|
Post by Zidagar Dinoman on Jun 17, 2004 10:33:10 GMT -5
Greeting all.
On saturday, I'll be starting a campaign with my friend set in the Sargassos Sub-Sector using my "Best of 7" campaign rules. The premise of the campaign is that Rogue Trader Ennamerius Skurien is searching the sub-sector for his arch-nemesis, the Archon of the Kabal of the Bloody Scythe. His forces consist of his cruiser, six escorts, the 8th Altarran Sky Pirates, and the 2181st Tactical Wing. The Dark Eldar have been hitting convoys throughout the Anargo Sector for the last few years, and Skurien has concluded that the pirates must be hiding in Sargassos.
In the Best of 7 rules, you play 7 40k, BFG, or Inquisitor games of increasing points value. You get 1 point for completing a sub plot, and 2 points for winning the game. At the end of 7 games, the winner gets to choose the type (40k, BFG, etc.) of the next 7 games. Troops and ships get experience per my "Hero of the Soviet Union" rules.
If anyone is interested in the "Best of 7" Rules, I'll post them as soon as I finish typing them out (sometime today or tommorow)!
-Dinoman
|
|
|
Post by Zidagar Dinoman on Jun 17, 2004 14:24:18 GMT -5
Here we go!
Notes: -These are DRAFT rules. I intend to test them over the summer in a campaign with my buddy Ryan (he plays Dark Eldar). -Please read through them and comment. -Mission are VERY different from the rulebook 40k ones. I wanted something a little more exciting and would make players focus on their own objectives rather than their opponents. -I tried to keep them up to date with the forthcoming 4th edition rules. -I will e-mail copies of the Formation charts to anyone interested. -The Best of 7 rules are intended to be part of a larger campaign setting. Imagine one best of 7 campaign as a single week's fighting or the actions in a specific area (like a single hex on the planetary maps). BFG best of 7 campaigns will represent the actions a fleet takes in a single system. The winner of the best of 7 campaign decides the setting of the next campaign.
Basic Rules
-Each player will create a 3000 point army list/roster which they will choose units from for each game. -New units can be added to this roster using Clout points. -There will be between 4 and 7 games played in total. -The points values for each game will be as follows: Game # Points per Side Board Size 1-2 500 4x4 3 1000 4x6 4 1500 4x6 5 2000 4x8 6 2500 4x8 7 3000 6x8
-Turn Sequence 1) Set up Terrain using terrain generator or other meathod. 2) Choose Orders 3) Roll for SubPlots 4) Tally Clout changes to Sub-Plots 5) Choose army up to maximum points value 6) Choose formations and consult charts. 7) Roll Strategy ratings to determine contested deployment zones/entry points/first turn 8) Set-up Counters (if any) 9) Defender Sets up (if ordered) 10) Infiltrators set up 11) Preliminary Bombarbment (if needed) 12) Pre-game movement (Sentinels, Scouts, etc.) 13) Play Game 14) Tally Victory Points 15) Tally Clout 16) Assign “Hero of the Soviet Union” Awards
-Before each game, each player will secretly decide what orders their forces are under. Once an order has been used by a player, that cannot use it again. A successful mission (meaning a game you win) has effects on the next game. The orders are: Order Campaign Effect on a win Raid none Ambush none Defend none Assault none Patrol You wait until opponent reveals orders before choosing yours. Blitz You set up the terrain next game. Rescue You wait to allocate Clout until after you oppoent reveals his.
-Besides the Orders, you must also choose a Formation. This, in relation to your opponent’s Formation, decides where your forces deploy/enter the board from. The Formations are listed below:
Formation Description Frontal Assault Your forces enter on one long board edge Flank Assault Your forces enter on 1/2 of a long board edge Pincer Your forces try to catch the enemy between 2 halves. Spearhead Your forces begin on the board in a triangle shape. Eschelon Your forces deploy in a long, diagonal line to the enemy Ambush Automatically selected when you choose the Ambush Order Defend Automatically selected when you choose the Defend Order.
