Switch Theme:

Campaign!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Fresh-Faced New User




Hey guys, just getting back into things and starting up a campaign for me and 2 mates. Ive included the story element here also but primarily would love feedback on the rules. Let me know what you think!

Story
After Abaddon the Despoiler was successful in the 13th Black Crusade in 999.M41, the chaos have been in control of Cadia. Since this time the Imperium of Man has been assaulted by the ever encroaching path of Hive Fleet Leviathan and splinter fleets from Hive Fleet Behemoth and Hive Fleet Kraken towards Holy Terra from the Eastern Sectors. The Tau Empire are preparing for there fourth expansion in the Imperium's Eastern Fringes and the Necrons continue to awaken across a number of dead worlds.

With the fall of Cadia to the forces of Chaos within Ocularis Terribus, The Eye of Terror, imperial forces have marshaled what they can to provide a blockade to the advances of Chaos. The relatively benign worlds within Segmentum Obscurus and the Scarus Sector have become essential in the supply of the Imperial Blockade and to the defense against Chaos.

The looming threat of an unstoppable assault from the forces of chaos has resulted in worlds previously under surveillance being stripped of their resources and manpower. Such a world, Degruk, has seen the increased activity of a Goffs clan of Orks seemingly intent on a conquest of blood after bullied out by the Great Despot of Degruk, ruler of Degruk. With the Imperial Military's focus squarely on the Eye of Terror, the worlds of Arx, Piscina IV and even the Military world of Cypra Mundi may face an unexpected foe.

Reports have also been made with regard to movements of a significant Eldar force from the Biel Tan Craftword. They are thought to be reinforcements for the undoubtedly under siege Craftworld Ulthwe, suspected to still reside within the Eye of Terror. The loss of Eldrad Ulthran to the daemon Slaanesh, the Great Enemy, during the assault on Blackstone Fortress has affected the Eldar across the galaxy. There are some that believe the great farseer may yet survive with the discovery of a handful of waystones, created by Eldrad, remaining active. There are few resources available to tract the Eldar movements into the Scarus Sector and for now the intent of their mission will remain clouded.


Campaign Style
Story driven campaign with mission briefs before each round. The outcome of the rounds will determine location of major engagement and upgrades/powers available at that time. The outcome of the major engagement will have dire consequences for the future of the Scarus Sector and possibly the stability of the quarantine on chaos. This campaign should feed into further campaigns and is primarily being used for practice and learning all the new rules! (previously played on 5th edition)

The Armies
Biel Tan Strike Force Amon

A specialized deep strike force dispatched from the Biel Tan Craftworld in the far reaches of Segmentum Tempestus tasked with the retrieval of the scattered soul stones of Eldrad Ulthran and revenge on the forces of chaos.

Led by Farseer Aratar Tonesh Buatha of the Caerulean Sword, this strike force will take no prisoners and deal with absolute prejudice against any standing between them and their sacred soulstones. Farseer Buatha has worked tirelessly against the forces of Chaos and against intrusions of Orks. Decades of war hardened him against the perils of the warp and the costs of victory. The future of the sector and the survival of the Eldar race rests upon the actions of the special few across the Galaxy.

Da Ninjas of WaaaaAGH
War boss Mugraka Thuka Matuk Mauhul Mazorn da 1st. The great wardog of the southwestern swamp of Gorkanteel, Mightiest of all warriors and son of Gorka the great god himself (self proclaimed).

Due to a shortage of food, booze and a ban on grot throwing in camp, Mugraka Thucka Matuk Mauhul Mazorn, acting as 2nd nob of the warboss's entourage (in charge of the goff southern rape and pillage vanguard), led an uprising! He slew any ork who wouldn't join him, and the rest followed him in true ork fashion, in fear and because they have been promised war! He personally slew 18 other nobz and tore the heart out of the warlord’s chest cementing his leadership of the clan.

He is now wandering around aimlessly attacking anything he can find, trying to make a name for himself as the mightiest warlord ever. Personally he has vowed to kill the Emperor, Gazkul Thraka, Commissar Yarrick and whoever the weedy little girl warrior that runs the elder is.

