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![[Post New]](/s/i/i.gif) 2020/02/24 13:32:11
Subject: Building a narrative.
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Focused Dark Angels Land Raider Pilot
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Hey guys.
So in local gaming group it;s my turn to build the next narrative mission we do. The story etc. is yet to be determined (however open to any ideas people have). Premis will be around Dark Angels vs Grey Knights, but can incorporate other marine chapters and xenos (I don;t know what armies others will want to use yet hense why I haven;t story built just yet, I know available armies are DA, GK, Orks, Aeldari, BT, BA, Salamanders, Chaos.) we will be 2-4 players.
First thing is though some custom rules. I want to bring is some cross play, combining kill team with normal 8th ed play style. Here is what I have so far. Any feed back/ideas would be appreciated.
40k Narrative
Knightly Orders
Secrets, everyone believes theirs to be just. But what happens when secrets escape? Do they accept their fate? Or do they secure the mouths of all who know?
Rules Set-up
This is a 40k Narrative mission ruleset. Designed for Dark Angels and Grey Knights but can be played with other armies in mind recommended player count is 2-4. This is designed for a 150pts Kill Team Mission rulesets. As characters level-up they do not count towards points cap. This also is designed for 8th edition Warhammer games of 2,000pts at its cap, any items or abilities gained do not count towards this cap either.
This mission begins with a Kill Team style game on a rogue trader style board. (using the truehawk side of the board). Build your force to 150pts including a single HQ choice.
When you build your 150pts Kill Team list you must do so from a pool of models. Write out 500pts worth of models (you are not restricted by available units from the kill team codex, you can comprise your 500pts from anything as long as there is a minimum of 3 HQ’s.). If the models you choose are not in the main kill team rule books use their codex datasheet and points with the kill team army rules.
When you create your 2,000 points lists, they must include your kill team list within them. For the sake of narrative the kill team unit are treated as a unique unit. They remain the same points value and do not count towards any detachment rules or list caps. They simply switch their army abilities to adapt to the larger style gameplay. E.g. Doctrines.
If playing as a GK, this KT unit counts as one unit for the purposes of brotherhood of psykers. This includes characters too. When in the larger style game play the HQ choice of the “speciality unit” work in the same way as a sergeant for other units. If the HQ choice is a librarian or Psyker that knows multiple powers they may cast their abilities as normal.
When in the larger style of game play, the kill team unit is deemed to be “on a mission”. As such they will have a specific job to do and cannot capture any objectives unless it is their specific mission to do so.
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![[Post New]](/s/i/i.gif) 2020/02/24 14:10:40
Subject: Building a narrative.
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Shadowy Grot Kommittee Memba
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Here is the rule I used for Kill Teams in full scale 40k for my campaign:
Kill Team Commandos
You may field all the models used in your previous Kill Team game as a single unit in your full scale game of 40k.
The kill team counts as a single unit that occupies an Elites slot. All models and weapons fielded in the game of Kill Team must be purchased with their corresponding prices for those items in Warhammer 40,000. When firing weapons at the unit, count their toughness as the toughness value shared by the greatest number of models currently in the unit. In the case of a tie, use the lower toughness value.
If any model fielded in the kill team would have the CHARACTER keyword in full scale 40k, they only gain that keyword if they are the last model remaining in the unit. If any model would have the PSYKER keyword, then only that model gains that keyword and they may cast and deny as many powers as appears on their 40k datasheet.
In addition, the kill team gains the following rule: Commando Infiltrators
This unit may be set aside rather than deploying on the battlefield. At the end of any movement phase, set the unit up within 6" of any battlefield edge and over 9" from enemy models. After the unit has been set up, each model that was a Leader or Specialist may elect to shoot as if it was the shooting phase, or give up this extra shooting attack to add 1 to the result of the first charge roll the unit makes. This bonus is cumulative if multiple models give up their free shooting attack.
