Warhammer 40,000

Warhammer 40,000 Campaign Outline

The Battle of Jarkanium

The Jarkanium Empire: Once a home to a thriving outpost of Imperial loyalists, the native inhabitants were wiped out four thousand years ago by an invading Tyranid army. The Tyranids never had time to establish a hive on the wreckage of Jarkanium for they left shortly after their crushing victory. Recent expeditions have revealed that the world may be a beacon for Necrons or perhaps have once housed the fearsome undead and somewhere they still reside.

In the meantime the planet is strategically vital for the larger conflict in the Ork/Imperium struggle in the neighboring Gurkkin system where the Space Marines fighting there need a planet close enough to serve as a supply depot which won't be subjected to the massive conflict. Jarkania is just such a location but recent reports suggest that the Orks may have contacted a Chaos faction and arranged to make the Space Marine's task on Jarkania far more difficult...

Campaign Tree

Each mission in the tree represents part of the path the campaign takes. The progression from the first mission to the final conflict, Mission 0501-FN017: I Left My Heart in Jarkanium is variable, but progresses in four primary chapters plus a prologue and the final battle/climax. In most cases each chapter has a Draw Mission which should be played in the event of a tie during one of the Chapter Missions; if more than one Draw occurs in the same Chapter, unused Draw Mission from previous chapters may be used or the chapter's Draw Mission may be played more than once with different terrain layouts. A maximum of 14 missions may be played in this campaign, with 10 or 11 being typical. In addition to each army, there is a chance that either Orks or Necrons may appear in any mission at the midpoint of turn two. See the Third Party joining rules below for more details. Orks and Necrons act merely as spoilers in each mission. Should they prove victorious, one of the three draw missions is played next, but Orks and Necrons do not receive campaign bonuses.

All missions provide campaign bonuses. Campaign bonuses come in two forms: Mission bonuses and Final Conflict Bonuses. Mission bonuses are available in the next mission after the bonus is earned. Mission bonuses can be used, but are not required and expire after the next mission. They cannot be saved and used in later missions. Mission bonuses also do not apply in the Final Conflict. Final Conflict bonuses are cumulative and can only be used during the Final Conflict.

Third Party Joining

The Space Marines are fighting in an adjacent system with a massive force of Orks. Occasionally a small force of Orks may happen by Jarkania during a retreat or meneuver and pick up the Space Marine's signatures on their scanners and stop to cause them some trouble. Also, Jarkania is home to many hibernating Necrons who occasionally surface when awakened by fighting on the surface.

Whenever Orks or Necrons join the fray they do so in the middle of turn two. The Ork or Necron forces always have 75% points values of the highest point value force in the mission. So if the mission is 1,000 points for both Chaos and the Space Marines, a joining Ork landing party will be 750 points strong.

Turn Two

Between the first player and second player's turn, the spoiling army will deploy one half of their units (round down) using standard Deep Strike rules. The third party player then plays second between the other two armies. On their turn three, the player may roll Reserves to bring the rest of his/her forces into play. If the Reserves roll is not met, the third party player may deploy the rest of their forces in turn four without making a Reserves roll using standard Deep Strike rules.

Note that the Orks will not want their alliance with the Chaos Space Marines known and will attack/fight them to maintain this charade (at the behest of the Chaos Lords) with equal ferocity as they will the regular Space Marines.

Campaign Rules

  1. Each player must field a force according to the mission parameters including Force Organization and points values. Some missions will require one force to be outnumbered or have inequal points values.
  2. Unless otherwise noted, models who are wounded and counted as casualties are considered to be mending at the army encampment for the next mission. This includes independent characters and individual unit models. Units which are counted as casualties for victory point purposes due to falling back or deep striking off the table are considered unwounded for purposes of the next mission, however.
  3. Units which are granted a mission reward should be noted before the next mission begins but are not required to be indicated as much to the other player before the game.
  4. Units which are falling back or removed from the table due to falling back past the table edge in the previous mission may not be granted mission rewards in the next mission. This includes units which contain models from cowardly units in the previous mission. Example: Space Marines 17th Company is attacked by a Havoc squad and more than 50% of their numbers are wounded. They fail their leadership roll and are falling back. By the end of the mission only one model from 17th Company remains. Despite 17th Company's failure, the mission is a success for the Space Marines. In the next mission, the remaining model from 17th Company is added to the Fighting 32nd Company, but because of the 17th Company model, the Fighting 32nd are not eligible to receive a mission reward.
  5. At any time a player may declare a fighting withdrawl. This means they forfeit the mission but they try to escape the battle with as many units intact as possible. The strategic reason for this is typically to avoid a rout in a high point value mission if the next mission is likely to also be high point valued and the player fears not being able to field a complete force considering the recovery rules (above). Note that if a player cannot fill the points value for a mission due to recovering models, they must field as much of an army as they can anyway, they do not get a reprieve from the recovery rules.
  6. A fighting withdrawl may be declared at any time, but no action is taken until the beginning of the player's next full turn. At the beginning of the withdrawl turn, all units capable of movement (including units falling back, although they are considered to be falling back for the remainer of the mission) move 6" toward the nearest table edge. Specific units may attempt to ignore the withdrawl order by passing a Leadership test with the usual modifiers and an additional -1. Once the initial sprint from the battle is complete, units may make their normal moves except that units embarked in a vehicle may not disembark and units locked in combat at the beginning of the turn are subject to an immediate Sweeping Advance from assaulting foes. If all units are off the table or have at least one model within 6" of the table edge, the army is considered to have successfully retreated and the mission ends. Otherwise, the normal Shooting Phase takes place and the opponent has a chance to cut off their escape. Units in a fighting withdrawl may not charge. Each subsequent turn in a fighting withdrawl is treated exactly the same with the initial 6" sprint and so on until the game is over.

