Post by ZandyJack on Sept 16, 2016 15:31:11 GMT -5
GALACTIC CONQUEST -- Season 1
(Point Level: 1750)
Turn 5 Results:
(Point Level: 1750)
Turn 5 Results:
Galactic Conquest is a Warhammer 40k Escalation Campaign. Participation is open to anyone and everyone before the start of each season. Seasons last 7 Campaign Turns, typically playing 1 turn per week. Entry fee is $10.00 which will be used to fund the prizes for the ultimate victor and runner up.
Set Up:
Each player drafts four planet hexes, selecting one to represent their headquarters. Then each player generates a planet for each hex using the table below; the planet of each player's HQ hex may be rolled up to three times, the controlling player selecting the result they desire.
D66
Players then build a 500 point army to act as the 'core' of their forces including a warlord that will your army throughout the campaign. Warlord traits may be chosen and psykers may opt to reroll a single die when determining psychic powers; the features will persist between matches for the duration of the campaign.
Campaign Turn:
A campaign turn is divided into four phases: Challenge, Battle, Conquest and Upkeep
1) Challenge Phase:
Each player rolls 2d6 to determine initiative; the player who rolls the highest issues the first challenge. To issue a challenge select one of your planets and an adjacent planet belonging to an opponent. You and that planets controller will play a match on you're opponent's world in the battle phase. If a player is challenged before issuing his own challenge he cannot issue one of his own this campaign turn. Additionally no player may be involved in more than two matches per campaign turn, and a player may not attack FROM their HQ hex unless they control no other hexes, and any player may choose to not issue challenge. If two players issue a challenge for the same hex, the player with higher initiative battles the defender, then the second challenger challenges the victor. Once all challenges have been issued proceed to the battle phase.
2) Battle Phase:
Battles take place on the challenged player's world with that planet's environmental special rules in effect. If the defender's planet is their HQ that play may field up to 500 points worth of fortifications in addition to their normal army and begins the match with a bonus 3 victory points.
3) Conquest phase:
If the challenger wins the match he takes the planet he attacked; if he loses his opponent takes the hex the challenger attacked from. If the match ends in a draw no hexes change hands. If a player loses his last hex on then map he is eliminated from the campaign.
4) Upkeep:
At the end of the campaign turn each player scores points for each planet they control: Players score 3 points for controlling their HQ, 2 points for controlling an enemy HQ, and 1 point for every other planet they control. Then each player expands their army list by 250 points; spending these to either purchase new units or upgrade existing units. Any leftover points may be saved and spent during the next upkeep.
Victory:
At the end of seven campaign turns the player with the most points is declared the victor.
Planet Special Rules:
Shrine World
Profane Zeal: All units with a Faction other than those belonging to the Armies of the Imperium have Hatred (Armies of the Imperium) special rule.
Sacred Ground: All units with a Faction belonging to the Armies of the Imperium have the Stubborn special rule.
Saintly Wrath: Replace any Mysterious Objective results of 2 with "At the end of the turn in which the objective was discovered, and at the end of every turn thereafter, any units within 3" of the Objective Marker with a Faction other than those belonging to the Armies of the Imperium suffer D6 Strength 5 AP 4 hits with the Soul Blaze special rule."
Vacuum Rock
Low Gravity: All infantry models can move 12" in the Movement phase and can move over other models and terrain freely. However, if an infantry model begins or ends its movement in difficult terrain, it must take a Dangerous Terrain test.
Hard Vacuum: All attacks have the rending special rule.
Asteroid Strike: At the start of each Shooting phase, the player whose turn it is rolls a D6. On a roll of 1-4 nothing happens. On a 5 the player may make a shooting attack using the Small Asteroid profile below. On a 6, the player may make a shooting attack using the Large Asteroid profile. The attack is treated as it it were being fired indirectly.