-Each player needs to roll strategy ratings and add their clout to the roll. The higher roll may choose which deployment zone/entry points to use OR choose who gets the first turn. The lower player gets the other option.
-The charts show Eschelons at one end of the board. This can be transfered to the other edge of the board at the Eschelon’s players will.
-Deep Strike and Infiltators will be used in every mission on a roll of 3+. Infiltators must set up in cover 12” from an enemy unit, or 18” from an enemy unit in the open. Deep Strikers enter via the “Confusion” rules.
-The nature of the orders effects the set-up and gameplay a great deal. In the following desriptions, X is the game number (i.e. in game 5, the X value is 5)
|
|
|
Post by Zidagar Dinoman on Jun 17, 2004 14:24:43 GMT -5
Order Descriptions
Ambush Order
Determining Objectives: Your objective is to kill as many enemy units as possible while minizing casualties
Setup: The ambushing player sets up first, even before armies under the Defend orders. Instead of placing units during setup, place a number of counters equal to 1.5 times the number of your units at least 18” from the enemy deployment zone, counter, or entry board edge, 12” if the counter is in cover. Each counter should be numbered and correspond to a unit on the army list. Vehicle units must be touching or in a piece of terrain which could realisticaly hide it, or could the vehicle could be camoflauged to blend into. Any counter which does not correspond to a unit are free bobby traps, but the type of trap must be recorded (i.e. Counter 15 = Plasma Mine)
Playing: Each turn, you may activate any unit by replacing its counter with the unit itself. Un-revealed units become revealed if an enemy unit closes to a range equal to its initiative value. If the counter represents a unit, replace the counter with that unit. If the counter represnts a booby trap, resolve the effects of the trap on the discovering unit. Vehicles may reveal counters with an inititive value = to your army’s basic troop type. All booby traps are resolved against a vehicles bottom (i.e. rear) armor.
Enemy units equiped with a scanner or similar device/skill can use it at the begining of the game when they normally scan for inflitrators. Any counters within the 4d6 are automatically revealed, and any booby traps are removed without going off.
Who can scan Counters Imperials: Any Character my purchase a scanner at +3 points per model, unless it is cheaper in their armory. Eldar: Rangers, Pathfinders, and Farseers Orks: Mekboyz, Orks with Squigs Dark Eldar: Mandrakers, Warp beasts Chaos: Sorcerers, Veterans (not in terminator armor) Necrons: Lords, C’tan Tau: Kroot squads, Pathfinders. Kroot Mercs: Stalker and Tracker kindreds.
Booby Traps Str AP Notes Trap 3 6 Small Blast (cover most #of models) Shredder Mine 3 5 Template, Hole on Counter Spring Mine 4 6 Ordnance Blast (cover most #of models) 0-3 Plasma Charge 7 2 One Random Model
Victory Conditions: Strait Victory Points.
Raid Order
Determining Objectives: Your objective is to destroy X number of terrain pieces/objectives by getting units in base-to-base contact with them. You also want to gain as many victory points as possible by killing enemy units and minimizing your own losses.
Sub-Plots: The “Unending numbers” sub plot cannot be used with this mission, and the “Air Support” and “Artillery/Orbital Support” sub-plots lose their preliminary bombardment qualities for this mission.
Setup: After any counters have been set up but before your opponent deploys, choose your Formation (Frontal Assault, Pincer, Flank, Spearhead). Compare this with any enemy Formation.
Playing: Each infantry, bike, and cavalry unit is issued with devices to destroy a terrain piece. They could be meltabombs to destroy a bunker, demo-charges to bring down a building, or even anti-plant grenades to incinerate a forest. To activate the device, a model must end its movment phase (fleet of foot or Tau jump packs don’t count, as these happen in the shooting phase) in base to base contact with the objective, and remain there until the start of the next turn, without shooting or engaging in close combat, where upon the objective blows up in a spectacular fireworkd display.