Terrain Boards

The image below shows the full compliment of terrain boards for this campaign. The mission details will describe which configuration and board numbers are used for that mission. Colors on the map do not necessarily reflect board coloration, rather they are used to denote elevation, described in the legend just below the map.

Terrain Overview

Missions

Mission Map
Map of Campaign Missions
Prologue – 0501-ST001: Finders Keepers

A knowledgable source has revealed that an ancient Jarkanium temple houses a valuable artifact. The mission is to retrieve the artifact and return it safely to the encampment.

Mission Details

The terrain for this mission is heavily wooded areas with an overgrown trail leading to the ruins. Each player deploys on opposite sides of the table (short B or C ends). Note: The ruins are too deeply nested in the overgrowth of the planet's surface and therefore vehicles are not premitted in this mission. Steeds are okay. Each player's deployment edge counts as their "Entry Point." An opposing player may secure their enemy's Entry Point by placing any unit within 2" of the Entry Point edge. This is only useful in the case of a Draw (see below).

The player with the most scoring units within 8" of the Loot Token (artifact) wins the mission. If there are no scoring units within 8" of the Loot Token the game is a Draw, play Mission 0501-DW014: A Hand in the Ambush. If the players have an equal number of scoring units within range, the player with the most models in range wins the mission. If the draw cannot be broken that way, the player who has secured his opponent's Entry Point wins. If the Draw still cannot be broken, the mission is declared a Draw and the next mission played will be Mission 0501-DW013: A Hand in the Ambush.

Rewards
Results

If the Space Marines win, go to Mission 0501-SM002: A Bridge Too High. If the Chaos Space Marines win, got to Mission 0501-CM008: Babies? The Ork Brings 'Em.

Chapter 1 – 0501-SM002: A Bridge Too High

The Space Marines have been told by a reliable source that a second artifact, this one related to but more modern and more powerful than the first, is located across a large chasm from the Space Marine's position. As a small retrieval force of Space Marines approach the chasm they are intercepted by the Chaos forces who somehow knew they would be there.

Mission Details

This is a small board, and a quick mission. The primary Loot Token will be placed across the chasm from whichever edge the Space Marine player deploys to (Space Marines always deploy first in this mission). There should be a single rickety bridge leading across the chasm wide enough to accomodate a troops unit single file. If a Biker, Steed mounted model or more than four models cross the bridge a dangerous terrain check must be made. Failing the dangerous terrain check will destroy the bridge and any units currently on or crossing the bridge (no saving throws allowed).

Chaos Marine forces will deploy on an edge 90 degrees from the Space Marine deployment edge with half of their forces on either side of the chasm.

The Space Marines win the mission if they have a scoring unit on the side of the chasm with the Loot Token at the end of turn four and have more Victory Points than the Chaos Marines. Note that if the Space Marines have enough Victory Points, even for a Devastating Slaughter! victory but no scoring unit on the Loot Token side of the chasm, the best they can hope for is a Draw. The Chaos Marines win via standard Victory Points calculations (including scoring units in proximity to the Loot Token).

In the case of a Draw, the next mission is Mission 0501-DW014: A Hand in the Ambush.

Rewards
Results

If the Space Marines win, go on to Mission 0501-SM003: Double Mystery, Hold the Pickles. If the Chaos Marines win, go to Mission 0501-CM008: Babies? The Ork Brings 'Em, unless Chaos has already completed that mission in which case move to Mission 0501-CM009: A River Runs Through Them.

Chapter 1 – Mission 0501-SM003: Double Mystery, Hold the Pickles

The Space Marine's local informant has suggested that the rock formations on top of a hill near the Space Marine encampment are actually some sort of power source (possibly of Necron design). These power conduits could provide enough power to handle a supply depot without much problem if they could be appropriately tapped. Unfortunately the Unhallowed Horde are once again apparently privvy to the same intel as the Space Marines...

