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 - 1 - Pawns of Chaos An Escalating campaign for four players in Warhammer 40,000

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Page 1: 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.