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This message was edited 1 time. Last update was at 2020/02/24 14:10:55
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!" |
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![[Post New]](/s/i/i.gif) 2020/02/24 14:19:02
Subject: Re:Building a narrative.
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Focused Dark Angels Land Raider Pilot
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hmmmmm interesting, thank you.
Might tweek it somewhat but i think i'll use some juice from that.
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![[Post New]](/s/i/i.gif) 2020/02/24 17:16:10
Subject: Re:Building a narrative.
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Focused Dark Angels Land Raider Pilot
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If anyone is interested here is part 1. Any feedback is appreciated.
40k Narrative
Knightly Orders
Secrets, everyone believes theirs to be just. But what happens when secrets escape? Do they accept their fate? Or do they secure the mouths of all who know?
Rules Set-up
This is a 40k Narrative mission ruleset. Designed for Dark Angels and Grey Knights but can be played with other armies in mind recommended player count is 2-4. This is designed for a 150pts Kill Team Mission rulesets. As characters level-up they do not count towards points cap. This also is designed for 8th edition Warhammer games of 2,000pts at its cap, any items or abilities gained do not count towards this cap either.
This mission begins with a Kill Team style game on a rogue trader style board. (using the truehawk side of the board). Build your force to 150pts including a single HQ choice.
When you build your 150pts Kill Team list you must do so from a pool of models. Write out 500pts worth of models (you are not restricted by available units from the kill team codex, you can comprise your 500pts from anything as long as there is a minimum of 3 HQ’s.). If the models you choose are not in the main kill team rule books use their codex datasheet and points with the kill team army rules.
When you create your 2,000 points lists, they must include your kill team list within them. For the sake of narrative the kill team unit are treated as a unique unit. In full scale 40k Game the Kill Team unit gains the “Kill Team Commandos” keyword.
- Kill Team Commandos
The kill team counts as a single unit that occupies an Elites slot. All models and weapons fielded in the game of Kill Team must be purchased with their corresponding prices for those items in Warhammer 40,000. When firing weapons at the unit, count their toughness as the toughness value shared by the greatest number of models currently in the unit. In the case of a tie, use the lower toughness value.
If any model fielded in the kill team would have the CHARACTER keyword in full scale 40k, they only gain that keyword if they are the last model remaining in the unit. If any model would have the PSYKER keyword, then only that model gains that keyword and they may cast and deny as many powers as appears on their 40k datasheet. For rules such as “brotherhood of psykers” where a unit can cast “smite”, this is treated as a single unit.
In addition, the kill team gains the following rule: Commando Infiltrators
This unit may be set aside rather than deploying on the battlefield if they are not already on a mission. At the end of any movement phase, set the unit up within 6" of any battlefield edge and over 9" from enemy models. After the unit has been set up, each model that was a Leader or Specialist may elect to shoot as if it was the shooting phase, or give up this extra shooting attack to add 1 to the result of the first charge roll the unit makes. This bonus is cumulative if multiple models give up their free shooting attack.
If playing as a GK, this KT unit counts as one unit for the purposes of brotherhood of psykers. This includes characters too. When in the larger style game play the HQ choice of the “speciality unit” work in the same way as a sergeant for other units. If the HQ choice is a librarian or Psyker that knows multiple powers they may cast their abilities as normal.
When in the larger style of game play, the kill team unit is deemed to be “on a mission”. As such they will have a specific job to do and cannot capture any objectives unless it is their specific mission to do so.
When two enemy units occupy the same piece of terrain you may have ready a set up 3x3 kill team board of the “inside of a building” with the exact units on the table. If you wish you may move them into roughly similar positions and begin a kill team game. If a unit decides to leave the building from the confrontation, they may do so from designated exit points. When you move back onto the larger board, place the units into rough area to translate. The “escaped models” count as fallen back, any wounds taken will carry over and stay. Any models with a flesh wound count as having stabilised by the time they have their next Kill Team game and lose a flesh wound counter.
