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Made in us
Fixture of Dakka





I'm a big fan of the Open War cards. They're not always balanced, but they keep things interesting and usually add a little flavor to a scenario. They help "forge the narrative," if you will. However, the random missions they generate don't always feel completely inkeeping with the fluff of a given army. A mission where everything is fearless and gets a bonus to its number of attacks is rad, but it doesn't feel especially appropriate for a Tau army, for instance.

So with that in mind, below is the high concept for a method of generating random missions that directly call upon the fluff of a given army. The basic idea is as follows:

*All major factions (marines, chaos marines, eldar, dark eldar, orks, etc.) have a list of missions that evoke something about their fluff. So the dark eldar mission list might feature a mission where you're taking slaves. A marine mission list might feature a mission where you're surrounded and holding off waves of enemies. That sort of thing. These missions feature preset deployment zones, and the primary objective in these missions are always worth X points.

* All major factions have an Edge list. This is a list of special rules similar to Twists in the Open War deck that modify the main mission in a way that is beneficial to the faction. Edges might introduce secondary objectives worth Y points that favor the faction, or they might grant the faction access to a new stratagem for the game. For instance, a dark eldar Edge might cause some variation of the Night Fighting rules to be in play or let them treat the game round as 1 higher for Power From Pain purposes. Craftworlders might have a "Spirit Stone Retrieval" secondary objective that creates new objectives as their units die. If their opponent holds more of these objectives than they do at the end of the game, their opponent scores Y VP. You get the idea.

* All major factions have a Complication list. These are basically Edges that are detrimental rather than helpful. A Complication might introduce a secondary objective worth Y points that favors (or is only achievable by) your opponent, or they might provide your opponent with a unique stratagem. For instance, a dark eldar Complication might be "Pain Starved" which makes them treat the game round as 1 lower than normal for purposes of Power From Pain and/or might force drukhari infantry to charge during any turn in which they're within 12" of an enemy model.

1. Roll off pregame to decide which player gets to roll for the main mission.

2. The player who wins the roll off rolls on their faction's mission list. If your army includes multiple major factions, you can decide prior to rolling which faction seems most appropriate for your army.

3. The player who wins the roll off rolls for 1 of their own advantages and 1 of their opponent's disadvantages and then chooses which of those special rules will be used during the game. (The other is ignored.)

4. The player who lost the roll off rolls for 1 of their own advantages and 1 of their opponent's disadvantages and then chooses which of those special rules will be used during the game. (The other is ignored).

And there you have it. That gives you a basic mission that hopefully feels appropriate for one of the factions involved and 2 special rules that tie directly into the lore of the armies involved. I've worried that trying to make basic missions that represent the fluff of various factions might result in missions that are more or less difficult for the faction than usual. If this ends up being the case, I might consider having some missions give the player the mission disfavors an extra roll on the Edge/Complication tables or something.

To make it easier to actually develop this, most of the basic missions would be recycled between factions. So for instance, Space Wolves and Orks might both end up with a kill points mission that encourages them to focus on killing characters. Tau and Eldar might both get an assassination mission.

As a stretch goal, I like the idea of letting various chapters, craftworlds, septs, etc. have their own unique missions, Edges, and Complications that you can add to your tables in place of a different option. But as I said, that would be a stretch goal to be pursued if the basic idea comes together.

Thoughts?

--------------------------------
UPDATE 07-21-2019
--------------------------------
Below are some examples of what the missions, edges, and complications might look like. I'd love some feedback both on the balance of the rules and on whether or not they "feel" appropriate for their faction. Note that missions don't have to be balanced to a tournament-level degree, but players shouldn't feel so disadvantaged by a mission that it ruins their fun in a casual game. I'll try to format the missions in as readable a fashion as I can.


MARINES
MISSIONS
Spoiler:

Mission 1 - HEROIC LAST STAND
The astartes have been cut off from their brothers and surrounded by a horde of their foes. Can they outlast the ocean of enemies descending upon them?

