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Made in us
Longtime Dakkanaut





Oceanic

I was wondering if there is a previous forum post or a location where people post their home-made special rules or maybe fan based campaigns or missions.

I'm not talking about weird over powerful special rules but things that are fair and well balanced.

I'm also looking for ideas for campaigns or missions.

Any help is appreciated.

https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

Don't think there is a central source, you pretty much have to wade through this forum and find what looks good.

To toot my own horn a bit, you can see links to threads for my home-brew Codex books in my signature. One comment I often here is that my work is generally fairly balanced or slightly under-powered, so hopefully some of it might meet your criteria.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
Made in nl
Fleshound of Khorne





Since we're doing some shameless self-promotion here, I created a bunch of missions for a campaign I was running a while back:

Missions
Deployment Maps

I've tried to make these missions as fair and balanced as possible, without taking away too much flavour. Plenty there to suit at least some of your needs.

Not too sure what you mean by special rules, though. Do you mean campaign, mission or unit special rules?

Concerning unit special rules: In the first campaign I ran, players who performed poorly were offered credits as charity which they could then spend on unit or army upgrades to level the playing field a bit.

For specific campaign special rules, I'd first have to know what type of campaign you have in mind. If you need ideas, I can give you one example which is a simple map based campaign I came up with, for which the rules are very straightforward indeed. You'd only have to make some map, the design of which should depend on the number of participants and how long you want the campaign to go on for. Of course you could always add more interesting elements to it, if you want. It all depends on your gaming group, really. Mine tends to get distracted rather easily, so I try to keep things as simple as possible.

This message was edited 1 time. Last update was at 2014/04/01 18:45:11


 
   
Made in us
Regular Dakkanaut





Something fun to do in Campaigns is draw actual MAPS of the board you will be playing on ahead of time, then have both players deploy on their "Map". Then when the game comes around, both players put their maps on the board and deploy as they did so on the map, all at once.
   
Made in us
Longtime Dakkanaut





Oceanic

 Terreed wrote:
Since we're doing some shameless self-promotion here, I created a bunch of missions for a campaign I was running a while back:

Missions
Deployment Maps

I've tried to make these missions as fair and balanced as possible, without taking away too much flavour. Plenty there to suit at least some of your needs.

Not too sure what you mean by special rules, though. Do you mean campaign, mission or unit special rules?

Concerning unit special rules: In the first campaign I ran, players who performed poorly were offered credits as charity which they could then spend on unit or army upgrades to level the playing field a bit.

For specific campaign special rules, I'd first have to know what type of campaign you have in mind. If you need ideas, I can give you one example which is a simple map based campaign I came up with, for which the rules are very straightforward indeed. You'd only have to make some map, the design of which should depend on the number of participants and how long you want the campaign to go on for. Of course you could always add more interesting elements to it, if you want. It all depends on your gaming group, really. Mine tends to get distracted rather easily, so I try to keep things as simple as possible.


Thanks for responding. Your information was exactly what I was asking for. I like your presentation as well.

One of the things I was looking to do was either use someone's ideas or make my own 1vs1 campaign. Basically for my son and I to play a little different style of game other than the same old boring traditional missions from the BRB. I know that GW has the faction specific mission rules on iBooks but I'd like a campaign setting where the winner may gain a trait or something but maybe also the loser gains something too, maybe an extra force org slot or something.
   
Made in nl
Fleshound of Khorne





Johnnytorrance wrote:

Thanks for responding. Your information was exactly what I was asking for. I like your presentation as well.


Thanks! Glad to help.

Johnnytorrance wrote:

One of the things I was looking to do was either use someone's ideas or make my own 1vs1 campaign. Basically for my son and I to play a little different style of game other than the same old boring traditional missions from the BRB. I know that GW has the faction specific mission rules on iBooks but I'd like a campaign setting where the winner may gain a trait or something but maybe also the loser gains something too, maybe an extra force org slot or something.


A narrative or tree campaign might be better suited for you then. Map-based campaigns tend to lend themselves better towards larger gaming groups.

I've actually been thinking about doing the same thing, creating a 1 vs.1 campaign, as larger campaigns have a habit of running themselves into the ground. Unfortunately I can't give you many concrete ideas as I haven't put anything to paper yet.

Something I'd probably do is make the outcome of every battle determine the conditions of the next one. So, as an example, you could start off with a reconnaissance mission where both armies are trying to locate the enemy's base of operations. Whoever wins will be the attacker in the next mission, which would be the siege of the loser's base, and so on. It all depends on how you want to forge the narrative. For the exact mission rules you could draw inspiration from the ones I've already posted. To flesh things out, units that survive each battle are able to choose a veteran upgrade which they will keep until the end of the campaign, unless they are destroyed of course. Furthermore, if you achieve specific (secret) objectives during the game, regardless of whether you win the game or not, then your army would gain certain traits or stratagems that they could use in the next mission. For example, if you capture the enemy's Warlord, by defeating him in close combat, then your army would gain the Preferred Enemy special rule against his army in the next game or perhaps automatically get the first turn, since you 'encouraged' him to give up some of his battle plans. For more ideas, see the list of unit and army upgrades in my previous post.

This message was edited 2 times. Last update was at 2014/04/02 05:07:26


 
   
 
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