Haunted World
Ectoplasmic Mists: Psychic powers and shooting attack cannot target units beyond 24". Roll a d6 when a unit targets a unit more than 12" away; on a 1-4 the unit is hidden and the attack cannot be made. Targets between 6" and 12" away cannot be attacked on a 1-2. In addition, roll a die before a unit fires Overwatch; on a 1-3 the target is hidden.
Haunted Ruins: Units within 3" of a building, ruin or fortification subtract 1 from their Leadership and Ballistic skill.
Vanishing: Replace any Mysterious Objective result of 1 with "Roll a die when this objective is discovered. On a 3-6 one model from the unit that identified the objective vanishes. On a 2, D3 models from the unit vanish, on a 1 the entire unit vanishes. Randomly select which models that vanish; they are removed from play and count as being destroyed."
Ice World
Bottomless Crevasse: Whenever a non-vehicle model at ground level (or moving to or from ground level) fails a Dangerous Terrain test, it does not suffer a wound. Instead that model must pass an Initiative test; if the test is failed, the model falls to its doom and is removed from play.
Icestorm: At the start of each game turn, both players roll a die. If the result is a double, a fearsome tempest has swept in to scour the battlefield. For the duration of the game turn, models cannot Run, Turbo-boost or Swoop (and must therefore change flight modes). In addition, roll a die for each non-vehicle unit on the battlefield. On the roll of a 1, that unit immediately suffers D6 Strength 4 AP 5 hits with Shred. Any wounds are randomly allocated.
Whiteout: Units that are more than 12" away from the attacking unit have Stealth. Units more than 24" away have Shrouded instead. Units cannot target enemy units more than 36" away.
Night World
Unending Night: The Night Fighting special rule is in effect for the entire game.
Alone in the Dark: Both players have a -1 penalty to all reserve rolls.
Deathworlds
At the start of each players turn roll a D6 and consult the appropriate table below:
Daemon World (Slaanesh)
At the start of each game turn, each player rolls a die. Whoever scores highest can pick a non-vehicle model in the enemy army, then roll a die. On a 4-6 that unit is overcome by fragrant mists. When a unit is overcome by the mists roll 2D6, add its leadership and consult the table below. (If your Warlord has a mark of Slaanesh or is a Daemon of Slaanesh your units are only affected on a 6 and you may reroll the 2D6)
Daemon World (Nurgle)
Roll two dice at the start if each game turn and consult the table below:
Daemon World (Tzeentch)
Sparkling Shards: The ground is littered with splinters of psychically resonant crystal that hum and vibrate with accumulated power. All psykers successfully harness Warp Charges on a 3+ instead of 4+ but, when rolling on the Perils of the Warp table, they must roll two dice and select the lowest result unless they have the Mark of Tzeentch or are a Daemon of Tzeentch.
Fire Tide: Roll a die at the start of each game turn. If the result is a 1, 3 or 6 consult the table below:
Daemon World (Khorne)
Roll two dice on the start of each game turn and consult the table below:
Set Up:
Each player drafts four planet hexes, selecting one to represent their headquarters. Then each player generates a planet for each hex using the table below; the planet of each player's HQ hex may be rolled up to three times, the controlling player selecting the result they desire.
D66
(11-14) | Agri-world | (52) | Deathworld (Indigenous) |
(15-16) | Shrine World | (53) | Deathworld (Seismic) |
(21-23) | Hive World | (54) | Deathworld (Hellscape) |
(24-26) | Forgeworld | (55-56) | Deathworld (D3 traits) |
(31-33) | Vacuum Rock | (61) | Daemon World (Slaanesh) |
(34-36) | Haunted World | (62) | Daemon World (Nurgle) |
(41-43) | Ice World | (63) | Daemon World (Tzeentch) |
(44-46) | Night World | (64) | Daemon World (Khorne) |
(51) | Deathworld (Environment) | (65-66) | Daemon World (Choose) |
Players then build a 500 point army to act as the 'core' of their forces including a warlord that will your army throughout the campaign. Warlord traits may be chosen and psykers may opt to reroll a single die when determining psychic powers; the features will persist between matches for the duration of the campaign.
