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MORRI AN

A Wa r ha mme r 40, 000 Ca mpa i g n


By Elliot
" WE D E L V E D T O O D E E P . WE F O U N D E V I L I N T H E D A R K ,
A N D W E L E T I T O U T . S A V E U S B E F O . . . "
+ + + T R A N S MI S S I O N E N D S + + +
+ + + F R E Q U E N C Y J A MME D + + +
Morrian. It was an isolated industrial planet famous for it's productive mining operations. It
was, because Morrian no longer exists by Imperial record.
Through Imperial quota and the greed of the government, Morrian probed deep into the
planet's surface, to areas better left to lie. Far below the surface, they awoke two evils so dark
they would methodically erase all intelligent life forms that they could reach.
The rst darkness was a contagion. A temple dedicated to Chaos was breached, and a pesti!
lence was released from the sealed chamber. Airborne, the contagion spread across the entire
planet within the week. Citizens began to act increasingly aggressive towards one another, at!
tacking others on site, murdering them in a frenzy of rage until expiry through starvation and
exhaustion. Emergency distress signals were transmitted to nearby planetary systems and pass!
ing vessels, until they were abruptly cut o", and no word was heard from Morrian again.
The Inquisition had jammed the signal. After bombarding Morrian Hive from orbit, they be!
gan a blockade to stop the contagion spreading o" planet. After just 5 weeks since the rst in!
fection, all contact from Morrian ceased. Imperial life was still. The Inquisitorial force de!
parted, leaving a strike cruiser as sentry.
All records of Morrian's existence were erased from Imperial archives and the case was shelved.
Morrian does not, and has never existed.
6 months later. Carthax, a Chaos Space Marine Warlord, has led his Alpha Legion to the
planet's surface. Their mission is to locate the source of the contagion and secure it; a weapon
to be used in the Long War.
However, they will soon discover the second evil unearthed on Morrian. Necrons of the Nihi!
lakh Dynasty, prematurely awoken from their slumber to reclaim the sector, and they would
use the weapon themselves.
Requiems Crescendo
by Rik Smith
It had been 6 months since the Titans Requiem had last received any kind of transmission !om the surface of
Morrian. Fleet commander Torvus had been instructed to remain as sentry, to monitor for any signs of life, and
to engage any vessel attempting to break the blockade. He could perhaps be forgiven for thinking this an easy
mission. But he was wrong.
Silently, Titans Requiem loomed in an asteroid belt over the planets surface. It's crew once numbered in th"
thousands. Countless serfs, servitors, astropaths and guardsmen of the Explorator division had been sent plane#$
side to investigate the outbreak of a violent and deadly disease which had wiped out the entire population of
Morrian. Despite taking su%cient equipment to lter the air through rebreathers, none had returned. Now a&
empty she', the only sign of life onboard Titans Requiem was the few crew who remained to operate its vital
systems and defence batteries. The only sounds 'ing the vast corridors and chambers of this once magnicen#
Imperial cruiser were that of the gentle hum of ion propulsion cycles every twelve Terran hours.
'Sit rep sergeant Jaxxus.' Muttered Torvus.
'Quiet sir...much the same as...'
'The last 6 months' interrupted Torvus. 'I need some entertainment Jaxxus. What I'd give for a dance !om on"
of those Istavian circus girls. Emperor forgive.'
'Roger that sir.' Sni(ered Jaxxus.
Jaxxus was young, far too young to be at the helm of the transmissions relay of a warp trave'ing starship. Yet his
mind seemed incredibly resilient to the horrors he'd listened to down on the planets surface. Torvus knew Jaxxus
)ould make a good captain one day, hence why he'd kept Jaxxus onboard.
Suddenly the vox speakers sprang into life, crackling and mu*ed voices came in through a transmission.
'Jaxxus! Report!' Exclaimed Torvus.
'Sir, the transmission is coming !om the planets surface but it appears to be !om within a structure of some sorts!
Triangulation relays online...tracking...hold on. Got it. Location appears to be alpha tango ve two latitud"
eight two longitude.' said Jaxxus excitedly.
+++WARNING. WARNING. PROXIMITY WARP SIGNATURE DETECTED. WARNING.
WARNING.+++ came the sound !om the unnervingly relaxed female ships voice.
'Sir! It looks like we're being approached! It's the Astartes sir! The Ultramarines non the less!' Shouted Jaxxus.
'They've heard our distress signal! Looks like you'' be getting that Istavian lap dance soon sir!'
Torvus squinted into the dark of the empty space in !ont of him. He had seen the battle cruisers of the Ultrama$
rines before. These were di+erent, a more sombre, grey$blue. Suddenly two ashes appeared !om the prow of
the monolithic Strike Cruiser. Torvus closed his eyes and whispered: 'No Jaxxus, these aren't the Astartes of th"
Ultramarines. These are far far worse. Brace for impact boy. Emperor protect.'