Any models that are wounded and carry over to the next full game do so with full wounds as they have had chance to visit a medic/apothecary.
- Casualties
Any casualties that happen have two outcomes. Your army choice is limited and models can only be used once as you are on a “limited supply” from your ship in orbit. If the model is not a named character. Then once it is a casualty is removed and cannot be used again. If they are a named character and get removed as a casualty. They are removed for one whole full scale 40k game as they are rushed to a medic bay and recovered.
The story – prelude
The Dark Angels were en-route taking a Fallen back to the Rock. This Fallen was not like the other’s. Found on a nearby jungle planet with nought but his storm bolter and power sword. They had no memory of a fight or rebellion on Caliban. They did not even know the heresy was over. The Fallen’s statement upon being found was actually welcoming their brethren once they recognised their iconography. Except they questioned the use of green and bone armour.
A curious Azrael took to dealing with this fallen personally and insisted on some personal interrogation with Belial, Sammael and Ezekiel. No full details are known about what was discussed, all that is known is this Fallen appeared to show signs of distress upon hearing of the result of the heresy, the Lion’s disappearance and the betrayal.
Upon heading back to the rock the Dark Angels space hulk received a Vox from a local planet named Nemedor IX. The Vox was screaming for helps stating there were Chaos deamons and marines in black robed armour terrorising the planet. The Dark Angels swiftly changed course.
The Dark Angels however were not the only one’s in the vicinity. The Grey Knights led by Draigo himself felt the presence of the deamons and were making their way too the planet. They too heard the Vox describing robed marines fighting alongside the deamons.
The Dark Angels were first to make planet fall and began their fight. Azrael kept the Fallen “guest” close. During the initial skirmish through spawns of chaos and bloodletters, the Stranger seemed to have no issues with killing the deamons and instead seemed to relish in this fight. That was until another Marine in Black armour and red robes appeared. Azrael fought this marine and slew him as capturing him didn’t appear to be an option. As the Stranger came over to Azrael he saw the Dark Angels iconography on the pauldron. Azrael turned to the stranger and simply stated that this is what happened to the betrayers, he then charged his combi plasma and destroyed the corpse and ceramite armour beyond all recognition.
At this moment The Grey Knights leader Draigo came around the corner only to spot Azrael, the stranger. Assuming the stranger in black armour and red cloak was the same as described in the Vox. As such demanded Azrael to hand him over. Azrael stated that this was not the marine in the Vox but instead a freshly appointed chaplain. Not accepting the lies and calling Azrael out as a traitor the two began to escalate between one another. This was not the first time they had butted heads and in fact got into a brawl. Draigo went to psychically attack Azrael only to find his powers were suppressed somewhat due to the nearby librarian Ezekiel. Allowing Azrael to get close enough and land a punch. Azrael and Draigo then have a skirmish, but as this skirmish ended by them both noticing the Stranger had disappeared.
The hunt for the Stranger, began.
Draigo wanting the stranger to question and to finally have proof of Azrael’s secrets. He will finally have the ability to bring justice to Azrael and his brothers against the imperium. Azrael wanting to maintain safety for his brothers. Find the Stranger for explanation and hopefully get some much-needed answers about the heresy and Caliban.
As they both retreat they see a Rogue trader ship nearby fire up and set off for orbit. To be safe Azrael and Draigo both Vox over for a small strike squad to intercept in orbit before they can warp. Their primary mission is to retrieve the stranger and escort back to them, while the forces on ground keep each other at bay.
The start of the mission –
The Kill team are assigned a retrieve mission. This mission begins on board the rogue trader ship, boarded by both Kill Teams. Once on board they find no one aboard. This confuses the teams as the ship managed to launch. They vox down and are instructed to gather what intel they can on who launched it and get back to the battlefield.
