deep breath and continued
“And now it is time for us to take the next
step in obtaining that power!” A ripple of
murmurs spread though out the assembled
men and Straffen held up his hands for
silence. “My Sons, today we take the next
step on the path to Godhood, and together
we will banish all who stand in our path!”
For example; The space marine player has 5 campaign points after a
successful battle, he has already bought a Fast attack and a Heavy Support
choice for his previous battle. He wants to field his both his Terminator
squad and his Vanguard Veterans next game, without having to drop his
Landspeeder squadron. So he buys one Elites slot for 1 point and a second
Fast Attack slot at 2 points leaving him 2 points remaining that he can
spend on a second heavy or Elite’s slot or save them until the next
Strategy round.
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In Game ChangesThis section details the use of in game changes such as New
objective markers for unlocking the armour and glorifying your
Patron Deity. Also explains how to earn Campaign points.
In Game Markers
In game markers refer to one of two types of bonus objectives,
Armoury Markers and Chaos Glory Markers. Both of these Markers
are integral to the campaign and it is advised that you have some
suitable and easily identifiable markers to use in game. The amount
of markers to use depends greatly on the size of the battle you are
playing and is at the total discretion of those playing. A good rule of
thumb is 1/3 of the Total No. Of units on the field, distributed
between the Chaos Glory markers and the Armoury markers. In
Game Markers are deployed before deployment zones are chosen,
no closer than 8’ from each other.
T he dust storm rushed across the
wasteland buffeting the Space Marine
fortifications. Davian Sorak, Former Force
Commander of the Ultramarines 5th
Now
renegade. Davian stood atop the
battlements, Stoic in his reverie as he
thought back to what has transpired in the
past few years that had brought him to this
sun blasted world. He remembered the
months of fighting on Koraxis IV, the never
ending hordes of the Lost and the Damned
assaulting his men, he remembered finding
the Sword. Davian smiled behind his face
mask and let the Storm engulf him as he
slowly ran his hand over the pommel
listening to its whispers, its promises of
glory and power. Davian and his men had
renounced their ties to the Immortal
Emperor in exchange for immortality for
themselves, all it would take is the defeat of
three rival champions and then they would
be powerful beyond their wishes. ‘ Powerful
enough to make a difference in this galaxy’
Davian mused, still angry with himself for
his failure to protect the citizens of Koraxis
IV. “Davian, the time has come, we must
move now!” the hissing slithering voice of
the sword spoke into his mind once again
“Rally your warriors, Force Commander. It is
time to cut down those that would stand
against us.” Davain opened his eyes and the
raised the sword above his head, the storm
clearing almost instantly. Davian let out a
mighty war bellow to the sky and as it
thundered across the wasteland he turned
from the open desert and walked back into
the compound to prepare his men for the
coming war.
Khorne - God of Blood, unrelenting fury and
war. Empowered by Anger. In game Followers
with the Gift of Khorne receive +1 Attack.
Tzeentch - God of Change, Magic and endless
schemes and plots. Empowered by Hope. In
game Followers with the Gift of Tzeentch
receive +1 to their Invulnerable Save or a 5+
invulnerable save if they did not already have
one.
Nurgle - God of Decay, disease and physical
corruption. Empowered by Despair. In game
Followers with the Gift of Nurgle receive +1
Toughness.
Slaanesh - God of Hedonism, excess, and
pleasure. Empowered by Desire. In game
Followers with the Gift of Slaanesh receive +1
Initiative.
For example; Nurgle field 4 units, Slaanesh 5, Khorne 7 and Tzneetch 5.
This gives us a total of 21 units. Divide that by 3 to get 7 markers. Say 4
Chaos Glory and 3 Armoury markers. As this is just a rule of thumb is
numbers that need to be rounded off will be at the discretion of the
players.
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Armoury and Chaos Glory Markers
Armoury markers are objectives that if held until the end of the
game grant the holding unit access to their Armies special Armoury
upgrade. This upgrade is kept on the unit until the end of the
campaign so remember to make a note on your character sheet if
your unit picks it up! If multiple units of from enemy forces hold an
armoury marker at the end of a game then neither one will be able
to claim it. However if multiple units from the same force hold the
marker then only ONE unit at the choice of the controlling player
will receive the Armoury upgrade. A unit MAY benefit from both
Chaos Glory AND Armoury Markers. (See below table for Armoury
upgrades)
Chaos Glory markers are objectives that if held until the end of the
game grant the Patron Deity’s gift upon the holding unit. If multiple
units from enemy forces hold a Chaos Glory marker at the end of a
game then neither one will be able to claim it. However if multiple
units from the same force hold the marker then only ONE unit at
the choice of the controlling player will receive the Gift of their
patron. A unit MAY benefit from both Chaos Glory AND Armoury
Markers. (See previous page on gifts from patron deity’s).
Representation of these markers would ideally be mounted on
40mm bases. A weapons cache or ammo dump for the Armoury
marker and a suitably Chaotic looking fane, Icon or statue for Chaos
Glory.
Race Upgrade given to unit
Space Marines Auxiliary Grenade launchers
Witch Hunters That thing Pete said
Daemon Hunters Psycannon Bolts
Imperial Guard Hotshot Lasguns
Campaign Points
In Pawns of Chaos points are allocated to players for the use of
expanding their Force Organisation charts. These points are known
as Campaign Points. Campaign points are awarded for acts of
Valour, Bravery and Strength. In game terms Campaign Points will
be awarded for the following reasons; Defeating an enemy unit in
combat, Defeating a enemy unit via shooting (this does not include
falling back enemies that move off the table edge), Passing a moral
check with snake eyes,
D arkness was all Sister Stephaney
Harloss had ever known since the
moment she fought the cursed Eldar
Wytch who blinded her with its foul
magic. That was until she found the
Mantle of the Gods. Whenever she
donned the cloak it was as if her sight
was returned, the whole universe lit up
before her and she revelled in its power. And every time she took it off, she could
hear its cries of protest feel its thirst for
her soul, taste its own hunger for
power. It was not Demanding, or
controlling like her Sister Superiors had
been, but it coaxed and guided her. It
was more a friend to her then a teacher
enhancing her exhilaration for the high
points in her life, making every moment
one to remember even ones that had
previously caused her pain.
Stephaney rolled across her sleeping
mat garbed only in the Mantle the ice
cold of the stone floor eliciting
wondrously specific pains in her feet.
She started to don her Battle plate,
Power Armour of a Sister of Battle. She
took a shuddering breath as the mantle
filled her with thoughts of the battle to
come. It reminded her of the satisfying
feeling of a good fight, the delicious
sensation of the kill and the fulfilment
that only victory can bring. After she
finished garbing herself she picked up
the hem of the Mantle in her still
ungloved hand its power flowing
through her and a wicked smile crept
over her face.