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Made in us
Battleship Captain






Alright Dakka so i need help refining a campaign i am going to run with my club.

I am going to make a map of a solar system, with roughly 5-10 planets each having 5-10 territories on them. Map aside here is what i thought would be some cool modifiers

Conqueror: Warlord grants the Fearless special rule while alive to the army; Requires 15 territories.
Defender: Warlord grants furious charge, and counter attack to army while alive; Requires the defense of a territory of ten times in a row without loss, and must be in a home province.

Mighty Leader: Warlord can have one of the following upgrades made to his stat line: Requirements(Conquer five territories, your warlord has to slay another warlord to unlock a upgrade)
(Maxing out is the total stat value after alteration, as such a 3W war-boss can't have 9W)
+1 WS:15pts (Maxs out at 10)
+1 BS:15pts (Maxs out at 10)
+1 LD:10pts (Maxs out at 10)
+1 W: 25pts (Maxs out at 6)
+1 T: 20pts (Maxs out at 6)
+1 S: 20pts (Maxs out at 6)
Improved Armor: 15pts (decrease save needed by 1 to a minium of 2+)
Improved side arm: 10pts (turn the pistol in a strength 7, ap 2, laser)
Improved Melee weapon: 10pts (Reduce the Ap of the melee weapon by 2 to a minimum of 1)

Veterans of War: (For every battle survived can choose a upgrade(Fleeing off the board doesn't count as death))[Must be a troop choice]
[When making a unit Veteran you get one free upgrade for the first battle up to 20pts in cost that does not cost on the unit]
Can choose another special weapon from codex's armory for that unit type(only 1):
[Example: Guardsmen Vet squad lived through another battle, they can choose a upgrade from their listed entry for the points, and or they can buy a weapon from the codex weapon list for the correct pricing. IE a hot shot lasgun, a plasma pistol, another kit, ect(treat all troopers as sergeants for access to weapons)]
[Example of what cant happen: Tau Fire warrior survived, tau fire warrior will now carry a crisis suit plasma rifle] (do everything with in reason)

Can upgrade a stat as follows: (applies to entire unit)
+1 WS - 5pts
+1 BS - 5pts
+1 S - 30pts
+1 T - 40pts
+1 W - 50pts
+1 LD - 10pts

Improved Armor - 20pts (decreases save by 1 to a minimum of 2)
Shielding - 25pts (decreases invulnerable save by 1 to a minimum of 2 (nothing goes to a 6+))

Special Rules:
Heroic Inspiration: All models with 12" can use this squads leadership - 15pts
Heroes of a Hundred Wars: The unit has the fear special rule - 10pts
Legendary Warriors: the unit has the fearless special rule - 15pts
Tread Lightly - unit has infiltration special rule - 10pts
Last Vow - (you must declare a heroic shout and yell you are using this rule)the unit is gifted with high explosives where the unit can sacrifice itself to complete a task. The unit can only use this ability in assault. Preform combat normally, but when a model dies place a small blast marker over the center of the model. The model is a strength 10, ap1, barrage, ignores cover. This blast causes a chain reaction trough the unit should other models with the last vow die from it. (including the foe if they have this rule!) - 25pts [Note: after the unit has completed its task even if models lived, it is removed from play as a casualty and a new vet unit must be declared]

Only the Worthy foe: Should your veteran unit slay another veteran unit in a battle they unlock one free upgrade from the veterans of war, choice with the restriction that the upgrade can not cost more then 20pts(this upgrade is free and does not alter the cost of the unit in future games, but the upgrade still applies[Example, orks kill space marine vets, orks can take the improved armor as they looted it]). - 50pts

Map Benefits:
Depending on the tile: Normal Tile, Fortress Tile, Factory Tile, Power Generator Tile:
(applies to controlling player only)
Fortress Tile: - for the battle double the heavy slots in your force org
Factory Tile: - for the battle double the fast attack slots in your force org
Power Tile: - for the battle double the elite slots in your force org
Barracks Tile: - for the battle double the troop slots in your force org
Orbital Defense Tile: for the battle the owning player can choose when/what come from his/her reservers. The attacking player suffers a minus 1 to reserve rolls that is not stackable in any maker, and over rides any other existing modifiers, except for the enemies ability to add one, as such the net penalty is none. Items that are deep striking can be elected to be shot at by a unit of the defending player as if it had the inceptor rule.
Siege Tile: double the fortification slots in your force org.

Strategic Assets:
Are one use and can be saved for later use
When moving into a tile owned by a defending player attacker rolls a d6
1 - Swift Assault - reseve rolls are modified by 1
2 - Artillery Bombardment - Can place anywhere on the map 1 large blast, barrage, strength 9 ap3 template
3 - Triangulate position - one unit can deep strike without scattering
4 - Inspirational speech - the first two turns of the game your army is fearless
5 - Orbital Bombardment - Use Artillery Bombardment for 3 templates
6 - Siege Drop - Deep strike a free aegis defense line with no weapons (Cover for the attacker is the enemies weakness)

What do you guys think?

This message was edited 5 times. Last update was at 2012/12/01 00:18:51


 
   
Made in us
Swift Swooping Hawk





Omaha, NE

Hello!!

I think you are very ambitious!! And I like what you have in mind!!

This is not a bash, there is already enough of that going around. Just some friendly advise.

I run our LFGS events on a weekly basis. Here is what I have found..

Keep your rules nice and simple. Dont overload the players with alot of choices. Those kinds of rules look cool on paper ( again not a bash..) but in application, its ALOT of work for you ( the campaign organizer ) and has a tendency to slow down the campaign turns.

On a map based campaign, use the tile to dictate what type of terrain will be placed on the table.

Maybe instead of a lot of paperwork and record keeping on your part, try coming up with maybe two or three custom scenarios and try a "Mini-Campaign". See what players stick around and actually participate after losing a few games. If you get a solid group of generals, maybe invite those guys to the intricate campaign you have in mind.

Andyman


Automatically Appended Next Post:

This message was edited 2 times. Last update was at 2012/11/06 19:35:33


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Made in us
Battleship Captain






Thanks for the lovely advice, and I did try to keep it simple. I really like the vet rules, but perhaps to many vet rules? I do agree it will have to be tested
   
Made in us
Possessed Khorne Marine Covered in Spikes






New Hampshire

The vet and leader upgrades are pretty cool. I Don't think there are too many because they way you have it it allows you to choose upgrades almost anywhere on the stat line. When you have options I think it makes it more player-friendly.

WAAAGH!!!

 
   
Made in us
Battleship Captain






 cox.dan2 wrote:
The vet and leader upgrades are pretty cool. I Don't think there are too many because they way you have it it allows you to choose upgrades almost anywhere on the stat line. When you have options I think it makes it more player-friendly.

and that is what i was going for!
   
Made in us
Battleship Captain






any other review?
   
 
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