Campaign Turn:
A campaign turn is divided into four phases: Challenge, Battle, Conquest and Upkeep
1) Challenge Phase:
Each player rolls 2d6 to determine initiative; the player who rolls the highest issues the first challenge. To issue a challenge select one of your planets and an adjacent planet belonging to an opponent. You and that planets controller will play a match on you're opponent's world in the battle phase. If a player is challenged before issuing his own challenge he cannot issue one of his own this campaign turn. Additionally no player may be involved in more than two matches per campaign turn, and a player may not attack FROM their HQ hex unless they control no other hexes, and any player may choose to not issue challenge. If two players issue a challenge for the same hex, the player with higher initiative battles the defender, then the second challenger challenges the victor. Once all challenges have been issued proceed to the battle phase.
2) Battle Phase:
Battles take place on the challenged player's world with that planet's environmental special rules in effect. If the defender's planet is their HQ that play may field up to 500 points worth of fortifications in addition to their normal army and begins the match with a bonus 3 victory points.
3) Conquest phase:
If the challenger wins the match he takes the planet he attacked; if he loses his opponent takes the hex the challenger attacked from. If the match ends in a draw no hexes change hands. If a player loses his last hex on then map he is eliminated from the campaign.
4) Upkeep:
At the end of the campaign turn each player scores points for each planet they control: Players score 3 points for controlling their HQ, 2 points for controlling an enemy HQ, and 1 point for every other planet they control. Then each player expands their army list by 250 points; spending these to either purchase new units or upgrade existing units. Any leftover points may be saved and spent during the next upkeep.
Victory:
At the end of seven campaign turns the player with the most points is declared the victor.
Planet Special Rules:
Shrine World
Profane Zeal: All units with a Faction other than those belonging to the Armies of the Imperium have Hatred (Armies of the Imperium) special rule.
Sacred Ground: All units with a Faction belonging to the Armies of the Imperium have the Stubborn special rule.
Saintly Wrath: Replace any Mysterious Objective results of 2 with "At the end of the turn in which the objective was discovered, and at the end of every turn thereafter, any units within 3" of the Objective Marker with a Faction other than those belonging to the Armies of the Imperium suffer D6 Strength 5 AP 4 hits with the Soul Blaze special rule."
Vacuum Rock
Low Gravity: All infantry models can move 12" in the Movement phase and can move over other models and terrain freely. However, if an infantry model begins or ends its movement in difficult terrain, it must take a Dangerous Terrain test.
Hard Vacuum: All attacks have the rending special rule.
Asteroid Strike: At the start of each Shooting phase, the player whose turn it is rolls a D6. On a roll of 1-4 nothing happens. On a 5 the player may make a shooting attack using the Small Asteroid profile below. On a 6, the player may make a shooting attack using the Large Asteroid profile. The attack is treated as it it were being fired indirectly.
Range | S | AP | Type | |
Small Asteroid | Unlimited | 8 | 3 | Heavy1, Blast, Barrage |
Large Asteroid | Unlimited | 9 | 2 | Heavy1, Large Blast, Barrage |
Haunted World
Ectoplasmic Mists: Psychic powers and shooting attack cannot target units beyond 24". Roll a d6 when a unit targets a unit more than 12" away; on a 1-4 the unit is hidden and the attack cannot be made. Targets between 6" and 12" away cannot be attacked on a 1-2. In addition, roll a die before a unit fires Overwatch; on a 1-3 the target is hidden.
Haunted Ruins: Units within 3" of a building, ruin or fortification subtract 1 from their Leadership and Ballistic skill.
Vanishing: Replace any Mysterious Objective result of 1 with "Roll a die when this objective is discovered. On a 3-6 one model from the unit that identified the objective vanishes. On a 2, D3 models from the unit vanish, on a 1 the entire unit vanishes. Randomly select which models that vanish; they are removed from play and count as being destroyed."
