Welcome to Conflict Valorax, an open-ended narrative campaign for Warhammer 40,000 set deep within the Ultima Segmentum on the Eastern Fringe of the galaxy and close to the limit of mankind’s domain. The purpose of this campaign narrative is to richly detail the setting and history of the Valorax star system in order to bring a depth and storyline to ongoing games set within the Warhammer 40,000 universe. Games of Warhammer 40,000, Epic, Inquisitor, Aeronautica Imperialis, Space Crusade, Space Hulk and Battlefleet Gothic are all set within this greater context, each conflict adding detail to the ongoing plot.
Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Friday, 4 March 2011

Mission Briefing: Covert Arms Build Up

Shas’o Shi, commander of the Tau Montyr’nan Contingent, came out of his meditation feeling irritable. Aun Ko, his Ethereal master, insisted that all Tau enter this state of peace before coming to battle but he was a fire warrior and peace jibed against his lust for war making. He checked the scanner readings one final time and summoned his Shas’els. This was a short and simple mission and he wanted it completed rapidly.

To all observation, the Manufactorum, though sprawling, was largely derelict. The carpet bombing the foolish humans had done to eliminate the Tyranid invaders had left it almost completely ruined. But scanning indicated there were still significant areas underground that remained intact. As yet the humans had not taken advantage of this resource and the Tau wished to remove this possibility.

Their mission was to destroy the complex before Valorax forces could get it going again.

The demolition party went ahead – only a small force was required – and entered the ruined upper complex. But the complex wasn’t wholly deserted as scans had indicated. Worse, their readings showed that some kind of dampening field was in effect, preventing readings being made from outside.

Something was going on here that was top secret. The Tau had stumbled into far more than they had bargained for! As they skulked forward it became clear that the Adeptus Mechanicus were building their forces for war. The entire complex was given covertly over to amassing an army.

Suddenly the Tau demolition teams realised they were in way over their heads.

This picture sadly isn't mine. It was taken from here
Board Layout

The board is set up in a city fight configuration.

Forces

The game is played at 1,500 points: Tau versus Adeptus Mechanicus. Only two troop choices are deployed initially from each side. The rest of the armies enter play as reserves as they are called in to assist.

Deployment & First Turn

The Adeptus Mechanicus deploy first no closer than 12” to the centre line. The Tau deploy second, no closer than 12” to the centre line.

The Adeptus Mechanicus have the first turn unless the Tau successfully seize the initiative.

Game Length

The game lasts for six turns or until the time limit is reached.

If an even number of player turns have been played half an hour before the time limit is reached the game will end without a new game turn being started.

Victory Conditions

Kill Points are used to determine victory.

Friday, 28 January 2011

Mission Briefing: Race for the Gate

Erasmus Bachmann stood in front of the tactical console on the bridge of the Litany of Jeopardy. Before him towered the being known to him as Bel' Akor - millennia ago and light years distant known as the Butcher of Ere k'or [1V]
"You WILL activate the Portal. It is requested by the Master"
Bachman had to use much of his tremendous willpower not to cower before the Daemon Prince. Each syllable hit him like a concussion grenade. He had actually flinched when the monstrous creature had first spoken. "I have insufficient forces, great one. Those accursed Tyranids have taken too many of my troops."
Bel' Akor drew his brass axe; as big as Bachmann himself; gently across the edge of the console, creating multi-coloured sparks of psychic energy. "It is not a request Sorcerer, your very existence depends on it!"
A small bead of sweat formed on the Chaos Sorcerer's brow and rolled slowly down his face. If the Comms officer sitting silently nearby had not lost the use of his eyes he would have seen the droplet bounce gently on the plasteel floor and then scuttle away on three pairs of tiny, newly sprouted legs.
"We must wait, there are other ships arriving in this system, I ..."
"Prepare to teleport NOW! Bring whatever of your forces remain" The Daemon turned away sharply with blurring speed and proceeded towards the exit.
Backmann hesitated, then barked the order to his Comms "Prepare for Planet-Drop immediately" He joined Bel' Akor at the turbo-lift. A single tear formed in Eramus's eye and rolled slowly down his cheek, finally falling from his chin to the deck.
If the Comms officer had retained his eyes....