So far in his glorious conquest of the known universe he has:
massacred a grot community
killed a whole imperial guard patrol (all six with an army)
burnt down a farming settlement
pulled the head off a mountain lion

Tremble in your boots as YOU ARE NEXT!

Cadian 501st infantry – Wolfe’s Own
Distinguishing themselves in a number of urban combat arenas, the 501st infantry has become renowned as grizzled defenders of the concrete jungle. Preferring to field high numbers of infantry, these highly disciplined band of soldiers generally engage the enemy from cover and attempt to strategically outlast their opponents.

The regiment is commanded by Colonel Christian Wolfe. A level headed leader who distinguished himself at the officer core by becoming the first non-genetically modified human to master the advanced strategy and philosophy courses that were offered by the academy. Drawing on the insights he gained from many great minds, he is moral and yet ruthlessly pragmatic on the field of battle.

Presently, the 501st find themselves tasked with the defense of Arx and Piscinia IV under the looming shadow of the Ork world of Degruk. Under the command of the master strategist Wolfe, there is little doubt that the 501st will dig in and remain resilient to all forms of alien assault upon their position. 

Campaign Rules
General

• The campaign will consist of three rounds of missions followed by a major engagement (decided by outcomes)
• Each round will be played in turns with commanders deciding on their chosen mission
o Round 1 – Ork, Imperial Guard, Eldar
o Round 2 – Imperial Guard, Eldar, Ork
o Round 3 – Eldar, Ork, Imperial Guard
• No force may be attacked twice in the same round
• No mission may be repeated by the same force, each mission will be locked for 1 round after being played
• Powers and upgrades are cumulative
• Rules from 6th Edition Rulebook
• 1xWarlord trait will be chosen by each commander for the duration of the campaign

Powers and Upgrades
• Powers and Upgrades are available only to the Winning Team
• Losing teams and those that Draw gain:
o Reinforcements! - +5% deployment points
• Empowered Hero (wargear upgrade) options:
o Runic armor – 3+ invulnerable save
o Reinforced Plating – Increase armor save by 2 (normal armor save)
o Soulstone protection – increase wounds by 1
• Bloodied Hero (Stat) options (choose 2):
o +1 BS
o +1 WS
o +1 Toughness
o +1 Strength
• Veterans (Elite stat - only applies to Elite’s involved in the battle):
o +1 WS
o +1 BS
o +1 Toughness
o +1 Strength
• Heavy Support
o Additional heavy or fast attack support option available at ½ cost (via reinforcements)

Victory Table
• Attacking teams gain full campaign points for victory
• Defending teams gain half campaign points for victory

Points and upgrades table did not insert well here but I am sure you get the idea.

Mission Map

   
Made in nz
Disguised Speculo





I can't actually understand what your trying to describe here.

It's all great up until the "Campaign Rules" thing. Sadly it seems to me like its a classic case of overcomplifying things. The Warlord upgrades are also slightly Eldar-centric, better to give them more generic terms and additive effects (+1 to invuln, not a straight 3++ to whoever has it)

Though I do like the idea of improving your elite units and what not.

The way I'd do this though, is any unit that survives a battle gains some random bonus (or bonuses based on kills, objectives held, etc etc that the unit achieves). If you ever choose that unit again for a subsequent mission, it will retain that bonus, and can gain even more bonuses by surviving more missions. If it's wiped out ~ tough titties, there goes your hardened vets. And randomize, always randomize the benefits ~ perhaps give them two random bonuses instead of (or as an alternative they can choose to) one chosen one? Units that can pick their benefits can quickly get a bit out of hand.

If you really wanted to run with the 'strategic mission choice' thing, how about allowing players 1500 points per 'turn' to allocate to each of three seperate battles that occur in each round? Or perhaps 500 extra points that they can distribute as they like on top of the normal points value for each battle? Players can then make choices about maximising their strength by deploying troops to the missions that matter most to them.

Personally, since the points are so low in this campaign, I'd give it a much smaller scale. Its the skirmishes on one minor world on the fringes of the area in which the 13th Black Crusade went through. However, I'd also add way more missions. The official campaign that came with Imperial Armour 8 had no less than 8 missions. I'd suggest having three sets of three minor battles and one major engagement, with the final winner of the final engagement winning the campaign.