Ice World
Bottomless Crevasse: Whenever a non-vehicle model at ground level (or moving to or from ground level) fails a Dangerous Terrain test, it does not suffer a wound. Instead that model must pass an Initiative test; if the test is failed, the model falls to its doom and is removed from play.
Icestorm: At the start of each game turn, both players roll a die. If the result is a double, a fearsome tempest has swept in to scour the battlefield. For the duration of the game turn, models cannot Run, Turbo-boost or Swoop (and must therefore change flight modes). In addition, roll a die for each non-vehicle unit on the battlefield. On the roll of a 1, that unit immediately suffers D6 Strength 4 AP 5 hits with Shred. Any wounds are randomly allocated.
Whiteout: Units that are more than 12" away from the attacking unit have Stealth. Units more than 24" away have Shrouded instead. Units cannot target enemy units more than 36" away.
Night World
Unending Night: The Night Fighting special rule is in effect for the entire game.
Alone in the Dark: Both players have a -1 penalty to all reserve rolls.
Deathworlds
At the start of each players turn roll a D6 and consult the appropriate table below:
D6 | Environmental | Indigenous | Seismic | Hellscape |
(1) | Flaystorm: All non-vehicle units are treated as being in difficult terrain this turn. If a unit makes a difficult terrain roll and the combined total of the dice is less than 7, that unit takes 3D6 S1, AP- hits. | Self-Detonating Fauna: Center a blast marker over an unengaged model that is wholly in area terrain. All models touched by the marker take a S8 AP3 hit. | Ground Collapse: The ground gives way. Choose an unengaged infantry model. That model must pass an Initiative test or be removed from play. If the test is failed, choose another model within 2" and repeat. Continue until an Initiative test is passed. | Haven of Sanctity: Safe ground has been found. Choose a fleeing unit. That unit automatically rallies. You MUST choose a fleeing unit, even an enemy. |
(2) | Deathly Miasma: A suffocating Fog drifts up from the earth. All units in play take 2D6 S1, AP4 hits. | Carnivorous Flora: Choose a terrain piece. All models at least partially in the terrain must pass an Initiative test or take a S4 AP- hit. If the terrain is a wood, these hits are resolved at S6 AP5. | Treacherous Footing: The earth shifts underfoot. Place a counter next to D3 terrain pieces. These terrain pieces are treated as Dangerous Terrain. | Meteor Strike: Center a blast marker over an enemy model and scatter it 2D6". All models under the marker's final position take a S7 AP2 hit. All models within 3" of the template take a S3 AP- hit. |
(3) | Torrential Rain: Models treat the board as difficult terrain. | The Swarm: A swarm of mind-eating psychneuein stirs into action. Each psyker on the battlefield suffers D3 S3, AP2 hits. | Gnashing Earth: The ground gnaws like a living thing. Choose an unengaged infantry unit with none of its models in terrain. All models must past an Initiative test or take a S3 AP- hit. | Gravitic Anomaly: Choose an unengaged infantry unit and roll a D6. On a 1-3, that unit may move as jump infantry this turn. On a 4-6, it is placed into ongoing reserves and will reenter play via Deep Strike next turn. |
(4) | Suffocation: The air itself suddenly becomes unbreathable. All units with majority armor save 4+ or worse treat the entire board as difficult terrain, and both difficult and dangerous terrain next turn. | Deadly Spores: Puffballs disgorge choking spores. Choose a terrain piece. All models at least partially in the terrain must pass a toughness test or take a S1 AP3 hit. Orks ignore this result. | Tectonic Shift: The planet's tectonic plates convulse. Choose a deployment zone. All non-vehicle units in that zone must take a Pinning test. | Burning Skies: All units that enter play by Deep Strike this turn are treated as being deployed in dangerous terrain. Swooping FMCs and zooming flyers count as if moving through dangerous terrain. |
(5) | Rain of Vitrol: Acid rain falls from the skies. All units that are not inside buildings or transport vehicles take 2D6 S1, AP5 hits. Units in open-topped buildings or vehicles also suffer these hits. | Indigenous Beasts: A great predatory beast attacks. Choose an unengaged model that is at least partially in a terrain piece. That model takes D6 S5 AP- hits. | Magma Eruption: Choose an unengaged infantry unit with none of its models in terrain. Roll a D6 for each model in that unit; on a 4+ it takes a S4 AP5 hit. | Ghastly Hallucinations: The toxic atmosphere plays tricks on your mind. Choose D3 units without the Fearless special rule. Those units must make a pinning test. |