Mission Details

The hill with the power conduits is located at the center of the table. Each player deploys from one of the short ends. The six power conduits/stones should be placed on a large hill roughly 10" from each other. Scoring units must be within 4" of a power conduit/stone in order to count as controlling the stone. No one unit may control more than one stone. If a unit spills over into another scoring zone, the unit counts as controlling the zone in which the most models are located. Once a power conduit has been controlled for one turn, one model from the unit may stay behind to guard the unit and the unit may proceed to capture more conduits. Models left behind in this way are not counted as casualties but may not act as independent characters, may not fire during the Shooting Phase and may not rejoin the unit at a later time. They may defend themselves in an assault. They must maintain base contact with the conduit at all times and may only be moved around the conduit/stone 6" at a time to prevent line of sight from enemy forces.

The player with the most conduits at the end of the game under his control (either by full units or by guarding models) wins, regardless of other Victory Point conditions. However, if the player who wins the mission does not succeed in securing enough Victory Points to count the mission as a regular win, they do not receive the Mission Reward, only the Campaign Reward.

If an equal number of conduit/stones are controlled at the end of the mission, Victory Points determine the winner. If the match is a Draw in terms of Victory Points and the number of conduits controlled are equal, the next mission is 0501-DW014: A Hand in the Ambush.

Rewards
Results

Regardless of which team wins, go to Mission 0501-CV004: I Smell a Rat.

Chapter 1 – Mission 0501-CM008: Babies? The Ork Brings 'Em

A reliable source indicates that somewhere in the barren plains of Jarkanium a natural Warp Gate exists, although its exact whereabouts have been lost to the ages. As the Chaos forces approach the region, a fleet of Space Marines decend to foil the Chaos Marines search.

Mission Details

At the beginning of turn 5, an Ork patrol will crash land in the least occupied table quarter. Ignore this event if an Ork third party player is present.

The Orks may be played by either player, or both, but will consist of a single unit of Ork Boyz and an Ork Dreadnought. The Orks arrive as if Deep Striking, placing a large blast template and rolling its scatter. If the template scatters off the table, re-roll the scatter until it lands on the table. Place a crater or other marker where the blast template lies.

The orks will attack the nearest unit if threatened, but will avoid leaving the quarter in which they crashed, as they wait for rescue. The orks count as a scoring unit for purposes of control at the end of the game.

Rewards
Results

If the Chaos Marines win, go to Mission 0501-CM009: A River Runs Through Them. If the Space Marines win, go to Misison 0501-SM002: A Bridge Too High unless that mission has already been played in which case go to Mission 0501-SM003: Double Mystery, Hold the Pickles.

Chapter 1 – Mission 0501-CM009: A River Runs Through Them

The local informant reveals that the Space Marines have set up camp in a valley near a river. The Chaos Marines move in to cripple the Space Marines' supply line and command depots, but as they arrive the Space Marines have already relocated and are waiting for them.

Mission Details

The terrain for this misison should be an extension of the center river board from the valley board used in Mission 0501-FN017: I Left My Heart in Jarkanium. The river should run roughly through the center of the 4'x5'+ board with heavily wooded areas surrounding the river and possibly an extensive rock structure. A central road with a bridge bottleneck should feature heavily into the strategic element of the mission.

Rewards
Results

Regardless of which team wins, go to Mission 0501-CV004: I Smell a Rat.

Chapter 1 – Mission 0501-DW014: A Hand in the Ambush

On a routine sweep of the Jarkanium foothills, a sudden ambush.

Mission Details

The concealed player is considered the ambushing force and may not deploy any units which cannot be concealed (vehicles). These units may be brought in as reserves later. The other army, which are the abmushed force, must move all units their full movement value during the movement phase until at least one of the abmushing units is no longer concealed or until turn 3, whichever comes first.

The objective of this mission for the ambushed force is to survive at least six turns with one scoring unit intact. The objective of the ambushing force is to prevent any scoring units from surviving.

During this mission, a Double Victory is possible. If either army forces the opponent into a fighting retreat or completely annihilates the opposing forces, a Victorious Slaughter is awarded. See the Rewards section below.

Rewards
Results

The winning player is considered to have won the mission which previously ended as a draw. All normal conditions for receiving that mission's rewards must be met. If the conditions cannot be met, no additional reward (aside from Eagle Eye (above)) is received. If the tied mission's Mission Reward is applicable, the player who won A Hand in the Ambush may choose to take Eagle Eye or the other Mission Reward, but not both unless the player received the Double Victory for achieving a Victorious Slaughter.

Chapter 2 – Mission 0501-CV004: I Smell a Rat

Both sides conclude that they are either leaking information or sharing the same source. They both converge on their informant to get some answers.

