Hello there! This is a
40k Campaign ruleset inspired by Risk and Planetary Empires.
I will be posting the rules so far to try and get my ideas all sorted in a coherent manour and to get opinions, first impressions and (hopefully) some post-test reviews of these rules. So without further a do...
AS YET UNTITLED
The basic premise of these rules is to adapt the rules of a Risk Campaign to a
40k one and apply that to the Planetary warfare style of map.
To start off a Campaign, you will need to build a map using the following different types of tiles:
- Open Ground, this is just open area.
- Fortresses, these are Hives/Citadels/etc. that can be used as fortified positions.
- Space Ports, like Fortresses but with the capability for large craft to port there.
- Capitals, these will be the starting positions for each players invasion forces.
You can build the map however you like (as of yet, being as no one has played these rules yet, there are no suggestions for map building).
Each player must then choose a faction (Imperium, Chaos, Eldar, Tau, Necron or Tyranids) and select where they wish to build their Capital on the Planetary map; simply pick a tile and replace it with that factions Capital.
Each player's forces are comprimised of two detachments:
A Mobile force - these are made up of your Warlords and their armies, each player has 3 Warlords. A Warlord is a none named Character
HQ choice and must always be present when their army fights. Each Warlord starts off with an army of 50PL; these 50PL are spent at the start of the game to pay for the forces under each Warlord, once
PLs are spent they cannot be retrieved and you are stuck with the units you bought for that army.
A Garrisoned force - these are the forces that stay to defend a captured tile region, the type of region depends on the amount of forces garrisoned there. Much like with your mobile force, once you have mustered a garrisoned force you cannot change the units that are garrisoned there.
Below is a table detailing the Garrissoned forces in each region and the bonuses each region gives:
All players rolls off once the Capitals are built and the forces have been mustered, the winner of the roll off goes first.
Turn Sequence
1. Reinforcements: The player gains a number of Campaign Points equal to the number of regions they control divided by 2 (rounding up). The player gains a number of reinforcement tokens equal to the number of controlled regions; a reinforcement token can be given to either a garrisoned army or a mobile army and is used up when that army fights a battle. When an army fights, each reinforcement token that army has is equal to 10PL of reinforcements in that battle, i.e. if an army fights with 3 reinforcement tokens they gain 30PL of reinforcements.
2. Mobilization: The player may move any of their mobile armies (along with the reinforcement tokens that army has) into an adjacent region or, if the mobile force started on a Space Port, may move to any other friendly Space Port. If that region isn't controlled by anyone, then said player takes control of the region and garrisons it. If the region is controlled by the current player then the army moves into that region with no repercussions. If the region is controlled by an opposing player then any armies in that region must fight in the following battle phase.
3. Battle: Any opposing armies that are in the same region must fight, i.e. the Attacker's mobile army (and reinforcements) and the Defender's garrisoned army (and reinforcements) as well as any mobile armies of theirs staying in that region (and reinforcements). Fights between armies use the maelstorm rules for
40k (players may want to use specific missions to represent the different terrain, circumstances, etc.) except for any additional rules due to the region type. The garrisoned and mobile forces should already have an army list written up from when they were mustered though any additional units may be added to these forces using reinforcement tokens.
After the battle has been fought, consult the below table to discover the outcome of the battle:
Each player may, at any point, surrender their position; this is treated as the player who retreated suffering a minor loss.
As well as the overall outcome of the battle, the damage done to individual armies must be recorded. Any unit that was part of a mobile or garrisoned force that was completely destroyed during a battle is removed from that army until it spends a turn at a Fortress (or better) re-mustering it's forces. All reinforcements used during a battle are discarded whether they survived the battle or not. If your Warlmaster was killed during a battle, consult the below table:
(more on Warmaster traits later)
4. Re-deployment: The player may relocate a single Mobile force or reinforcement token to an adjacent region.
Now move to the next player and start over.
With the campaign points you recieve for fighting battles and controlling territory, you can buy Stratagems or increase the effectiveness of your Warmaster using the following tables:
You may pay a Campaign point to increase your Warmasters effectiveness in each field, i.e. if you had 3 Campaign points you could give your Warmaster two levels in strategist and one level in Unstoppable to gain +1CP to use in a battle, a single re-roll per battle and +1W.
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This is what I have so far, let me know:
How simple it is,
How it reads,
Whether the rules are any good,
What I've missed out,
If I should add any rules/stratagems/etc.
Any other suggestions/critics?
This is just a small thing I was thinking about over the weekend that has clearly got out of hand so don't be afraid to point out every little problem so that maybe I can tidy it up a bit.
Also, well done for making it this far through my post!