The Return to Chempoint Forge - terrain and campaign showcase

Greppy

Ganger
Honored Tribesman
Apr 17, 2022
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Hi!

I have been working on this terrain and custom campaign for my local gaming group for the past 5-6 months. I finally finished it! The terrain is now at the FLGS and the campaign starts this week. The campaign is set inside a ancient, unforgotten Badzone called "Chempoint Forge" for which the terrain is married to very closely. The terrain itself is inspired by the Prometheum Forge sets, but I am lucky enough to have access to a laser so I made it all myself.

The campaign designs goals were to link the narrative and rules to the terrain, I wanted the whole board to feel dangerous. I wanted to highlight the need off preperation and equipment inside Badzones so I designed my rules so equipment provides defence or immunity against Badzone events or scenario conditions; For example Bio-Scanners help against events that involve Badzone fauna or Respirators help against events that include Gas.

The campaign itself features:
  • A new Badzone
  • 36 new Badzone events
  • 11 scenarios
  • 30+ territories
  • 12+ custom Chems
  • New equipment and a Hanger On
Link to the Return to Chempoint Forge campaign PDF for those interested.

Thanks for looking!

EDIT 5/8/2023: The book now supports the new Core Rulebook and I've edited the campaign to support Sector Mechancius Terrain, It is no longer married to the custom terrain I have made. 1.6 is now the latest version

EDIT 9/8/2023: 1.7 released, some small tweaks.
 
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Terrain pictures:
WC3EyQY.jpg


DvCEH9D.jpeg
 
Wow thats an impressive start with loads of colour. Keep those photo's coming. Its a bit sparse on cover in places so it might behove you to make loads of scatter terrain like barrels, crates, rubble piles, barricades, collapsed constructs and the like, which you can populate with the beautiful fauna of the underhive. Great set for a campaign though, I hope the players appreciate the effort you have gone to.
 
I just had a quick overview of your campaign and you have certainly been busy. If I played the new edition I'd be tempted to download it. I imagine you guys are having a lot of fun with this as it certainly looks like a challenge, especially for new gangs. I'll be interested to see how this progresses.

You might consider getting one of the players to create a monthly gazette covering the struggle and recording obituaries, and the ever changing rankings and the constant ebb and flow of territories. Its a great way of immortalising the campaign and something to refer back to years later to recap the whole sordid squabble.
 
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Wow thats an impressive start with loads of colour. Keep those photo's coming. Its a bit sparse on cover in places so it might behove you to make loads of scatter terrain like barrels, crates, rubble piles, barricades, collapsed constructs and the like, which you can populate with the beautiful fauna of the underhive. Great set for a campaign though, I hope the players appreciate the effort you have gone to.
There is a lot of stuff not shown in this picture; the store has a lot off area terrain etc
 
No table big enough to fit all huh. That does look like fun but how long did it take to play. I am guessing that there was no hand to hand on a board that size either, but loads of shooting because there are loads of line of sight opportunities. I'd put money on Van Saar to win a campaign on boards this large and open.

What gang are you playing?
 
It was Escher vs Cawdor. The board was limited to 3x4 and the scenario forced close combat. The second big platform was a bloodbath
 
Hi!

I have been working on this terrain and custom campaign for my local gaming group for the past 5-6 months. I finally finished it! The terrain is now at the FLGS and the campaign starts this week. The campaign is set inside a ancient Badzone called a "Chem Plant" for which the terrain is married to very closely. The terrain itself is inspired by the Prometheum Forge sets, but I am lucky enough to have access to a laser so I made it all myself.

The campaign designs goals were to link the narrative and rules to the terrain, I wanted the whole board to feel dangerous. I wanted to highlight the need off preperation and equipment inside Badzone's so I designed my rules so equipment provides defence or immunity against Badzone events or scenario conditions; For example Bio-Scanners help against events that involve Badzone fauna or Respirators help against events that include Gas. (Admittedly I also wanted to see more niche equipment and gang options in my local group).

The campaign itself features:
  • A new Badzone
  • 36 new Badzone events
  • 12 scenarios
  • 24 territories
  • 12+ custom Chems
  • New equipment, Hanger On
Still to do;
  • There is still more terrain to paint. You can see the unpainted set compared to the painted one.
  • More territories to cover all gangs. I only added enough territories in the campaign book v1 to cover the gangs that are in my campaign.
  • There is a few scenarios outside the book as special narrative scenarios. During downtime I will have a scenario that has different coloured (Red, Blue, Green and one Black) markers on the board. Those markers represent different components for a chem the users can combine and use to get a permanent effect from injuries to free advancements. The players can attempt to access different terminals on the map to find the recipes, or just try take them.
  • Fix spelling mistakes in the book for which there is a few
Link to the Return to Chempoint Forge campaig PDF for those interested.

Thanks for looking! I hope you have a good day :)
hi, the link says the document is now in your "trash folder"
 
Terrain is looking excellent. Hopefully your group is enjoying the campaign. You making more posts in the forum will unlock additional functionality. I'm looking forward to seeing more pictures of your campaign games and hearing about the outcomes, funny moments, etc.
 
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Sorry I have not been that active here.

I actually just now finished a hilarious campaign game. It was Cawdor vs Escher, in an scenario called the Baddest Zone in which two events are rolled each turn.

The lights were turning on an off, toxic fumes obscuring vision, generators overloading and bridges collapsing, so many out of ammo rolls that we ran out of markers to use and to top it off an Escher champion punched an ambot to death.

Fantasia game. Here was the board.
QmgahM9.jpeg
 
Very nice board, busy yet still loads of firing lanes, and levels all over for skullduggery and hand to hand shenanigans. Sounds like you had a blast going all out badlands. It certainly adds an unpredictability that no amount of planning ahead can aid in.
 
Hi all! The first campaign has concluded. Overall it was a fun campaign, the events kept things fresh and interesting each game. I've taken notes throughout the campaign and got lots of feedback. I have now released version 1.6 of the Chempoint Forge campaign which has balance changes and supports the new Core Rulebook.

I noticed mostly that players didn't bother buying equipment to deal with the events and Badzone terrain. I think thats mainly due to the fact I made them less lethal compared to the events in the Book of Perils. I've made the events more deadly to force equipment usage, it was one of my core design principles. A lot of the events had their effects moved to trigger during the End Phase so people had a change to avoid them, this had interesting side effect of players needing to change their strategy on the fly - it was really fun.

People hated Sneak Attack missions, so I removed one of them. The new Sneak Attack rules seem light, so I've left two remaining.

About half of the players actually used the Chems! I think some didn't use them because they couldnt be bothered to read them all.. so I made the Settlement give a free dose of any chem, this hopefully forces players to actually read it.

It was very hard to get reputation, so I've balanced the territories to give it more often.

A second gaming group will actually play the campaign!! Which is almost the best compliment you can get. With that in mind I made the first version very specific for the custom terrain I made. v1.6 decouples the rules from the Chempoint terrain I made, and makes it compatiable with Sector Mechanicus terrain.

C&C is highly appreciated! Link is in the OP.
 
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In terminal Rush scenario Battlefield Setup part lost the part where you place the terminals.

Im currently re-using some of your amazing scenarios for my own campaing, so i suggest you adding this to the terminal section:
At the start of the game, after setting up terrain but before deploying crews, players take turns placing six terminals on the battlefield and assing them numbers. These can be tokens or bases, but should be no more than 40mm in diameter. Terminals can be placed anywhere at least 6" from a battlefield edge and at least 8" from another terminal. They may not be placed in impassable terrain or inaccessible parts of the battlefield.