Deployment: The marine player deploys their entire army first.They must deploy within 18" of the center of the table. Their opponent then deploys their army within 12" of any table corners.
First Turn: The marines have been waiting for the enemy's arrival. Roll a d6. On a 2+, the marine player goes first.
Objective: At the end of the game, count up the power level of all units destroyed during the game. The player that eliminated the most power level received 3VP.
Game End: Random game length.

Special Rules:
--Endless Foes: At the end of each game round, roll a d6 for any of the non-marine player's units that were destroyed that turn. On a 6+, that unit is returned to the game at full strength within the non-marine player's deployment zone. Troops respawn on a 5+ instead. Add a respawned unit's PL to your total each time it is destroyed.

Mission 2 - HAMMER OF THE EMPEROR
Where the Emperor's lesser servants dig in and cower, the astartes charge forth and breach the enemy's line.

Deployment: Roll off to decide which long board edge belongs to each player. Place a single objective in the center of the table. The non-marine player may then place two more objectives anywhere in his deployment zone that is more than 12" away from another objective and more than 6" away from a table edge. The non-marine player deploys his entire army first and must place his army within 24" of his board edge. The marine player must deploy his army within 18" of his own board edge.
First Turn: Roll off for first turn.
Objective: At the end of the game, each objective controlled is worth 2VP.
Game End: Random game length.

Special Rules: None


Mission 3 - PRIORITY TARGETS
Scout reports have identified certain enemy assets critical to their heretical battle plans. The astartes must destroy these assets before the enemy makes his next attack.

Deployment: Hammer and Anvil
First Turn: Roll off for first turn.
Objective: Before deployment, the non-marine player selects 3 units in his army. At the end of the game, the marine player receives 2VP for each selected unit destroyed. The non-marine player receives 2VP for each selected unit that remains on the table.
Game End: Random game length.

Special Rules: None



MARINE COMPLICATIONS
Spoiler:

1 - Wounded Brother: A brother was gravely wounded in the last battle. Each astartes is of too much value to the Emperor to discard save in the most dire circumstances. At the start of the first battle round, the marine player must deploy a Wounded Brother objective marker somewhere within his deployment zone. This objective uses the rules for the Relic. If the non-marine player controls the objective marker at the start of any of their turns, they gain 2VP.

2 - Scattered: Astartes excel at cutting deep into the heart of enemy territory, but such heroics leave them susceptible to being separated from their brothers at critical moments. When a reserved marine unit wishes to enter play, the marine player rolls a d6. If it's not the 3rd game round, the unit may not enter play on a roll of 4+. If it's game round round 3, the non-marine player may choose a legal place for the unit to arrive on a 4+.

3 - Ammo Famine: The astartes have fought hard and well, but the demands of such battles have drained their ammo reserves. Once per game, non-marine player may spend 2CP at the start of any marine shooting phase. During that shooting phase, the non-marine player rolls a d6 after each of the marine player's units shoots. On a roll of 6+, the unit runs out of ammo and may only shoot pistol weapons for the remainder of the game.



MARINE EDGES
Spoiler:

1 - Planned Ambush: The coming assault has been planned with the skill and coordination of a veteran astartes commander. The marine player may start bringing units in from reserves starting on turn 1.

2 - Battle Oaths: The company has sworn before the Emperor that they shall not fail no matter the cost. Roll a d6 whenever a marine infantry, cavalry, or biker model is removed as a casualty. On a 5+, they may immediately shoot or make a melee attack. If the model already has a similar rule, roll for each rule, but only shoot or make a melee attack once.

3 - Decapitate: The astartes are ever-vigilant for opportunities to damage the enemy leadership. At the end of the game, the marine player scores 2 VP if at least one enemy character was slain, another 2VP if at least half the enemy characters were slain, and another 2VP if all enemy characters were slain.

This message was edited 3 times. Last update was at 2019/07/22 03:04:56



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Lone Wolf Sentinel Pilot






Iowa

Wyldhunt wrote:
I'm a big fan of the Open War cards. They're not always balanced, but they keep things interesting and usually add a little flavor to a scenario. They help "forge the narrative," if you will. However, the random missions they generate don't always feel completely inkeeping with the fluff of a given army. A mission where everything is fearless and gets a bonus to its number of attacks is rad, but it doesn't feel especially appropriate for a Tau army, for instance.