Mission Details

Place the informant marker or model inside the structure on board B-4 marked "Informant Hideout." At the other end, roll to see which edge each player deploys into; this will be either A-3 or B-3. Note that the deployment zones should be from the far corners relative to the informant's structure. Units must be deployed within 14" of the short table edge and 12" from the long table edge in their deployment zone. Deploy Heavy Support, Troops, HQ and the Elites (Fast Attack not allowed).

The primary purpose of the mission is to reach the informant before the opponent and capture him. To capture the informant a player must have at least one model from a unit (which must be in cohesion) within 6" of the informant model through the next half turn. Note that a unit which has captured the informant will make all Leadership/Morale tests at -2 (in addition to other modifications as normal) due to the presence of a very sketchy informant who will break free given the least bit of opportunity. If a unit which has captured the informant fails a Morale or Leadership test, the informant model immediately scatters/runs in a manner similar to its first movement at the end of Turn 2 (scatter die for direction, difficult terrain test +1" to move).

The Mission lasts until one of the following Victory conditions is met:

Rewards
Results

If the Space Marines win go to Mission 0501-SM005: The Emperor's New Head on a Silver Platter. If the Chaos forces win, go to Mission 0501-CM010: May the Warp Gods Dance on Your Grave.

Chapter 2 – Mission 0501-SM005: The Emperor's New Head on a Silver Platter

Imperial Daemonhunters question the informant (Fruzzuh Nurfle) about his loyalties and heretical dealings with the Emperor's Foes, the Chaos forces plan to assassinate Nurfle, fearing what he may know and be able to tell the Imperial soldiers.

Mission Details

The Daemonhunters have set up sentries outside the Informant's Hideout and will be questioning him in there. The Chaos forces must detonate their demo charges before the game ends. The game ends for the Space Marines when the Daemonhunters have extracted the information they need from Nurfle or when the Chaos forces have completed their objective. To determine when the Daemonhunters' job is done, begin rolling 1D6 before each turn starting with turn four and use the following table to determine how long it takes them (the Space Marines player should roll this):

Turn: 4 5 6 7 8 9
Roll: 6 5+ 4+ 3+ 2+ 2+

Note that the game ends in a draw after turn 10 if neither player has accomplished their objective and the next mission will be Misison 0501-DW015: The Field Where I Died.

Rewards
Results

If the Space Marines win go to Mission 0501-SM006: For Higher Ground. If the Chaos forces win, go to Mission 0501-CM011: Cliff 'Em All.

Chapter 2 – Mission 0501-SM010: May the Warp Gods Dance on Your Grave

The Chaos forces have located an ancient burial ground teeming with Psychic power. Part of the focused Warp energy comes from ancient weaponry buried with the dead in ceremonial caskets. The Chaos forces have secured the Burial Grounds for now, but the Space Marines are closing in to thwart their plans and possibly gain some value from the treasure buried there themselves.

Mission Details

The Chaos forces must hold the Space Marines at bay while they attempt to tap into the Warp energies.

Rewards
Results

If the Space Marines win go to Mission 0501-SM006: For Higher Ground. If the Chaos forces win, go to Mission 0501-CM011: Cliff 'Em All.

Chapter 2 – Mission 0501-DW015: The Field Where I Died

In the barren deserts of the North, two scouting patrols bump into each other on routine patrols.

Mission Details

In the open desert, two scouting patrols cross paths. Deploy according to the Patrol deployment rules in the Warhammer rulebook, except players must use the table corners and may not choose a table edge. Standard Victory points determine the winner.

If this mission ends in a draw due to Victory Points, discount the 10% rule and go by exact points. If the game is still a draw, recount Victory Points omitting 1/2 points value scores (only count destroyed, off-table or falling back foes, for example). If the game still results in a draw, the mission counts as a draw. A player who achieves a Victorious Slaughter! gets Double Victory and may take both this mission's Mission Reward and the previously tied mission's Mission Reward. Campaign rewards are still determined as normal.

Rewards

The player who wins this mission is treated as if they had won the previously tied mission, receiving Mission Rewards for that mission provided they could have otherwise met the victory conditions for that reward. They receive the Mission and Campaign Rewards for that mission. However, the winning player may instead choose to replace one of those rewards with one of the following rewards. Note that a player may not take both Sandblasted Foes and Experienced Scouts, even if they were ineligible for both previous mission rewards (unless they achived a Victorious Slaughter! in this mission, as above).

Results

The winning player is considered to have won the mission which previously ended as a draw. All normal conditions for receiving that mission's rewards must be met.

0501-FN017 0501-CV013 0501-CM012 0501-SM007 0501-DW016 0501-CM011 0501-SM006 0501-DW015 0501-CM010 0501-SM005 0501-DW014 0501-CM009 0501-CM008 0501-SM003 0501-SM002 0501-ST001