(6) | Seeker Lightning: The glowering skies spit out a great lance of electrical force. The model closest to the ceiling (factoring banners, wings, etc) takes 2D6 S8, AP5 hits. | Lasher Nest: Choose a terrain piece. All models that are at least partially in that terrain piece take a S2 AP- hit. | Acid Geyser: A great column of boiling acid bursts forth. Choose a single point on the battlefield that is not within terrain. All models within D6" of that point take a S2 AP3 hit. | Meteor Storm: A shower of meteors rains down. Apply the Meteor Strike result, though you may select D3+1 units to be affected. The same unit cannot be chosen more than once. |
Daemon World (Slaanesh)
At the start of each game turn, each player rolls a die. Whoever scores highest can pick a non-vehicle model in the enemy army, then roll a die. On a 4-6 that unit is overcome by fragrant mists. When a unit is overcome by the mists roll 2D6, add its leadership and consult the table below. (If your Warlord has a mark of Slaanesh or is a Daemon of Slaanesh your units are only affected on a 6 and you may reroll the 2D6)
2D6+Ld | Result |
(10 or less) | Ecstatic Catatonia: The unit is overcome with a state of pure bliss. Remove the entire unit from the battlefield. |
(11-13) | Sadistic Glee: With a sudden, passionate ferocity, the unit turns on itself. Roll a die for each model in the unit. On a 4-6 the unit suffers D6 randomly allocated wounds with no armor saves or cover saves allowed. |
(14-16) | Pavane of Slaanesh: During this game turn the unit cannot move, Run, charge or pile in; it cannot cast psychic powers or attempt to Deny the Witch; it cannot shoot in the shooting phase or make attacks in the combat phase. However, it has the Fearless and Feel No Pain (4+) special rules until the start of the next game turn. |
(17+) | Excess of Violence: The player whose unit it is moves it 2D6" towards the nearest enemy (if it brings it into contact with an enemy, it counts as having charged in the next assault phase). The unit has the Furious Charge special rule until the start of the next turn. |
Daemon World (Nurgle)
Roll two dice at the start if each game turn and consult the table below:
2D6 | Result |
(2-4) | Living Whirlpool: Flyers, FMCs, Skimmers and jetbikes are safe, as are Daemons of Nurgle and models with the Mark of Nurgle. All other units treat all terrain as dangerous terrain until the start if the next turn. |
(5-6) | Horrific Writhing: Flyers, FMCs, Skimmers and jetbikes are safe, as are Daemons of Nurgle and models with the Mark of Nurgle, but any other units risk being swallowed by the ground. Roll a D6 for each other unit that is not entirely within 1" of a terrain feature. If the result is equal to or greater than the unit's armor, it suffers D6 S7 AP4 hits with Ignores Cover and Poisoned (4+). Hits are allocated randomly. |
(7) | The Great Hatching: Roll a die for each wounded model on the battlefield. On a 1-3 they suffer another wound with no armor saves allowed. If the model is a Daemon of Nurgle or has the Mark of Nurgle, it instead regains a lost wound. |
(8-9) | Volatile Expulsion: Both players roll a die, re-rolling ties. The player who rolled the highest can place a die on the battlefield, then scatter it 2D6". Then, each unit within 7" of the die suffers as many S7 AP4 hits as it has models within 7" of the die. |
(10-12) | Grandfather's Boon: Both players roll off, with the winner selecting any unit on the battlefield. That unit is immediately removed from the table and then returned to the battlefield by the owning player using the rules for Deep Strike. Once the unit has been set up, roll a dies, adding 1 if the unit is a Daemon of Nurgle or has the Mark of Nurgle. on a 1-4 the unit suffers 7 S7 AP4 hits with Ignores Cover and Poisoned(4+). On a 5-7, the unit is restored to its starting strength (all wounds are healed and all slain warriors returned). |
Daemon World (Tzeentch)
Sparkling Shards: The ground is littered with splinters of psychically resonant crystal that hum and vibrate with accumulated power. All psykers successfully harness Warp Charges on a 3+ instead of 4+ but, when rolling on the Perils of the Warp table, they must roll two dice and select the lowest result unless they have the Mark of Tzeentch or are a Daemon of Tzeentch.