Begin with a kill team of 150pts from your chosen list. The objective of this mission is to secure the information from a terminal. This will be determined by one of the consoles (you roll a d6 when at a terminal to determine to the outcome see below), if all but one final console has been accessed, when a model gets to the console it automatically counts as rolling a 6 on the results table. Once the information is received it is downloaded to the model’s armour. That model must escape via an escape Pod. The information cannot be passed between friendly models. But can be stolen upon dealing a flesh wound in combat. Once the information escapes, the game ends and the escape pods make their way to the ground.
- Terminal results
1. Terminal cannot be accessed as it requires password. The model gets frustrated and breaks the terminal. The closest door to that terminal cannot be opened or closed.
2. Terminal Accessed, misuse causes a random door to open/close and is jammed for one round.
3. Terminal accessed, no data found.
4. Terminal accessed, no data found but security system accessed for enemy whereabouts. +1 to shooting next round.
5. Terminal accessed, no data found but enemy vox signal is intercepted, they hear enemies plans and get a free movement to adjust strategy.
6. Terminal accessed, data found.
Full Scale Part –
Game board -
The full scale mission of 40k begins. Armies set up with the winner of the kill team mission deploying their army within a barricaded section of the board. This section must be within 10” of the board edge using the board lengthways. The terrain used here for the barricade must have a minimum of three entry points. The Terrain must have a maximum of 3 designated climbing points on the inside. The only models that may get up and down without the use of the climbing points are those with the flyer keyword. Models with grav chutes may get down at will but must use the climbing points to get up unless they are equipped with special war gear (e.g. Reivers with grapnel launchers).
The winner of the kill team mission must set up within the barricade. The attacker set’s up at the opposite end 12” away from the centre of the board. Any units with abilities to set up outside deployment zones such as scouts, cannot be set up further than half way across the board.
The terrain for the rest of the board outside the barracks can be set up as desired, should be based around city terrain for best effect.
The Kill Teams –
The Kill Teams arrive on turn 2 via the escape pods. They must land inbetween the barracks and the attackers set up zone. This is determined by scatter dice. Pick the centre of the board and roll 2d6 scatter for both units. The units simply count as have coming in from reserves. The main bulk of the armies cannot target units with the “kill team commandos” keyword unless within 12” of an enemy as they are working their way through the battlefield. Only units with the Kill Team Commandos can freely shoot other kill team commandos units.
Objectives –
The defender must get the model with the information back to the board edge and to the warlord. Once the warlord has the information they must survive until the game ends. If the model with the information is a casualty then leave the body where it is. On the next movement phase roll a D6. On a 2+ a model within 1” takes the information and downloads it to their suit. They cannot shoot that turn. Once the information has been extracted remove the casualty model from play.
The attacker must eliminate the model carrying the information and ensure that the information does not make it to the warlord. If the information does make it, then the warlord must be eliminated. (If the warlord is a named character then they are assumed to have their armour damaged and the information is lost even though they survive and can return in a future game).
At the end of battle round 5 roll a D6. On a 3+ the Game continues. At the end of battle round 6 a 4+ the game will continue. At the end of battle round 7 the game stops.
This is the end of part 1, part 2 will depend on the result.
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![[Post New]](/s/i/i.gif) 2020/02/24 22:41:12
Subject: Re:Building a narrative.
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Regular Dakkanaut
Grand Forks, ND, USA
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You could base your narrative on mutual suspicions of the Dark Angels and the Grey Knights about each other. The Dark Angels suspect that the Knights are harboring some of the Fallen for some unknown reason. The Grey Knights suspect that the Angels are corrupted and influenced by Daemons of Chaos. The Orks are simply drawn to the conflict given the movements of fleets here and there looking for the opportunity to destroy something. The Eldar have intercepted transmissions of Knights and wish to investigate. The Black Templars believe both are at fault for a lack of devotion to the Emperor as demonstrated by the mounting conflict. The Blood Angels are requested by the High Lords of Terra to put down any mustering of forces by either and the Salamanders are to guard the civilian populations of any affected systems. Chaos of course is already involved, attempting to facilitate a civil war in the Imperium.