So with that in mind, below is the high concept for a method of generating random missions that directly call upon the fluff of a given army. The basic idea is as follows:

*All major factions (marines, chaos marines, eldar, dark eldar, orks, etc.) have a list of missions that evoke something about their fluff. So the dark eldar mission list might feature a mission where you're taking slaves. A marine mission list might feature a mission where you're surrounded and holding off waves of enemies. That sort of thing. These missions feature preset deployment zones, and the primary objective in these missions are always worth X points.

* All major factions have an Edge list. This is a list of special rules similar to Twists in the Open War deck that modify the main mission in a way that is beneficial to the faction. Edges might introduce secondary objectives worth Y points that favor the faction, or they might grant the faction access to a new stratagem for the game. For instance, a dark eldar Edge might cause some variation of the Night Fighting rules to be in play or let them treat the game round as 1 higher for Power From Pain purposes. Craftworlders might have a "Spirit Stone Retrieval" secondary objective that creates new objectives as their units die. If their opponent holds more of these objectives than they do at the end of the game, their opponent scores Y VP. You get the idea.

* All major factions have a Complication list. These are basically Edges that are detrimental rather than helpful. A Complication might introduce a secondary objective worth Y points that favors (or is only achievable by) your opponent, or they might provide your opponent with a unique stratagem. For instance, a dark eldar Complication might be "Pain Starved" which makes them treat the game round as 1 lower than normal for purposes of Power From Pain and/or might force drukhari infantry to charge during any turn in which they're within 12" of an enemy model.

1. Roll off pregame to decide which player gets to roll for the main mission.

2. The player who wins the roll off rolls on their faction's mission list. If your army includes multiple major factions, you can decide prior to rolling which faction seems most appropriate for your army.

3. The player who wins the roll off rolls for 1 of their own advantages and 1 of their opponent's disadvantages and then chooses which of those special rules will be used during the game. (The other is ignored.)

4. The player who lost the roll off rolls for 1 of their own advantages and 1 of their opponent's disadvantages and then chooses which of those special rules will be used during the game. (The other is ignored).

And there you have it. That gives you a basic mission that hopefully feels appropriate for one of the factions involved and 2 special rules that tie directly into the lore of the armies involved. I've worried that trying to make basic missions that represent the fluff of various factions might result in missions that are more or less difficult for the faction than usual. If this ends up being the case, I might consider having some missions give the player the mission disfavors an extra roll on the Edge/Complication tables or something.

To make it easier to actually develop this, most of the basic missions would be recycled between factions. So for instance, Space Wolves and Orks might both end up with a kill points mission that encourages them to focus on killing characters. Tau and Eldar might both get an assassination mission.

As a stretch goal, I like the idea of letting various chapters, craftworlds, septs, etc. have their own unique missions, Edges, and Complications that you can add to your tables in place of a different option. But as I said, that would be a stretch goal to be pursued if the basic idea comes together.

Thoughts?

Sounds rather neat. It reminds me of the faction missions that come out of the specific Killteam boxes. Individual chapters/regiments/etc would be almost necessary, I think, due to the existence of splinter or special factions in some codices, such of the Militarum Tempestus out of the Astra Militarum codex.

If the truth can destroy it, then it deserves to be destroyed. 
   
Made in us
Fixture of Dakka





UPDATE: Added the marine missions, Edges, and Complications to give an example of what this might look like. Am I on the right track?


Automatically Appended Next Post:

Sounds rather neat. It reminds me of the faction missions that come out of the specific Killteam boxes. Individual chapters/regiments/etc would be almost necessary, I think, due to the existence of splinter or special factions in some codices, such of the Militarum Tempestus out of the Astra Militarum codex.


I'd love to do rules for subfactions. The way the Alpha Legion and the World Eaters operate is night and day, and being able to reflect that in your games would really make it feel like you're playing your army's narrative rather than a generic chaos marine one.

This message was edited 1 time. Last update was at 2019/07/22 03:06:50



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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