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RTS-style 40k Campaign Rule-Base idea: Please bring your Peanut Gallery caps! :D  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut




So, I'm trying to establish a form of RTS based 40k Campaign.

I'm going to try my best to -simply- describe the ruleset:
(words within "quotes" are going to be 40k'ized, but help illustrate here in an RTS format.)

Rules:
Win Condition: *Finish* 3 Units from each Planet.
(if Resources weren't needed, that's 4 weeks to Finish WinCon. However, 8 weeks are needed to gather sufficient Resources if a single Tech Harvested and all VP's from Missions were added. This, of course, is without considering how other Players may get in the way...)
Planets: There are 1 Planet per "Type": HQ (HQ and Relics), Forge (Heavy, Super-Heavy), Science (Elite, Allies), Colony (Troops, Fast Attack), Resource ( "Funds" ).
Techs: There are 5 Techs, 1 per Planet. They can be transferred to other Planets, to perform additional Research or Harvesting of Resources.
Initial Units: 1 HQ, 2 Troops - at start of Campaign. Transports count as a "Unit" within each type, so one can initially have IG Veterans with a Chimera for their first 2 of Troops if they choose to. Researching a Transport fulfills the "Planet" which it was Researched on, but can be used by other Units from other Planets.
Time: Each (actual) day is 1 "click" of time. Changes take effect at beginning of next Game Week ( 7 "Clicks" ). Doing weekly keeps things easy to maintain.
Researching: the first of each "Type" to be researched will take 7 "clicks" to Finish. The 2nd will take 14. The 3rd, 21.
Costs for Research: For each "click" a Tech spends on the Resource planet, 1 "Fund" will be added to the "Bank". Costs for Research are the same as the "clicks" required to perform that Research, which must be pulled from "Bank" to begin the Research.
Finished Research: To complete the Research, and allow a Tech to move on to something new, one must Field their Unit/Gear on the battlefield in an actual mission/game vs an opponent.
Allies: I initially thought Wargear that wasn't auto-included within profiles would be something to Research, but now am considering having Allies be something to Research. One can utilize the Science planet's Tech to bring in Allies, and fill the 3 Slots if they like, instead of or in addition to Elite slots of their own Codex and Supplements of that Codex.

Missions:
Assassination: to kill off a Tech, which immediately stops the research/harvesting that Tech is doing, if the Tech dies. This is going to use Kill Team rules as per the official 40k version. A model that is 4 wounds with T5 and 2+ save represents this. Techs simply immediately reassigns at beginning of next Campaign Week (as tho a new one were replacing the old one; so, if destroyed on day 2, will not rebuild the next Day 1 - but the following Day 1, which is 12 days from that moment).
(Kill Team Summary -- 250pts; only able to select Elite, Troops, or Fast Attack slots in roster; every model effectively "Combat Squad" as their own unit; "unit-wide" effects are 3" instead; 3 Specialists that pull from something similar to Warlord tables within the Kill Team rules; Warlord is highest LD Character, choose if tied; no 2+ armour saves; no models with more than 3 wounds).
Assault: Destroy a Facility (which is represented as an AV13 Building with 4 Hull Points, and doesn't use Building Destruction tables and counts Penetrating hits as Glances). Aggressor chooses which Unit the Facility is producing (must have already completed Research and have been *Finished* which means having been played in a Game at least once, obviously). Is automatically rebuilt at the beginning of the following Game Week (so, if destroyed on day 2, will not rebuild the next Day 1 - but the following Day 1, which is 12 days from that moment).
Multiple Units: One can field as many of a Unit as they like, as long as they have been Researched once.
6 Victory Points: Every Mission, whichever is chosen, must always equal 6VP's - however they are created. If, for example, 3 Secondary's are used and there are 3 Objective Markers, they all equal 1 VP. If for some reason there needs be more than 6VP's (such as Maelstrom) only 6VP's will count towards this Campaign for this Mission. (Perhaps designate which 6 VP's are Mission Critical, so that Players can't always select >6 VP missions and therefore always hit the 6 max per game? My thinking goes along the lines of one having achieved all 6 is a real piece of work.)
VP's towards Resources: 4 Missions per every 28 "Clicks" count as Resources in the "Bank", usable at beginning of next Game Week.
Aggressor / Defender: Two players keep track of who was what last, and they alternate. If there are more than two players, keep track of each particular set of players - they are unique in this regard.

Concept:
Balance: Players can't 'spam' particularly brutal units and win all super quick. They have to work for their favorites, and even then these can be delayed.
Variety: Players must utilize resources of their Codex's they'd otherwise not care to use, if even once to "Finish" the Research of that Unit.
Participation: Players aren't penalized for lack of participation vs Players who play more often. In a single game a Player can field entirely new Units to "Finish" them, which catches them up. It does help to at least play 4 games per "rolling" 4 week period, however, or else lose out on some VP's/Resources, which isn't a big loss - but the little bit certainly can add up.
Open-Ended: This whole Rules-Set is very open to whatever Campaign story or plotline the Campaign Organizer chooses to run.

Gameplay:
• All players start with Techs on Resource planet, as they are without any Resources to begin with.
• Games played can count towards VP's (the 6 each game) which count towards Resources for that player. Up to 4 games per "rolling" 28 "clicks" count.
• Players choose prior to the start of Week 2 where Techs will be at start of Week 2. This is the way each Week goes.
• When a new Week begins, the Research completes for which wasn't interrupted by any players via Assassination. Similarly, Facilities that have been destroyed prevent that Unit from being used, as described above.
• The Game Organizer keeps track of everything. Anything that doesn't get to the G.O. obviously won't count.
• Missions chosen by players go as any normal game would, however in addition to all of that is the addition of a Tech or a Facility, for which the destruction of has the effect of these rules within these Campaign Rules.
• Immediately when the First Player completes 3 of all Types, they Win!

SO - please if you have any ideas, and questions, anything that could this even better ( as I definitely consider this to be a "Rough Draft" ) please let me know!

Thank you for reading!
=D

This message was edited 15 times. Last update was at 2016/08/29 06:12:23


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






That's really nifty.
A campaign for technical dominance sounds like a great campaign, just one faction gets excluded though, Tyranids don't actually have any kind of tech type.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut




They do have Elite choices tho


Automatically Appended Next Post:
Don't they have like options for their models though, like Glands and Weapons and such that are purchaseable?

This message was edited 1 time. Last update was at 2016/08/28 06:57:20


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Yes indeed. Apparently they're getting new toys to boot.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Regular Dakkanaut




Good - cuz they've been out on things.
I do see this massssssive Hive Fleet coming in from the edges of space on the 40k Galactic map - would be cool to see what could be done with that by GW xD
   
 
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