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"They don't know us. Robot tanks are no match for space marines." Sergeant Knox from Star Blazers
Jesus Christ is the Resurrection and the Life |
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![[Post New]](/s/i/i.gif) 2020/02/25 00:37:14
Subject: Building a narrative.
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Longtime Dakkanaut
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This is pretty cool- I like the seamless shifting between the games during play. I'm planning a campaign that uses both, but I hadn't considered transitioning between systems mid game; it's a really interesting dynamic.
Do you have access to a box of Spacehulk Pieces? They are great for interior maps- better than Blackstone and more versatile than the Truehawk.
If a terrain piece was a maze with multiple exit points, Kill Teams could bullet-time it; jump into the terrain at one point, freezing time for the rest of the army, fighting their way through to a different exit, and re-entering the battle exactly where the left it. Warptime!
Do you have other story hooks and missions lined up?
Do you have a campaign action phase between battles?
Are you using a structure for the campaign as a whole, or building as you go?
Very cool stuff here!
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![[Post New]](/s/i/i.gif) 2020/02/25 08:58:39
Subject: Re:Building a narrative.
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Focused Dark Angels Land Raider Pilot
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Eadartri wrote:You could base your narrative on mutual suspicions of the Dark Angels and the Grey Knights about each other. The Dark Angels suspect that the Knights are harboring some of the Fallen for some unknown reason. The Grey Knights suspect that the Angels are corrupted and influenced by Daemons of Chaos. The Orks are simply drawn to the conflict given the movements of fleets here and there looking for the opportunity to destroy something. The Eldar have intercepted transmissions of Knights and wish to investigate. The Black Templars believe both are at fault for a lack of devotion to the Emperor as demonstrated by the mounting conflict. The Blood Angels are requested by the High Lords of Terra to put down any mustering of forces by either and the Salamanders are to guard the civilian populations of any affected systems. Chaos of course is already involved, attempting to facilitate a civil war in the Imperium.
Yeah this is stuff I was thinking about after part 1.
I may change part 1 motives slightly .Still have them hunting for the stranger. But change it up so Dark Angels think this might not be the first fallen they have got. Orks and BT etc I plan to bring in part 2 onwards. Once this battle leaves damage to this area of the planet. I do know I'm going to have the campaign take place entirely on this planet.
Automatically Appended Next Post:
PenitentJake wrote:This is pretty cool- I like the seamless shifting between the games during play. I'm planning a campaign that uses both, but I hadn't considered transitioning between systems mid game; it's a really interesting dynamic.
Do you have access to a box of Spacehulk Pieces? They are great for interior maps- better than Blackstone and more versatile than the Truehawk.
If a terrain piece was a maze with multiple exit points, Kill Teams could bullet-time it; jump into the terrain at one point, freezing time for the rest of the army, fighting their way through to a different exit, and re-entering the battle exactly where the left it. Warptime!
Do you have other story hooks and missions lined up?
Do you have a campaign action phase between battles?
Are you using a structure for the campaign as a whole, or building as you go?
Very cool stuff here!
Thanks  .
Yeah the changing mid game thing is something we came up with when we have a 6 man Reiver unit go inside a terrain piece against witches. so we decided to make a "building" kill team and just use the units but kill team rules and was super fun. So we just decided to apply this to main game and incorporate into narrative.
Other story hooks? yes, i know exactly whats gunna happen to this DA stranger with seemingly amnesia. But the outcome of part 1 will determine some elements of part 2. I do know that regardless of the outcome the next mission will be an awkward truce almost. As the other armies come in and the GK and DA have both been pretty dodgy they need to essentially keep secrets together.
I will write stories inbetween missions. But i need to see the outcomes first.
As for structure. I have a rough idea of what I'd like end result to be. But I will let results of battles influence elements. For example If my knight survives the seige, he very well may play a big part later on.
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This message was edited 2 times. Last update was at 2020/02/25 09:11:08
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