The two ion missiles slammed into the engine housing of the Titans Requiem. They were going nowhere. They
)eren't here to destroy them, they were here to play with them, torture them and laugh at their agony.
'Sir, the transmission is coming in again. It's Explorator division 623!'
+++Titans Requiem come in. This is Explorator division 623. Location alpha tango 52 lat. 82 long. We hav"
su+ered...istance required. Casualties...percent. Urgent assistance req...crons.+++
'Jaxxus, it's over. Te' them. Bless them in the Emperor's name.' said Torvus quietly, listening to the Titans Req$
uiem whining and creeking under the disruption to its gravatic simulators, as if singing its own swan song.
'Explorator division 623 this is Titans Requiem. Ship currently under attack. Believed to be servants of Chaos.
Ion propulsion and gravatic simulator damage cataclysmic. Requested assistance unavailable. Emperor protect.'
announced Jaxxus looking back at eet commander Torvus. 'Sir, what now?' He said, his voice trembling.
Torvus went silent. Together they listened to the thunderous claps of Chaos infested siege ships slamming into
their hu'. Screams and murderous laughter 'ed the corridors. Defence batteries overwhelmed; they were now
no match for the unholy weapons of Horus.
'Here Jaxxus, the Emperor wi' forgive us. Do not be a!aid now son. We have served him we'.' said Torvus
calmly as he handed Jaxxus a gold plated las pistol with a single remaining charge.
T HE RU L E S
The Morrian campaign uses a campaign map to capture territory and control the planet for
your faction. By doing this, you generate conquest points. The faction with the most con!
quest points at the end of the campaign is the winner.
S E T ! U P
Each player begins the campaign with a headquarters, a base of operations from which their
attack is planned. For the Chaos player, this is their drop zone onto the planet. For the Necron
player, this is their tomb. Holding your HQ gives you various benets #as do other territories
on the map$ which will be discussed in more detail later on.
Each player may then move out to claim 2 territories on the planet with faction specic claim
markers. Each territory claimed must be adjacent to one another.
As the invader, the Chaos player will place his rst marker, followed by the next player, repeat!
ing this process until all claim markers have been placed. With positions established, campaign
turn 1 begins...
Aging mining machinery stood alone on the plains, decrepit and sombre !om years of hard toil in th"
earth. These ancient behemoths were a' that stood sentry over Morrian today. Mechanical limbs
sprouted forth, clawing at the sky in pain, whilst dusty conveyor belts lay dormant, glad to be !ee !o,
their journey into the deep. Once the heart of the industry, they were an accurate reection of the fat"
that had befa'en Morrian and her people. The group now gathered atop the mining structures migh#
feel pity at such plight, if they had a heart.
They were Chaos Space Marines of the Alpha Legion. Armed to the teeth with bolter, blade and da"$
mon weapon, war was their art, and Morrian was their canvas. They gazed out into the sand storm,
the bitterness in their eyes piercing the dust. Something was coming, and they knew it. Something a&$
cient, something more cold and more merciless than them. It could not bleed, nor feel fear. Their tough$
est cha'enge in a century was about to begin...
A campaign turn is split into three phases; the challenge phase, consolidation phase and
score phase.
C HA L L E NG E P HA S E
Each player is able to invade one enemy territory in an attempt to capture it from them.
The player simply declares which territory they would like to attack, how many points to use
for that battle, and a standard game of 40k begins. For the rst campaign turn, roll!0". The
winner may choose whether to attack rst or second. For turns thereafter, the faction with the
most conquest points attacks rst. In the event of a tie, roll!o".
The invader must be able to draw a clear straight line to their target territory through
their own territory or neutral territory. Consider this the frontline rule. The exception to this
rule is an enemy HQ, where you must already hold an adjacent territory to attack through. As!
sume that the enemy has set up a defensive perimeter around their HQ which must be
breached rst.
In addition to this, certain territories generate territory specic missions and features when a
battle is fought there.
If the attack is successful and the enemy is defeated, the territory is claimed and you may re!
place the existing claim marker with one of your own. If the game results in either a loss or
draw for the attacker, then there is no change.
Once the rst player has completed their attack, the next player may do the same. They may
select a territory as above, including any territories they might have lost this turn, if eligible.
Once all players have completed their attacks, the consolidation phase begins.
C O NS O L I DAT I O N P HA S E
Each player may claim one free territory on the map. Imagine other companies or battalions
spreading out across the planet to nd resources, scout, or whatever objectives they have been
given by their Warlord. This territory must be adjacent to an existing territory, and must not be
contested by other players attempting to consolidate onto the same territory. If a territory is
attempting to be claimed in this way, both players must select a di"erent territory to consoli!
date into.
If at any point a player cannot consolidate #for instance, there are no free adjacent territories,
or all territories have been claimed$, OR chooses not to, they may then choose what order
they attack in the following turn's challenge phase. They've focused their e"orts on planning
their next invasion instead.