After all objectives have been destroyed, your forces have two turns (including the turn the final objective was destroyed upon) to leave the table, upon which the game ends.
Victory Conditions: For each unit you have on-table (including units in close combat but not those falling back under 50%) at the end of the two turn limit, you lose 100 Victory Points. For each targeted piece of terrain destroyed you gain +200 Victory Points.
Defend Order
Determine Objectives: Select and secretly record X number of terrain peices to defend. These may be in your deployment zone, no-man’s land, but not in an enemy Deployment Zone.
Set-up: A army under Defend Orders always sets up first. After terrain has been placed, select 2X pieces of Fortifications (Minefields, Razor-wire, Treches, Bunkers, etc.) in your deployment zone. This action takes place in the “Place Counters” setup phase. Then deploy your army.
Playing: In order to claim an objective, you must have a unit over 50% strength or mobile vehicle with at least one model in base contact or inside the terrain feature, and ensure that no enemy unit meets the same criteria.
Victory Conditions: For each target terrain piece un-destroyed or in your control, you gain +200 victory points.
Assault Order
Determine Objectives: Choose X number of Terrain pieces to capture. These may not be in your Deployment Zone, but may be in no-man’s land or the enemy Deployment Zone. Setup: Choose your formation and consult the tables.
Playing: In order to claim an objective, you must have a unit over 50% strength or mobile vehicle with at least one model in base contact or inside the terrain feature, and ensure that no enemy unit meets the same criteria.
Victory Conditions: For each captured target terrain piece you gain +200 Victory Points.
Patrol Order
Determine Objectives: The only objective a Patroling banner has is to located and destroy the enemy. In short, gain as many victory points as possible by killing enemy units and minimizing your own losses.
Setup: After any counters have been set up but before your opponent deploys, choose your Formation (Frontal Assault, Pincer, Flank) and determine which table edge your forces will enter from. You begin with only a 500 point 40k in 40 minutes force. The rest of the army is in reserve (see confusion rules), and enter from the same board edge or part of the board edge adjacent to your deployment zone.
Playing: Try to determine you enemy’s objective and provent them from achieving it..
Victory Conditions: Strait Victory points.
Blitz Order
Determine Objectives: Your forces must exit the board through a board edge touching the enemy deployment zone or enemy entry board edge.
Setup: After any counters have been set up but before your opponent deploys, choose your Formation and consult the Formation table.
Playing: Cross The Board!
Victory Conditions: You gain +200 Victory points for each undamaged vehicle or unit above 50% that successfully crosses the board. For each damaged vehicle or unit under 50% that successfully crosses the board, you gain +100 Victory Points.
Rescue Order
Determine Objectives: There are X counters representing valuable information/sercet agents/downed pilots/ammo supplies you must rescue. To keep things secret, though, you will need 2X counters.
Setup: Place the 2X counters on the table in no-man’s land. Serectly record which counters are the real objectives.
Playing: Counters may be captured when a unit reaches base contact with them. Infantry, bikes, and cavalry can capture a counter during the movement phase. Vehicles can capture counters too (it is assumed to crew jumps out and snags the counter), but can only do so if they end their move at the counter’s location. The counter remains in base contact with the capturing model unless it is killed or destroyed, in which case it is dropped and can be picked up by anyone. Units in close combat cannot capture counters.
Victory Conditions: You gain +200 Victory points for each objective in your hands or sucessfully disengaged at the end of the game.
|
|
|
Post by Zidagar Dinoman on Jun 17, 2004 14:25:18 GMT -5
Sub-Plots
-Players also roll on the Sub-Plot generator to decide what additonal victory circumstances/outside help their forces have. If for any reason a Sub-plot is invalid (i.e. army special rules, lack of models, or the points value of the game is not high enough), the next lowest is automatically selected. Die Roll (2D6) Sub Plot 2 Out of Supplies 3 Confusion (Reserves/Suprised) 4 Running Clock 5 Vendetta 6 Escort Duty 7 Operation Time 8 Unending numbers 9 Prisoners 10 Orbital/Artillery Support 11 Air Support 12 Super-Heavy Support
Out of Supplies
Roll 1d6 before battle to determine what supplies your army is lacking. 1-2 Ammo 3-4 Food 5 Fuel 6 Parts
Ammo – Your supply of ammunition is dwindling and might not last through the fight. Roll a D6 for each unit at the beginning of each of your Shooting Phases. A result of 3+ means you have enough shells for that turn. If you fail the roll, none of your ranged weapons can shoot (not even energy or bio-weapons, which didn’t get energy packs or biomass this turn). This restriction includes vehicle and walker weapons. Food – You ran short of rations last night, and your troops are starving. Roll a D6 at the beginning of each of your Movement Phases. A result of 3+ means your troops are overriding their hunger. If you fail the roll, halve the normal movement distance and Initiative of any infantry. Fuel – Your vehicles are running on fumes, and you haven’t been to a fuel depot in days. Roll a D6 for each vehicle at the beginning of each turn. A result of 3+ means your vehicles sputter along. If you fail the roll, your vehicles can only move a third of their maximum movement distance. Vehicles failing this roll count as moving for firing purposes even if it did not move 6”. Parts – Your vehicles have been patched together throughout the campaign, and you are out of parts to make any more repairs beyond spit, wire, and a prayer. Roll a D6 at the beginning of each turn. A result of 3+ means your vehicles hang together for this turn. If you fail the roll, each vehicle suffers a Glancing Hit.
To complete this Sub-plot, you must inflict casulties on/damage at least half of the enemy units.
Confusion
Confusion takes several forms, depending on your orders Raid, Assault, Rescue, Blitz: Your forces are confused as to the operation time or formation and in the wrong place at the wrong time. Roll 1d6 for each unit before the game begins. If they roll a 6, they begin on the table or enter on the first turn.
Turn Unit Activates on a 1 6+ 2 5+ 3 4+ 4 3+ 5 2+
Patrol/Defend: Your forces have lulled themselves into a false sense of security, amd are not expecting an enemy attack. No unit may move, shoot, or assault unit they are organized. Each turn, roll 1d6. This is the number of units you may attempt to organize this turn. Units must pass a leadership test to become organized. Once organized, they may act as normal. Units which are shot at or assaulted are automatially organized. Ambush: For some reason, your forces are not coordinated. When you want to reveal a unit, roll 1d6.
Turn Unit Organized on a 1 6+ 2 5+ 3 4+ 4 3+ 5 2+
To complete this sub-plot, all your units must become organized/arrive on the table, and you must inflict casulties on/damage at least half of the enemy units.
4) Running Clock: For some reason, your forces only have a small window of opportunity to complete their mission. The game ends after X+D6 turns instead of the normal duration rules.
To complete this sub-plot, you must win the game in the time alloted.
5) Vendetta: Any enemy unit has been causing your forces immense problems over the campaign, and it’s elimination is a priority. Select an enemy unit who has been a recipient of the “Hero of the Soviet Union” award to destroy.
To complete this sub-plot, you must destroy/cause the target unit to fall back under 50%.
6) Escort Duty: Command has assigned your forces to ensure the safety of certain units so they can be of use later in the campaign. Roll 1d6. On a 1-3, there is a squad of X individuls to be escorted, and on a 4-5 a convoy of X/2 supply vehicles, and a 6 there are 2X free Military vehicles (paid for out of your points total for the game) Individuals Stats: WS BS S T W I A Ld Sv 3 3 3 4 2 3 1 10 6+
Convoy Vehicles: Use the Standard transport for your race (Trojans are good for this)
Military Vehicles: Choose any vehicles from your codex or Imperial Armor.
To complete this sub-plot, at least 1/2 of the convoy/squad must survive the battle. They can only disengage through a table edge adjacent to an enemy Deployment zone or a table edge the enemy enters through.
7) Operation Time: The commander can decide what time of day to hold the operation. All games use the Day rules as default. Day: No special rules Night: Use Night Fight Rules Dawn: The operation begins in the early hours of the morning, just before the sun comes up. The game begins with the night fight rules in effect. Starting on the second turn, roll 1d6. Turn 2 3 4 5 6 Night Fight rules end on a 5+ 4+ 3+ 2+ Automatic Dusk: The operation begins in the later hours of the day, just before the sun goes down up. The game begins without the Night Fight rules in effect. Starting on the second turn, roll 1d6. Turn 2 3 4 5 6 Night Fight rules begin on a 5+ 4+ 3+ 2+ Automatic
To complete this sub-plot, you must win the main mission.
8) Unending Numbers: (Orks, Imperial Guard, Tyranids, Lost and the Damned only, others use operation time) Certain armies focus more on hammer and anvil tactics rather than precision attacks. Commanders of these armies believe that victory is always possible if enough men and guns are thrown into the meatgrinder. During a battle where a commander uses unending numbers, everytime a Troops unit is destoyed or is falling back under 50%, it instead enters the battle again using the Reserves rules. It looses any experience it may have. Dedicated transports are recycled as well, but other vehicles are not.
To complete this sub-plot, you must win the main mission.
9) Prisoners: High command has ordered that enemy specimines of the enemy are needed for torture, information, or ransom. You have volenteered your forces for the mission. For each enemy model that fails an armor save in close combat, roll 1d6. On a 4+, the model is captured and not killed. Take the model and place it in a safe spot so the number of captured models can be tallied at the end of the game. Each prisoner gives you +10 Victory points. Captured Characters/Squad Leaders/Wargear eligible models give you +25 victory points, and captured Indepedent Characters give you +50 Points.
To complete this sub-plot, you must capture at least 150 points of enemy troopers.
10) Orbital/Artillery/Bomber Support: High command has deemed your mission important enough to devote strategic assets to ensure it’s completion. After set-up, roll 1d6 for each enemy unit and forfitication. On a roll of a 6, it takes 1d6 wounds (savable) or a single glancing hit. Any fortifications hit are removed.
You may also pay for a single strike during the game. Select a single terrain peice to be targetted at any point in your shooting phase. Using the table below, the strike may or may not occur that turn (you can always roll next turn if you fail). Place the template so that the center hole is somewhere on the terrain piece, then roll the scatter die and 1d6. If a hit is rolled, move the template the distance shown by the arrow. If a miss is rolled, move the template twice the number shown in the appropriate direction. Any units hit by the the srtike must test for pinning.
Strike Type Cost Str Ap Type Orbital 80 10 1 Ordanance Manticore 75 9 2 Ordanance Basilisk 70 9 3 Ordanance Griffon/Heavy Bomb 60 6 4 Ordanance Night Spinner 50 6 - Heavy 3 Blast Plasma Bomb 50 4 4 Heavy 3 Blast Mortar/Small Bomb 40 4 6 Heavy 3 Blast
Notes: -Eldar, Dark Eldar may re-roll the scatter die and distance die for the Orbital Strike. -Only the Imperial Guard may use the Manticore Strike -Only the Orks, IG, Lost and and Damned, Iron Warrior, and Imperial Firsts may use the Basilisk Strike. -Only the Eldar may use the Night Spinner and plasma strike. They may not use any other strike except for the orbital strike. -The Dark Eldar can only use the Orbital and Plasma Bomb strikes.
To complete this sub-plot, you must win the main game.
11) Close Air Support
A flight of close air support aircraft are in the area and will assist you on your mission. You may include flyers from Imperial Armor in your list for this game. If your opponent also has close air support, neither player can use aircraft as they dogfight above the battlefield.
To win this sub-plot, all the flyers you choose must survive the battle, and each flyer must destroy at least one enemy vehicle or inflict 25% casualties in a single turn on an enemy unit.
12) Super-Heavy Support One super-heavy vehicle may be included in the game (if it is Game 5, 6 or 7). This may be a super-heavy flyer.
To complete this sub-plot, the Super-heavy must survive the battle, and destroy at least 3 enemy vehicles, and/or inflict 25% casualties in a single turn on an enemy unit, or any combination of the two (2 kills and one unit forced to take a leadership test)
|
|
|
Post by Zidagar Dinoman on Jun 17, 2004 14:25:44 GMT -5
Clout and Experience
Gaining Clout After the battle has been fought, players need to tally their clout points. You keep clout points from game to game. Action Clout Points added to total. Winning the Main Battle +1 Completing your sub-plot +1 Draw +0
Clout is secretly allocated after Sub-plots are rolled. They are then tallied. Each clout point allows you to change your opponent’s sub plot by one (for each point you allocated above their defense, their score drops by one). You may also use them to change your sub-plot. You can also use them to ensure your opponent cannot change your sub-plot. For example: Ryan has 5 clout and Scott has 6. Both players roll a 9 on the Sub-Plot table. Ryan alocates 2 clout points to raise his score to 11, because he wants to field his newly repaired razorwing, and three points to knock Scott’s score down to 6. Scott allocated two points to defend his score of 9, and then decides to raise his score to 12 by using three more points, and his final point to reduce Ryan’s sub plot. The final Sub-plot for Ryan is 10 (9+2-1), and Scott’s Sub-plot is 11 (9+3-1).
Troop Experience At the end of each Campaign Turn, each player selects one enemy unit to nominate for a “Hero of the Imperium/Hive/Greater Good/Soviet Union/etc” Award. This must be a unit which took part in a battle this Campaign turn, remanied undamaged/above 50%, and preformed a heroic action above and beyond the call of duty. The owning player may accept the nomination or deny it, and try to convince the nominating player that another unit deserves it more. A unit with the “Hero of the Soviet Union” award selects one honor from the Battlefield Honors table. This does not have to be rolled for, as the owning player will logically choose the most useful honor. If the nominating player is a Necron player, one of the honors in Codex: Necrons is also appropirate. Infantry, Bikes, Cavalry, and Vehicles are eligible. Monstrous Creatures, Independent Charcters without a retinue, and special character are not eligible. If a Infantry unit with a transport is awarded, the transport (given that remained un-damaged) is also awarded a battle honor. A unit with the “Hero of the Soviet Union” award keeps it until it is destroyed or reduced to below 50% Strength and is falling back, where upon it is lost. If the same unit is subsequently given the “Hero of the Soviet Union” award again, it does not need to choose the same Honor it had before. Multiple units may have the “Hero of the Soviet Union” award at one time, but no unit may have more than one “Hero of the Soviet Union” award. Special Rules
Imperial Guard Rules Strategy Rating: 1d6 -Doctrines: The entire roster must be from the same regiment (i.e. use the same roster set), use the stock IG list, or be an Armored Battlegroup or other specific list. -Drop Troops: Drop Troops fighting in a battle using the Deep Strike Rules may include Vultures and Valkyries regardless of the sub-plot. Armored Battlegroups/Companies cannont be issued the “Ambush” Order. Instead, replace in with another “Blitz” Order.
Dark Eldar Rules -Strategy Rating; 1d6 -Dark Eldar cannot use the”unending numbers” or “super-heavy support” sub plots. If they roll this, use the “prisoner” sub plot instead. -Dark Eldar cannot be ordered to Defend, Blitz, or Assault. Instead, they may launch 2 raids, 2 ambushes, and 2 patrols per campaign.
|
|
|
Post by Kage2020 on Jun 18, 2004 8:17:02 GMT -5
How are you creating a campaign when, at present, no worlds have been created beyond the conceptual stage in the Sargassos subsector...?
But it's good to see that even at this early stage that people are using the Anargo Sector and the concepts for their own campaigns. Keep us informed. While I'm fairly sure that it will not become a part of Anargo sector lore, I still think that it's a good idea...
|
|