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Disclaimer: I don't have the current version of 40K so I'll be very vague with the rule ideas. This is just to give your player group some fun ideas for an open ended multi player campaign based around small games and "raid" type missions.
Synopsis/Theme: The Imperium has conquered or liberated a new subsector. Enslaved populations have been re-integrated into society while thousands of surplus population hive dwellers have been shipped onto the newly conquered worlds to rapidly build up each planet's infrastructure. Meanwhile the enemy's of the Imperium focus on raiding these developing worlds, and to a lesser extent each other. The pirates focus on stealing as much resources as possible and escaping before significant reinforcements arrive. The overstretched Imperium is mostly focused on defense, but elite anti piracy missions are also undertaken. Pirates also raid each other and steal each other's resource stashes, but sometimes they collaborate with each other on major raids.
In this campaign, acquiring and defending resources is the only thing that matters.
Player Group: Any number of players is fine. One player takes on the role of the subsector controller. (Imperium would make the most sense, but it could also be any faction that holds territory, like Ork, Chaos, or Tau. The rest of the players take on the role of small "Pirate" type actors, mounting hit and run strikes on the "Empire" and sometimes each other. Note: This is more a thematic distinction than anything else as the subsector controller can be an attacker or defender in a scenario just like anyone else.
Recommended Pirate Factions: Ork, Chaos, any type of Eldar.
Recommended Subsector Control Factions: Imperium or Tau
Campaign Sequence:
1. Challenge another player to a game (The game could also be multiplayer and involve allies):
2. Restrictions: 500-1000 points
3. Must be a "Raid" type game with an attacker and a defender. Highest roll chooses unless other special rules from your codex apply. You could also have pirate players get a plus 1 to the dice roll when fighting the subsector controller.
4. Each game should incorporate D3+3 resource counters. (I'm using the scrap counters from Gorkamorka to represent them).
Resource/Scrap Counter Rules:
-Any vehicle or infantry model that ends any movement on the counter may pick it up.
-Carrying the scrap counter will slow down infantry units and vehicles. (The more resources loaded into a vehicle, the more it should slow down the vehicle).
-Infantry can load resource counters onto a transport but they have to be carrying it first.
-If the model or vehicle carrying the counter dies, place the counter where the model was. It is now possessed by no-one until it is picked up again.
-Models may deploy on top of a resource counter and therefore start the game with a resource counter.
-Any model with a resource counter may leave the table but may not return once it has done so.
5. Post Game Sequence:
-If you win the game, any unclaimed resource counter on the table is yours.
-If you lose the game but managed to grab resource counters and escape, take a LD test for each unit that did so, if you fail, they dropped the counter on mad run back to base, and the resource counter is lost. Otherwise, you keep the resource.
-Add all resource counters to your campaign victory score.
6. Campaign Victory: Whoever has collected the most resource counters by end of the campaign (agree on a time limit, like one month) wins.
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