Tagony wrote:Not 100% sure this goes in this section of the forums but I was wondering if an idea was like this buried in the forums that I could steal ideas from. I was wanting to run a campaign using kill team rules but more with an
RPG flare. For instance I would get a group of guys together with their chosen marine chapter or
IG platoon. The first round starts out with the run of the mill kill teams rules to do a certain mission. Based on how many troops from chaos that chapter killed is how many reward points they get. Used the points to upgrade the unit and what not. After the first part of the campaign, let the players build another troop/fast/heavy option into their build (hence the campaign part). When we get tired of killing orcs, I would switch the campaign to a different planet and go after tau/nids ect.
Hi, this is a great idea. 1st things 1st, just double-checking you got the latest Kill Team rules:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2860630a_40K_Kill_Team_Pack_2013_(6).pdf
If so, there's already some
RPG elements in there, like choosing Specialists and your Leader gaining skills.
And that's just the base, and it looks like you've already ideas to build beyond this starting framework.
My only suggestion is to slowly put your house rules in. It's for 2 purposes, both important.
1st, it's safer/easier. The worst is when you introduce a house rule that confuses players and doesn't work.
2nd, it's like unlocking rewards for them. You began with Elites, Troops, Fast...but now you unlocked Heavy.
Thus, this gradual process gives you something to build on, both safely as well as making it more rewarding.
Tagony wrote:Also side note, I wanted to give each of the players a special feature about their army. IE crimson fist get some kind of vet rule,
BA get a
CC rule, salamanders get the melta/flamer rule. I wanted this to make it a bit more fluffy i guess.
Yeah, some of them are more obvious than others, right?
Space Wolves - they already get Counter Attack
Crimson Fists - probably preferred enemy: Orcs, or Stubborn
Blood Angels - they get Blood Thirst, I think they're ok
Salamanders - yeah, the Vulcan special rule sounds right
I guess here it's just make sure no one gets left out. Everyone gets something.
And I guess just make sure everyone is in a situation where they use their unique power.
Tagony wrote:The
RPG side comes in that sometimes the mission may just be to hold out for some many turns before they can be extracted, or to infiltrate and take a base in so many turns. The main missions will have some kind of secondary mission with a special reward.
Sounds great, like special scenarios. In case you haven't thought of it, just 1 suggestion: link the missions together.
1st, the team has to take over a base on the other side of the map.
2nd, the team has to have a Techmarine set the base's defenses while they hold off a horde, protect him.
3rd, the team has to get supplies back to the base, dragging a crate (like moving over difficult terrain) as a horde follows them.
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Finally, I just had 1 overall idea for the campaign setting that I hope you'll like.
It's to explain why all these different chapters/armies find themselves in the situation with minimal support.
Here's the idea: they were all caught in a warp storm, and are stranded on an unknown or forgotten planet.
Their ship was tearing apart, everyone was like escaping on Drop Pods, scattered over this planet.
Instead of like "buying" new troops, it's more like they find one of their lost squads.
The Orks and Tyranids there...they were caught by the same warp storm.
And, over time, it is revealed that the warp storm was created by a Chaos Sorcerer to trap people here.
And there is your Big Bad Boss for a final confrontation.
That gives the players a sense of unity, they're working together against the environment and the enemy.
Just some ideas.