This message was edited 1 time. Last update was at 2013/05/27 10:33:59


 
   
Made in au
Fresh-Faced New User




Thanks heaps for the feedback!

The campaign is based on three armies that clash in the shadow of the eye of terror and the massive mobilisation of the imperium leaving those adjacent worlds relatively unguarded. I have tried to give some story to the fact that the battles will be small in scale (we dont have massive armies, and big battles take too much time). I think I need to work on scale a little (needs to be a bit smaller but i still want to retain a connection to the overarching events, the idea would be that future campaigns will increase in size and importance and feed off the results of this one). The description is vague and general relating to events in the sector (more to bring my mates up to speed with what the happening thing has been) and where in the scheme of things our battles will be taking place.

I think I do need to tidy up the wargear options into something more race and story appropriate. Any suggestions?

In previous ideas of this I included 'unit experience' etc. for upgrading units that have fought but it fed even more so into my "overcomplifying things"!

The three separate upgrades are meant to be different and yet relatively similar in overall power (also similar to a +5% deployment bonus for the losing team to try and stop snowballing in the winning teams!).

A more overarching campaign strategy element involving extra points per round is a cool idea. For example you could have an emergency reserves squad of 200points that can be used on the attacking or defending mission depending what is more important to you, winning the objective or denying the opponent!

Another question, should teams receive the upgrades from a defensive mission or some other defensive bonus? I dont really like the current version where they would receive the upgrade if they win in the mission defence side of things...
   
Made in nz
Disguised Speculo





How about this as a nice, easy way to handle EXP?

Every time a unit performs a certain action, after the action has been resolved roll a d6. On a (whatever)+, they acquire a certain trait, effective immediately ~ note the trait down on your army list. In some cases, the action is so damn heroic that they recieve the reward automatically!

Warlords, IC, and maybe Monsters and Dreadnaughts would do it differently, with a more steady EXP system.

Some examples;

Action: Your unit "defeats" an enermy non-vehicle unit with shooting. Defeat meaning wiping the unit out, causing them to run off of the board, or causing them to rout and not regroup before the end of the battle.
Reward: Roll to acquire any one of these USR. Certain USR have added requirements.
~Ignores Cover (cover). Target must have been in cover when hit by your attack. You will only ignore cover of the type they were hiding in ~ ie, "Area Terrain", "Ruins", or "Fortifications" ~ not "Forests" or "Rivers". 5+
~Interceptor. The target must have appeared from reserves last turn. 3+
~Pinning. Must have hit the target with at least X shots, with X being the number of models in the unit. The unit must have had at least five models. 5+
~Preferred Enermy (that faction and unit type. For instance, Eldar Infantry). 4+
~Rending. The target must have had a 2+ armour save, and at least one of the models in the unit must have been slain by a weapon that did not bypass that save via AP1, AP2, or other means. 5+
~Relentless. You must have inflicted at least one casualty with a heavy weapon with the attack that 'defeated' the enermy. 5+
~Split Fire. 5+

Action: Wreck or Explode a vehicle. If the vehicle was AV 10 on all facings, reduce your promotion roll by -1.
Rewards:
~Tank Hunter. 5+
~Lance. All heavy weapons used by this unit count as having the Lance ability, but also now Gets Hot!. 5+
~Melta. All heavy weapons used by this unit count as having the Melta ability, but also now Gets Hot!. 5+

Action: Defeat Jetpack Infantry, Jetbikes or a Flying Monstrous Creature, or Wreck or Explode a Skimmer or Flier
Reward:
~Skyfire on a 3+
~Interceptor on a 3+
~Skyfire *and* Interceptor on a 6+

Action: A scoring unit achieves Linebreaker, or a non-scoring non-vehicle unit would achieve linebreaker were it a scoring unit
Rewards: Roll to acquire any one of these USR. Scoring units add +1 to their dice roll
~Infiltrate: 5+
~Outflank: 3+
~Acute Senses: 2+
~Deep Strike: 5+
~Add the ability to assault out of Infiltrate, Outflank or Deep Strike: 5+

This message was edited 1 time. Last update was at 2013/05/27 12:39:16


 
   
 
Forum Index » 40K Proposed Rules
Go to: