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The Chronicles of Saint Katherine's Aegis serves two purposes. The Rules Development forum contains rules that support campaign play. The Saint Katherine's Aegis Campaign forum is the home of a Kill Team 21/ Warhammer 40k Crusade campaign based on the rules found in the Rules Development Forum. If this sounds like an interesting journey, please join in- Everyone is welcome.
  1. What's new in this club
  2. I don't know how much the idea of Imperial citizens as models appeals to the broad playerbase- the conversation comes up now and again on forums: people need citizen models for dioramas, or objective markers, etc. For me, this kind of world building has always been a part of GW's appeal. I remember looking at Dark Future models in White Dwarf and thinking about using them to expand what I could represent on a table. I remember some of the Forgeworld non-combat support units and feeling the same way. As a final source of inspiration, I cite the Citadel Journal's Covert X campaign and their Urban Infiltration rules, where you could buy stands of Imperial Citizens to place on the board, which would move randomly (via control rolls every turn to determine which player could move them). The schtick was that the Infiltrator Units of Covert X, if left in reserve, could subsequently choose to emerge from any stand of citizens on the board. So if someone wanted to take it further, what would Imperial citizens look like, what might their functions be, and how would you shape and define them into distinctive groups? Necromunda does some of the heavy lifting for me- distinctions between underhivers, gangs, and spyrers, plus the dramatis personae like guilders, bounty hunters, agitators and guides provide a template. In Necromunda, each gang has a theme, and the gangs are there to be the meat and potatoes of the game. Outlanders and Spyrers serve as exotics that still function like gangs. And then dramatis personae serve to both round out the world and spice up the groups they attach to in order to add uniqueness. Now if we're going to think about Imperial citizens in 40k, I think we have to figure out what purpose they serve, because they certainly are not meant to be viable opponents for actual trained military forces. For me, I see a few possibilities: first, they are the occupants of territory that has not yet been claimed by a military force in map-based play. Second, they are a source of recruits for various factions- I think of units like Penal troops, or Conscripts... But also Cultists (both loyal and Heretical), Brood Brothers, etc. And of course, they are a part of world building as well. The first feature- territorial occupation- can't be done independently of the territories themselves. But thinking about which types of territories a given group might control does begin to provide an identity for that group. Think about how Orlocks are associated with industry, Van Saar with Tech, Delaque with spycraft, Cawdor with religion- all of these imply territorial connections to the models. Now if a special rule could be derived from that, you'd give each group a personalized distinction from the baseline human stat block. Such a thing could be important, because baseline humans do not make interesting opponents in a mission where Purestrain Genestealers are trying to infect them, or Chaos Cultists are looking to subvert them through psychic domination or drugs administered via needle pistols. This is what I did with the Thresher Houses in the Chronicle of Saint Katherine's Aegis.
  3. When I began work on the Chronicles of Saint Katherine's Aegis, I planned for the action to take place on a single planet. As I started trying to write background, however, I discovered how hard it is to write about a planet in isolation. I started thinking about other planets in the system as sources for additional story ideas and bases of operations for factions who would have periodic intersections with the main action of the campaign. What follows is the Desdaemona System, which was developed using the rules found in Size, Scope and Building a Star System. I have arranged the elements of the system from the closest to the sun to the most distant, rather than the order in which they were randomly generated, ensuring that heavily populated worlds found themselves at an appropriate distance from the sun to support human life, whereas research stations and mines can afford to rely on small populations relying on life support systems further into the void. Maryllion's Hammer- Mining World Diplomacy: 3 Military: 4 Resources, Resources, Community, Industry Biomass 6 (3D3), Resistance: 2 This planet is too hot and the atmosphere too thin to support human life, but it is a haven for rare minerals; there are exposed lakes of molten magma all over the rocky surface of the planet and and sealed STC habitation, processing and extraction units are required to maintain mining operations. The planet has small numbers of Guard Equivalent military forces, possibly a Votann enclave. Orison's Wake- Agriworld Diplomacy: 2 Military: 3 Resources, Resources, Religion, Religion Biomass 7 (3D3), Resistance: 3 This is the primary setting for the action of the campaign, so I played with it a bit, modifying some of it's characteristics to account for the high concentration of Adeptus Sororitas forces on the planet. In addition to being the world that provides critical support to the rest of the system, this planet is home to the Chapel of Saint Katherine's Aegis- a Holy site consecrated by Katherine herself in the Age of Apostasy. The Consecration Crusade: Fleet Installation Diplomacy: 5 Military: 5 Industry, Industry, Military, Religion Biomass: 2, Resistance: 6 (3D3) This fleet is divided, with half orbiting Orison's Wake and half orbiting the Military Base at Sycorax Delta. Both halves of the fleet consist of both Warships and Commercial vessels, as well as defense array platforms, communication relays and dock and repair facilities. Sycorax Delta: Military Base Diplomacy: 4 Military: 6 Military, Military, Politics, Resources Biomass: 2 (D3), Resistance: 5 (D6) Sycorax delta is the Moon of Miranda Regent, the political center of the Desdaemona system. This small moon is a heavily fortified hard target. The military facilities include Imperial Guard, Adepta Sororitas, Adeptus Mechanicus, Deathwatch and Inquisition forces. When defending itself, or Miranda Regent, the base at Sycorax Delta is augmented by forces from The Consecration Crusade. Miranda Regent: Political Center Diplomacy: 6 Military: 3 Community, Community, Industry, Politics Biomass: 6 (3D3), Resistance: 4 (D6) Miranda Regent is the beating heart of the Desdaemona system- every decision affecting the system as a whole is made here, as are many of the decisions impacting other