S C O R E P HA S E
Each player adds up how many territories they currently hold #plus any bonuses$, and adds this
many conquest points to their total. This concludes a campaign turn.
T HE MA P
Holding certain territories will have particular e"ects for 40k games, as well as the campaign
map mini!game.
HE A D Q UA RT E R S
The factions command post where the o!ense is co"ordinated.
Ca mp a i g n
! If your faction holds their own HQ, then you gain two con!
quest points per score phase, instead of the usual one. Capturing
an enemy HQ earns the standard one conquest point.
Ga mi n g
! If defending a HQ, the player may take a free bastion with a comms!relay and either an Icarus
Lascannon or Quad!gun.
! An objective mission must be played. When selecting a mission, keep rolling until this is
achieved.
C HAO S T E MP L E
What it's a# about. Both factions want to secure the relic for weaponised use at a later
date.
Ca mp a i g n
! Holding the relic generates the player an additional eight conquest points at the end of the
campaign.
Ga mi n g
Mission: The Relic " For this mission, consider the relic a normal objective. A scoring unit, and no
enemy denial units, must be within 3" of the relic to claim it.
Source Of Contagion " The relic is what wiped out the population of Morrian. Although both
Chaos Space Marines and Necrons are largely resistant, the relic is still dangerous. The rst
unit to seize the relic takes a number of strength 2 hits equal to the number of models in the
unit. These hits ignore armour and cover saves. Wounds may be allocated in the usual manner.
Any unit within 12" su"er the same e"ect. After this, there is no further e"ect for that game.
Shrine To Chaos ! Rulebook page 105.
HI V E C I T Y
Once the wealthy governing seat of Morrian, orbital bombardment and the contagio$
has now reduced it to an empty she#.
Ca mp a i g n
! The Hive City will generate two conquest points per score phase.
Ga mi n g
! Bolster/Shatter defenses ! The defending player may nominate one piece of terrain that will ei!
ther +1 to its cover save or !1 to its cover save.
! When placing objectives, the defending player must always place the odd objective. For ex!
ample, if there are 5 objectives, then the defending player would place 3.
P O WE R S T A T I O N
Although the reactors lie dormant, there may be enough power to get the excavations
underway.
Ga mi n g
! A player who controls a power station may add +1 to their dice roll when determining who
goes rst.
S P A C E P O R T
For co"ordinated re"supply and reinforcement.
Ca mp a i g n
!Any enemy territory is eligible for attack, not just the frontline. The only ex!
ception to this rule is the enemy HQ.
Ga mi n g
! Player may +1 or !1 to reserve rolls, to a maximum of 2+ and 6+ respectively.
F U E L D E P O T
Large reserves lie untouched, waiting to be used.
Ga mi n g
! Player may nominate one unit to have the Scout special rule.
! Whilst defending this territory, the player must nominate one piece of terrain in his half of
the table to have the Fuel Reserve special rule #rulebook pg 105$. Furthermore, whilst within
this terrain piece, all template weapons have the Torrent special rule.
MA N U F A C T O R U M
The manpower is gone, but the machinery is ready to ro#.
Ga mi n g
! Player may take an extra elite, fast attack or heavy support choice OR may place an Ammuni!
tion Dump #rulebook page 104$ in their table half.
G R A ND WA R L O R D
Each faction is lead by a Grand Warlord, an experienced adversary who has orchestrated com!
bat across the galaxy. At the start of the campaign, each player nominates a valid Warlord
model to be the Grand Warlord to lead their campaign.
The Grand Warlord may roll three dice when choosing Warlord traits, and choose which result
applies. If double or triple numbers are rolled, the player may re!roll one or two duplicate dice
respectively, until 3 unique numbers are available. This means that each player will always have
a choice of 3 Warlord Traits from his chosen table. This result is then applied for the rest of
the campaign.
If the Grand Warlord is present for a battle, he is automatically the Warlord #for purposes of
Slay The Warlord$. However, if the Grand Warlord is not present and another Warlord is cho!
sen, follow the usual rules for Warlords instead.
WI NNI NG T HE C A MP A I G N
Players will agree a suitable number of campaign turns for the campaign to last, around 4 or 5.
The player with the most conquest points at the end of the campaign is the winner.
T HE MI S S I O NS
When selecting which mission to play, roll on the following chart:
1 CRUS ADE
2 PURGE THE AL I EN
3 BI G GUNS NEVER
TI RE
4 THE SCOURI NG
5 EMPEROR S WI L L
6 ROL L ! OF F , WI N!
NER CHOOS ES
Credit where it is due for all the fantastic artwork. Please go check them out, they all have
some amazing pieces!
Front Cover Necron vs Chaos and page 4 Hitting Below the Belt:
http://columbussage.deviantart.com/
Page 6 Planet Calderis and page 10 Ice Cave: http://zen!master.deviantart.com/
Page 7 Apocalypse: http://listenerkz.deviantart.com/
Page 11 In The Tombs: http://tmza.deviantart.com/

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