Fire Tide: Roll a die at the start of each game turn. If the result is a 1, 3 or 6 consult the table below:
D6 | Result |
(1) | Tide of Pinkfire: Each unit on the battlefield that is not a Flyer or a Swooping FMC suffers D3 S9 AP3 hits with the Ignores Cover special rule. Units with the Mark of Tzeentch or that are Daemons of Tzeentch only suffer a single hit. Hits are allocated randomly. |
(3) | Tide of Bluefire: Roll a scatter die. The tide comes from the edge of the battlefield that the arrow is pointing at. Any unit within 18" of that edge suffers D3 S9 AP3 hits with the Ignores Cover special rule. Units with the Mark of Tzeentch or that are Daemons of Tzeentch only suffer a single hit. Hits are allocated randomly. |
(6) | Tides of Change: Roll a die for each non-vehicle unit on the battlefield that has suffered casualties. On a 5-6, return D3 models to the unit that have been removed as casualties, setting them up in unit coherency and not within 1" of the enemy. Return D6 models instead if the unit has the Mark of Tzeentch or the Daemon of Tzeentch special rule. |
Daemon World (Khorne)
Roll two dice on the start of each game turn and consult the table below:
2D6 | Result |
(2-3) | The Blood God's Contempt: Each unit on the battlefield that contains any Psykers suffers D6 S8 AP3 hits, with any hits allocated randomly. |
(4-5) | Murdercall: Starting with the player who has the second turn, each player picks one non-vehicle unit in their opponent's army. That unit must either move 2D6" towards the nearest enemy unit or suffer D6 S8 AP3 hits (allocated randomly). If the unit ends its move within 1" of the enemy, it becomes locked in combat, but does not count as charging. Otherwise, the unit does not count as moving. |
(6-8) | The Blood Eye: Place a 5" blast marker over the center of the battlefield, then scatter it 6D6". If one player's Warlord has the Mark of Khorne or is a Daemon of Khorne, that player can choose to re-roll the scatter dice. Any unit touched by the marker suffers a hit for each of its models that is fully or partially under it. These hits are resolved at S8 AP1, with Barrage and Ignores Cover special rules. After the blast has resulved, roll a die. On a 1-2 repeat this process. Keep going until a 3+ is rolled. |
(9-10) | The Butchered Host: Each player rolls a die, adding 1 to the result for each unit in their army that has been completely destroyed. If a player's Warlord is a Daemon of Khorne or has the Mark of Khorne, add an additional 1 to the result. The player who scores the highest can immediately add a unit of up to 3D6 Bloodletter to their force, with no additional options or upgrades, and immediately set them up using the Deep Strike rules. |
(11-12) | Retumed to the Slaughter: Each player rolls a die, adding 1 to the result for each unit in their army that has been completely destroyed. If a player's Warlord is a Daemon of Khorne or has the Mark of Khorne, add an additional 1 to the result. The player who scores the highest can pick one unit from their army that has been completely destroyed, and return it to the battlefield at full strength using the rules for Deep Strike. |