Imperial assets throught the system. While Miranda Regent boast its own planetary defense force (Guard Equivalent), it also benefits from forces stationed at Sycorax Delta and The Consecration Crusade. Desdaemona Prime: Civilian World Diplomacy: 3 Military: 2 Community, Community, Industry, Politics Biomass: 8 (3D3), Resistance: 4 (D6) This is the largest planet in the system, both physically and in terms of its population. Desdaemona Prime does not export products- rather it exports people. Many of the citizens living and working elsewhere in the system were born on Desdaemona Prime. Echo Station: Trader's Hub Diplomacy: 4 Military: 4 Community, Military, Politics, Resources Biomass: 4 (3D3), Resistance: 2 This planet lies on the fringe of the system, but it is close to an exit point for a stable warp corridor that leads back to the Western fringe of Sector Pacificus. Prior to the collapse of the Pacificus relay station that identified the warp corridor, this base served as an Intersystem Trade Hub. Without the beacon, the Desdaemona system has been cut off from the rest of the Imperium since Cardinal Bucharis launched the Plague of Unbelief during the Age of Apostasy. Fortunately, for the citizens of the Desdaemona system, a seventh Blackstone Fortress far beyond the limits of Imperial space has begun to broadcast a distress signal back to the Imperium, and it is drawing attention back toward this warp corridor, and the eventual rediscovery of the Desdaemona system itself. And there you have it, my first star system! Much of this material will sit in the background of the campaign, waiting for a trigger from the story before it becomes relevant. From here, we'll be zooming into a single planet- Orison's Wake.
  4. There are so many different ways to build a campaign that it can be hard to know where to start. Ultimately, you'll want to build something that suits the needs of your players- you want a big enough sandbox for them that there is always room to bring in whatever the story may need as it progresses, but you don't want to put the effort into building something so massive that your players will feel overwhelmed. If you think about scale, for most 40k battles on the table top, a 25 PL game might represent the seizure of a particular territory, where a 50 PL game might represent control over a city-sector or a collection of territories, while a 100 PL game might be control of an entire settlement, and a 150 PL game might represent control of a large city. How many cities does it take to control a continent? How many continents are there on the planet? Will one planet be enough to serve the needs of your players? With enough continents, it could, right? I mean, you get to decide how many territories make up a city-sector, how many sectors there are in a settlement, and then how many settlements there are on each of those continents. I would advise thinking bigger than a single planet for many reasons. First of all, a single planet creates a narrow scope for faction participation: it's easier to explain the presence of a diversity of factions when you have seven or eight planets for these forces to hide in. This also leves room for Battlefleet Gothic games to travel between planetary engagements. This sets up some of the Planetfall missions as well. Fortunately, three recent codices- T'au, Genestealer Cults and Tyranids- have each provided individual rules for designing star systems and planets. The T'au rules are the most complete- allowing you to generate 4-8 Planets... Of which there are 9 different types. The Genstealer Cult rules provide only 6 types of planets, while the Tyranid rules provide only 3 planet types. So if you're running a campaign, you can use any of these rules to help you define your Star System(s), whether you're including the faction that uses those rules in your campaign or not. In fact, if you generate a star system and its planets using the T'au rules, you can pick the closest planet type from both the GSC codex and the Tyranid Codex. and then add the planetary characteristics from those books to the planet in addition to its T'au characteristics. This achieves two effects: First, every planet in your system will have all the information that it needs to support the Crusade forces of players from any of these factions, and second, these rules give you excellent information which can be used as the basis of your "fluff" for the setting, with impacts on terrain, theatres of war, and even specific missions and territories. This, for example, is what the first three planets might look like- so that if you roll a Shrine World, you know not only that the T'au need to rack up 5 Diplomacy points to achieve a victory here, but we also know that the GSC would have to infiltrate the Community, Politics and Religion institutions to conquer the same planet, and that Tyranids need to consume 3D3 Biomass and overcome Resistance 2 to complete an Invasion of this planet. Here are the other two sections of the chart: It's worth mentioning that the correspondences between planet types are just one possible interpretation. A Research World, for example, could just as easily be a Hive or Frontier World as a Forge World, depending upon the needs of your campaign. But which of those three GSC Planet types you link to the Research World helps to further define it. This happens again when we choose a Tyranid planet to link... But of the three, the Tyranid planetary characteristics give us the least amount of story information. The final issue here goes back to size and scope. We said earlier that most 40k conflicts represent battles whose consequences are smaller than planetary control... Yet the characteristics described in these rules ARE planet wide. So if we change scale, we can apply these characteristics at a micro-level. For example, maybe 5 Diplomacy points would allow a T'au player to assume nominal control of a settlement. Controlling the majority of settlements on a continent would allow nominal control of the continent. Control of the majority of continents would allow for nominal control of the planet. Nominal Control, incidentally, would be a degree of control where a player could begin to reap the benefits of having the upper hand, even though there are still pockets of resistance which are constantly trying to undermine that advantage. And that's it for our first ever rules post here in the Chronicles of Saint Katherine's Aegis. I will be using these rules to generate our Star System over in the Saint Katherine's Aegis Campaign forum, but I'd love to hear any feedback about this post. Is it something you might use? Have you done similar things in your own campaigns, but perhaps achieved it in a different way? Thanks in advance, and I hope to have more content up for you soon,

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