Tuesday, July 5, 2011

40k Campaign: "The Planet Defluo"


Hey guys. I had this idea of playing this campaign idea that I have partially created. It is a base of a campaign that can include any army. I don't want to go in depth with it because eventually 6th Edition will supposedly roll along and I don't want the campaign to just die because the rules that I make up may not apply to that edition. But anyways thats enough rambling so read on...

Introduction: Defluo, a vast, lush, and tropical planet, was once a part of the Imperium long ago. An Imperial colony was sent to explore the planet for potential resources and after several days of trekking across steep hills, crossing rivers, and enduring the humid and moist atmosphere, the colony found several temples to use as adequate shelter. After a transmission was received from the colony about the ancient temples, the Imperium sent forces to investigate the temples. But before they could arrive, the Warp appeared in the atmosphere of Defluo and engulfed the entire planet and dissapeared. The Imperium tried to contact and find the missing colony, but failed for several years. But after those years, the Horus Heresy plunged the galaxy into chaos, and the search for Defluo and its lost colony was forgotten among the chaos. Within a decade of warfare and bloodshed from the Horu Heresy era, came the Codex Astartes, and the Second Founding, but Defluo still remained lost in the Warp. Until recently however, Defluo arrived from the Warp, alarming the entire galaxy, having believed that it was lost forever. Now every race travels to Defluo to either claim it as territory, harvest it for resources, but above all else, uncover its secrets...

Nice background story line eh? I tried to do my best to create an entirely "new" planet and make it apart of the 40k universe. I'll go further into the details of the planet itself to help inspire you all to try out this campaign and perhaps add on to the history of the planet, etc.

Terrain: The terrain for the whole campaign should have plenty of tropical trees, hills, rivers, mountain like formations, waterfalls, temples, obelisks, etc. There could be statues with mold and obvious signs of erosion, beach areas, etc. The temples could have webway portals, could be necron like, chaos like (Lord Alchemy would like that), etc. Again, terrain can be very free formed. Trees could look bizzare and alien like but still have a tropical feel to it. Dangerous terrain features could be found like bug infested areas, pit traps, arrow traps, temple traps, vicious alien creatures, etc. Wrecked vehicles could also be used for difficult terrain but be sure to make them look old. Maybe old broken down chimeras, landraiders, drop pods, rhinos, storm ravens, vendettas, etc. Remember it was an Imperial colony so you have a variety of Imperium vehicles to use for wrecks. Giant exoskeletons of people, strange inhabitants, etc are also useful to include for exclusive terrain features. Tombstones, hidden caves, underground tunnel hatches, etc can help expand on the story. Again, the terrain created for each battle can be quite remarkable and make for memorable games.

Gameplay: The table size can vary from 8x4 to 6x4 to even 4x4. Of course there will be an HQ and 2 TROOP choices minimum for the campaign. I reccomend starting out at 500 points for Troop and HQ choices for the first battle. But after each battle for "territory" in parts of Defluo, various options can be allowed for each battle. I'm thinking they can vary from each game. Terrain can have a big part to play in deciding what units to use after the first game. Maybe Fast Attack options like Landspeeders and Assault Marines are better for tree infested areas over bikes because they may crash? Maybe long range tanks are more viable to use in another battle because lighting storms can strike flying vehicles out of the skies? Bikes may be useful for an open field with less trees and a hill or two? Again you can get very creative with this. Creative bonuses can be used after each battle like Furious Charge, Relentless, Fearless, etc can be granted to specific units after a battle is won and morale is boosted. Negative bonuses could also be used for the losing side. Don't forget to be aware of the weather effects too. Maybe the heavy rainfall can make steep hills difficult to cross for infantry. Or the heavy thunderstorms can make a commander think twice before deploying any vehicles. Troops could also be hit by these storms each turn, or take leadership tests even. And don't forget about night fights too as they could make it hard to distinguish friend from foe (meaning friendly units could be shot!) because of the thick jungle. It really all depends on you the players to come up with free formed house rules to follow.

Objective of the Campaign?: The objective of winning the campaign depends all on you. The more players the better (perhaps a 2 vs 2 campaign?) but be sure to not get upset about disagreements (remember its just a fun campaign). There could also be multiple objectives as well. For example finding the most treasure, weapons, equipment or objectives and after each game these accumulate. The side with the most objectives out of the whole campaign wins. Or the of course the classical winner take all objective meaning the side that has the most territories control over the entire planet of Defluo.  Or maybe taking control over the most temples can be an objective so in the end of the whole campaign, the fate of the lost colony is discovered. But of course those are just to name a few.

Campaign Map:  I highly reccomend creating a huge map out of perhaps foamboard, graph paper, etc. to show the terrain features, who has control over each territory, etc. Tactical scenarios can also be included with each territory. For example, say the Space Marines took control over Defluo Sector 4, which contained a clean river for a drinking source, and the Orks want to take control over the river for themselves, or send a small taskforce to poison their water supply... Or  maybe Defluo Sector 10 has a secret hatch that contains ammunition and provides shelter for a nice camp for reinforcements to arrive. Maybe some Tau forces need to hold off their position in the hidden temple found in Defluo Sector 20 until reinforcements arrive etc.

Well folks, thats all I have for now about rules and gameplay and if theres more to add on feel free to comment and give me your thoughts. This concept of this campaign is nice for storytelling capability and for fun, yet unique battles and gameplay. But the most important thing is just to have fun. Invite friends over and allow them to invite others to join as well since Defluo can be occupied by any force in the galaxy. And of course sufficient planning should be arranged to fit anyone's schedule so meetings can be arranged to come up with the next scenario, upcoming objectives, special rules, Force Org Chart limitations, weather effects, etc. Hope you all can enjoy constructing and envisioning the sceret and enigmatic world of Defluo and who knows? Maybe your army will suffer the same fate as the Imperial colony and become lost in the Warp...

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