Saturday, June 7, 2025

Warhammer 40,000 Campaign - Tellinor VII



 Tellinor VII is a mixed purpose world with moderate domestic agriculture, promethium drilling, mining, manufacturing and Archeotechology. The world's population rounding to the nearest figure is 9,502,400,000, the world is under the Stewardship of Karl Tellinor LIV, the world itself is run by a committee of 12 Mega states and a fluctuating number of Micro states depending on the political and military situation at the time. States exercise political power within their own territories whilst global policy is set by vote within the Global Senatorial called the Forum, conditional to the Stewards approval.


 The Steward being representative of the God Emperor has veto power and a Vote within the Forum, he exercises power from the Fortress Hive Altrean, named after a space marine captain who died leading the defense of the planet against an onslaught of Xenos *redacted* millennia ago.

 The world contains 4 hive cities and numerous Theta level cities per province, normally supporting a local resource.



 A standing PDF guards the planet, maintained by a rotating system of planet wide conscription and a core professional standing army, the Imperial navy maintains a star port in orbit above the planet alongside numerous atmospheric airports which are used as training schools and garrisons.


Core industries

Agricultural production exceeds global consumption by 243% allowing the planet to export foodstuffs to Hive worlds Korvotula Minoris and Majoris.

 Manufactorums production provides a healthy domestic and interplanetary trade as well as meeting Administratum quotas supplying the Imperial Navy and the Imperial Guard. One of the more essential arms manufactured are Macroshells for the Imperial Navy and refractor blades for lance batteries.

 One of the most important resources on Tellinor VII is Archeotechology, several small but well resourced outposts support dig sites in search of STC's and other relics from the dark age of technology.

 Chaos attacks
A tear in the fabric of reality spilled Traitor ships into the void, transports laden with corrupt arms and equipment and holds bursting with Soldiers and Pilots heading for Tellinor VII. The PDF was unprepared outside a few permanent bases and fortifications, the 2 weeks of sublight travel allowed only the most rudimentary preparation and call ups of reserves. Astropathic signals were sent almost immediately after the detection of the Chaos Fleets movement into realspace, as the defenders laid their mines, dug their trenches and strung their razor wire, the planet held ongoing prayer asking for salvation their only hope was a relief force of the Imperial Navy would drive off the attackers before they completely overran the planet.


Additional scenario rules

Players organise 1000pts fleets, players setup as normal however the defender only starts with 500 points, his other 500 points are in reserve and turn up later in the game.

Reinforcements
At the end of each turn roll a D6 and add the turn number, on a 10 or more the 500points deploy along the short table edge ready to activate from the next turn.




Victory
Instead of counting victory points we instead setup the campaign map and each assault point scored the attacking player picks a territory and rolls to capture like a normal victory in planetary empires.





The battle!

 My Patrolling force was made up of 4x5pts mines, a Gothic class Cruiser and a Lunar class cruiser. The Chaos incursion fleet was made up of a Executor class Grand cruiser, a Murder class cruiser, two slaughter classes and 6 Iconoclast cruisers.


I rolled to see if I deployed my ships on patrol or Scott does, he got to deploy the Gothic and I deployed the Lunar in support - Scott was hoping for an early game win by destroying the Cruisers. Chaos got first turn so I Brace for Impact! on both my cruisers and they did well to survive the hailstorm of fire.


In the Imperial turn the cruisers turned and fired salvoes of Torpedoes into the Chaos transports, Hundreds of thousands of Traitors were sucked into the void, burnt to death in burning sections or slowly suffocated as isolated compartments slowly ran out of air.



The Chaos Fleet surged forward, Sheparding the two remaining transports and trying to deal with the incoming Mines and Torpedoes from the Orbital defence platforms. 

Chaos managed to destroy most of the Ordinance however some mines got through damaging the Murder class (Black cruiser)











Chaos Destroyed one of the two Orbital platforms and captured the other, the new traitor crew quickly working to try to rearm the launchers for the inevitable Imperial reinforcements, to no avail!

The Two ground based lance batteries, they didn't last long against the many Chaos lances!

Imperial Reinforcements arrive as more and more Chaos troops (red flag) are landed from the cruisers.
The Chaos transports run for the planet, the Incoming Bombers prepare their Plasma bombs to take them out, the Transport crews fire all their Macro cannons in a defensive barrage and manage to break up one Bomber wing whilst the other surges in and cripples the transport, the debris falling across the planet for hundreds of kilometres in every direction.

Chaos with Red flags managed to land and capture 23 territories out of the 48, capturing a hive, all 6 void shield generators, 4 space ports, 2 Bastions, 3 Manufactories, and 2 Power plants.

Next game will be Epic Armageddon!

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