Lord Ubel of the Good People has finally accepted that the only hope of taking the second Pernicious Gate is to dedicate a massive amount of resources to it, whatever the risk. The Dark Elite under his command have failed to break through the hordes of Tyranids twice now but their sacrifices have pinpointed the gate’s exact location. Now they will go in a third and final time but this time the daemons will go with them; dozens of slavering Bloodletters of Khorne: the fruits of the last Pernicious gate they captured.

However other shrouded eyes are watching the activities of the Chaos Space Marines and are preparing to take action. If the Dark Elite take possession of the second Pernicious Gate then the balance of power will shift in their favour. That cannot be allowed to happen.

Board Layout

  • The board is covered in woods and jungle. At one end if the Pernicious Gate, placed close to the centre and near to the edge.

Deployment and First Turn
  • The Tyranids are deployed first. All Tyranids must be deployed within 24” of the short board edge nearest the Pernicious Gate.
  • They have 1,500 points worth of models available.
  • The Dark Elite are deployed second. They may be deployed anywhere on the board more than 24” from the edge of the Pernicious Gate.
  • They have 3,000 points worth of models available: 1,500 Chaos Space marines and 1,500 Daemons of Khorne.
  • The Daemons deploy using Deep Strike as normal.
  • The Space Marine Terminators of the Crimson Blades First Company arrive as Reserves via Deep Strike anywhere on the board or moving on from any board edge more than 36” from the Pernicious Gate.
  • They have 1,500 points worth of models available.

Turn Sequence and Allies

  • The Chaos Space marines move first in this mission.
  • The Tyranids and Space Marines are allied in so much as they both have the same objective: Stop the Chaos Space Marines. The controlling player moves both in his turn.
  • Crimson Blades will only attack Tyranids if they are assaulted, even if ignoring them is tantamount to suicide.
  • The Tyranids will target the closest non-Tyranid unit.

Game Length
  • The game lasts for six turns or until the time limit is reached.
  • If an even number of player turns have been played half an hour before the time limit is reached the game will end without a new game turn being started.
Victory Conditions
  • Victory is determined by who controls the portal of the Pernicious Gate at the end of the game.

Thursday, 13 January 2011

Mission Briefing: Return to Lapitar

Erasmus Bachmann took stock of the present situation in his Battle Barge "The Litany of Jeopardy". The loss of his elite Terminators was slightly irksome, but there were plenty more available to take their place. What was more challenging was the large force of Tyrannids where none had been predicted and the psychic interference they created. The Chaos Sorcerer turned slightly to his "Comms" officer, or more accurately to the console incorporating what had once been his officer - Sub space message to Sorcerer-aspirant Damian Ergo, I have a little task for him. Erasmus allowed an almost invisible smile to crease his mouth, the use of another Sorcerer would certainly help against the alien psychic energies and if Ergo instead of he, became the primary target of the cursed Tyrannids then so much the better! 

In a sequel to The Lost Gate, the Dark Elite are going back into the jungle to find the second Pernicious Gate and take control of the daemons held within. The woods are infested with Tyranids but this time the Chaos Space marines know approximately where they’re going…

Board Layout

Deployment
  • The board will be divided into six equal sections.
  • Each Chaos squad will roll 1d6 to see which section they deploy in.
  • Because they are fairly sure of the gates approximate location they will be allowed a single reroll for each squad. This will enable them to take full advantage of the bunkers and landing pad and also enable them to maximise the distance from the board edge to prevent first turn charges by the Tyranids.
  • The Tyranids will move first and enter play from the board edge. Each Tyranid squad will roll for which section it is to be deployed in.
Game Length
  • The game lasts for six turns or until the time limit is reached.
  • If an even number of player turns have been played half an hour before the time limit is reached the game will end without a new game turn being started.
Victory Conditions
  • Both sides are attempting to gain or maintain control of the jungle area. Victory is determined using the rules for Kill Points.