war: damocles gulf - eclipse gulf campaign.pdfthe damocles gulf campaign will last until the fi rst...

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The Damocles Gulf campaign will last until the first week of September, leading up to an apocalypse game to take Dal’yth, with layout and objectives based from results of campaign. Campaign start Each player will begin with a 1,000 point army with a written background and unit fluff to promote thematic games. Gamers are free to increase or decrease the points they are playing, with each increase of 500 points worth an extra point for each planet, as detailed below. You can change your army but the above still applies! Objectives The campaign is based around 10 planets, each worth 10 victory points. The objective is to completely hold as many planets as possible by the end of the campaign to assure control and supply for the apocalypse game based on Dal’yth. Imperial forces will start with 10 points on Brimlock and the Tau Empire will start with 10 victory points on Sy’l’kell to represent starting points, the free agents will not start with worlds but can strike freely at any world, without having to defend from invaders like the Imperials and Tau. You gain victory points for each game won, but each player can only log one game a week per planet to maintain fairness, but they are free to fight over all 10 planets in 1 week if they have time! A draw is no points to either side. A win in a 1000 point game is worth 1 victory point, and then 1 extra victory point per 500 points the army increases by, e.g. 2 people have a game of 2,500 points a side; the player who wins gets 4 victory points, 1 for the 1,000 and then 3 for the 1,500 points extra they played. This is to promote big thematic games and to stop people playing several small games in a short time period to rack up wins. Take a note of the game at the end and any events that happen in the game that are particularly exciting (like the defeat of a special character, a dirty trick that was played or a unit going above and beyond!). Report the win to the organiser and they results will be published weekly along with the propaganda! Planet breakdown If you hold less than 5 VP of the planet, no effect; 5-7 VP and you get 2” more deployment zone and infiltrate on 1 unit; 8-10 and its as before but you also start with one fortified position in you’re deployment zone. Race distribution: IMPERIAL FORCES – Space marines (all chapters), Imperial Guard, Grey Knights (and Inquisitorial armies), Sisters of Battle, Eldar (untrusted allies), Dark Eldar (untrusted allies) TAU FORCES – Tau Empire, traitor guard (imperial guard), Eldar, Dark Eldar (untrusted allies) AGENTS OF CHAOS - Chaos Space Marines, traitor guard (Imperial guard), chaos daemons FREE AGENTS - Orks, Dark Eldar, Eldar, Tyranids, Necrons NOTE – free agents can ally amongst themselves or can chose to fight for Imperial or Tau forces (so long as they can as per the lists above (so no Tyranid/ space marine coalitions!) at any point in the campaign. End result If a force has control of more planets at the end of the campaign they will get associated bonuses from these worlds for the apocalypse game to control the Tau world of Dal’yth. Planets: The following are the worlds of the Damocles Gulf currently being fought over. Once one race has complete control of a world its military significance will be revealed, and the effect this will have on the end game. Sy’l’kell Hydass Viss’el Pra’yen Brimlock Okassis Delta Tao Maiden World 439.72 Vidar’s Folly Kassel Warhammer 40,000 Campaign Pack WAR: DAMOCLES GULF TITAN GAMES 5 Bore Street, Lichfield, WS13 6LJ Tel: 01543 418757 • Web: www.titangamesuk.co.uk • E-mail: [email protected]

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The Damocles Gulf campaign will last until the fi rst week of September, leading up to an apocalypse game to take Dal’yth, with layout and objectives based from results of campaign.

Campaign startEach player will begin with a 1,000 point army with a written background and unit fl uff to promote thematic games. Gamers are free to increase or decrease the points they are playing, with each increase of 500 points worth an extra point for each planet, as detailed below. You can change your army but the above still applies!

Objectives The campaign is based around 10 planets, each worth 10 victory points. The objective is to completely hold as many planets as possible by the end of the campaign to assure control and supply for the apocalypse game based on Dal’yth.

Imperial forces will start with 10 points on Brimlock and the Tau Empire will start with 10 victory points on Sy’l’kell to represent starting points, the free agents will not start with worlds but can strike freely at any world, without having to defend from invaders like the Imperials and Tau.

You gain victory points for each game won, but each player can only log one game a week per planet to maintain fairness, but they are free to fi ght over all 10 planets in 1 week if they have time! A draw is no points to either side.

A win in a 1000 point game is worth 1 victory point, and then 1 extra victory point per 500 points the army increases by, e.g.

2 people have a game of 2,500 points a side; the player who wins gets 4 victory points, 1 for the 1,000 and then 3 for the 1,500 points extra they played.

This is to promote big thematic games and to stop people playing several small games in a short time period to rack up wins. Take a note of the game at the end and any events that happen in the game that are particularly exciting (like the defeat of a special character, a dirty trick that was played or a unit going above and beyond!).

Report the win to the organiser and they results will be published weekly along with the propaganda!

Planet breakdown If you hold less than 5 VP of the planet, no effect; 5-7 VP and you get 2” more deployment zone and infi ltrate on 1 unit; 8-10 and its as before but you also start with one fortifi ed position in you’re deployment zone.

Race distribution:IMPERIAL FORCES – Space marines (all chapters), Imperial Guard, Grey Knights (and Inquisitorial armies), Sisters of Battle, Eldar (untrusted allies), Dark Eldar (untrusted allies)

TAU FORCES – Tau Empire, traitor guard (imperial guard), Eldar, Dark Eldar (untrusted allies)

AGENTS OF CHAOS - Chaos Space Marines, traitor guard (Imperial guard), chaos daemons

FREE AGENTS - Orks, Dark Eldar, Eldar, Tyranids, Necrons

NOTE – free agents can ally amongst themselves or can chose to fi ght for Imperial or Tau forces (so long as they can as per the lists above (so no Tyranid/ space marine coalitions!) at any point in the campaign.

End resultIf a force has control of more planets at the end of the campaign they will get associated bonuses from these worlds for the apocalypse game to control the Tau world of Dal’yth.

Planets:The following are the worlds of the Damocles Gulf currently being fought over. Once one race has complete control of a world its military signifi cance will be revealed, and the effect this will have on the end game.

Sy’l’kell

Hydass

Viss’el

Pra’yen

Brimlock

Okassis

Delta Tao

Maiden World 439.72

Vidar’s Folly

Kassel

Warhammer 40,000

Campaign Pack

WAR: DAMOCLES GULF

TITAN GAMES5 Bore Street, Lichfi eld, WS13 6LJTel: 01543 418757 • Web: www.titangamesuk.co.uk • E-mail: [email protected]