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Anyone have any experience running one? If so what are your experiences? Any big learning points? WHat would you do differently, if anything?

 

I'm trying to make one for my group but I'm not sure if I should just run some of the example ones first.

Here's what I have thus far:

 

The idea is that two forces have been trickling into the system in limited numbers due to warp interference and are struggling to take control of the resource rich world.

 

 

 

Conquest Campaign Draft v0.3

 

Summary

 

Battles in the Age of Darkness Rules and Force Chart.

 

In the case that someone uses a 40k codex, they may gain the rules/bonuses for their faction specific strike force or “decurion”-style detachment to use as a substitute Rite of War; while still using the FOC from the Age of Darkness expansion.

 

4-6 Reserve Points for a total of 8-12 games.

 

One Custom Campaign Character per player. The first free advancement roll upon creation may be chosen. Alternatively, instead of advancing throughout the campaign roll 6d6: The first two d6 are for characteristics, the third is for an advancement table, and the last 3(rerolling duplicates) are on an applicable warlord table where you then choose form the three results. The restriction for Unique characters being required to be Campaign Characters in order to be taken is not in effect. For Maximum Characteristics, 40k factions use whichever stat-line is most similar to their factions(IE Imperial Guard use Solar Auxilia).

 

Loyalist vs Traitors. Teams do not have to be even. Defenders to not automatically gain the related Strategic Trait as they have only just arrived in time to mass a defense or ambush.

 

One relic per player.

 

Optional Rules:

  • When attacking a strategic point on the planet's surface when the attacker controls a spaceport, the attackers may elect to fight a Planet Strike mission instead of the normal mission type.

  • Any mission may be substituted with a core AoD mission

 

End-game: Once both sides reserve points are expended then there is one final Apocalypse battle. In the case of a draw this is the deciding factor.

 

Notes: Certain Campaign Level Warlord Traits can modify/add to things like Warzone Traits and other options.campaign.jpg

When attacking along a red line from a friendly controlled Strategic Point, attackers gain +1 to determine who gets first turn/deploys first.

 

Strategic Points

MOON

 

Surface Station

Mission Type: Zone Mortalis

Warzone Trait: Cold Void

Strategic Trait: Armoury Vaults

Points: 750

 

Spaceport

Mission Type: Zone Mortalis

Warzone Trait: Catastrophic Damage Table

Strategic Trait: Spaceport

Points: 1,000

 

PLANET

 

Polar Station

Mission Type: Strategic Raid

Warzone Trait: Frozen Wastes

Strategic Trait: Concealed Bunker Complex

Points: 1,500-2,000

 

Abandoned Weapons Depot

Mission Type: Strategic Raid

Warzone Trait: Grasping Mire

Strategic Trait: Armoury Vaults

Points: 1,500-2,000

 

Capital City

Mission Type: City Fight(The 30k specific one) or Cities of Death

Warzone Trait: Hab Block

Strategic Trait: Manufactorum Complex

Points: 1,500-1,850

 

City Outskirts

Mission Type: Maelstrom

Warzone Trait: Broken Ruinscape

Strategic Trait: Fortified Bastion Complex

Points: 2,000-2,500

 

Planetary Defense Force Outpost

Mission Type: Stronghold Assault

Warzone Trait: Rad Wastes

Strategic Trait: Macro Weapons Battery

Points: 2,500-3,500

 

Island Spaceport

Mission Type: Planet Strike

Warzone Trait: Sea of Fog
Strategic Trait: Planetary Space Port
Points: 2,000-3,000

 

Sprawling Forest

Mission Type: 30k Core Mission

Warzone Trait: Bloodthirsty Fauna
Strategic Trait: Hidden Staging Area
Points: 2,000-3,000

 

Virus Bombed Ruins

Mission Type: 30k Core Mission

Warzone Trait: Toxic Mist
Strategic Trait: Hidden Staging Area
Points: 2,000-3,000

 
 

Additional Strategic Traits:

Hidden Staging Area: The key location offers a well hidden staging area that can conceal numerous troops and supplies while offering access to numerous other key locations. The controlling team gains +1 reserve rolls to a maximum of 2+ and d3 units gain Outflank.

 



If not, anyone have any other ideas for Strategic/Warzone Traits?

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I'm at work, but I was looking through this last night for some fun ideas. Personally, I'm a test driver so I would run a quick and easy example campaign with two or three other committed players at low points just to get a feel for the standard system, then add on the fun stuff.

Our league has been running a campaign for most of this year. We tweaked the campaign system quite a bit. Feel free to copy what you like. Skip to page 11 for the actual rules, they only take up 5 pages.

https://docs.google.com/document/d/1sRF2NuNVY7y6T1U6xIWO5Y3CMySU4Ty1kYcwk44_Fgw/edit?usp=sharing

 

Key Takeaways:

  • Muster system is good, but it makes the game a bit predictable towards the end
  • Unique campaign abilities and secret objectives are great
  • The character advancement system rewards far too many points even after we cut it down in half. Recommend you tweak this
  • Most of the character advancements from the tables aren't very good. Highly recommend that you tweak them
  • Same goes for the terrain and warzone traits. Some are just cumbersome to use and not fun
  • Letting people choose what they want to attack is better than the line of attacks system and requires much less housekeeping
  • Despite how cool killing characters is, it does allow for death spirals. You should find a way to mitigate this a bit
  • There needs to be a mechanic for runaway campaigns
Hope this helps!

Just rolling on the attribute table is good enough in most situations.

 

For our next campaign we are thinking about using this advancement mechanic to replace the conquest system: each battle a character is in, they have a 4+ chance to gain a character advancement point. Then increase or decrease the odds depending on what happened. Did they kill an enemy character? +1 to the roll. Did they get swept? -1 to the roll. You can break it down per army as well. So for example a Night Lord led army might get +1 if their enemy fails a fear test during the game. Lots of creative ideas here.

 

The other thing this allows you to do is to incorporate the earn/spend mechanic from VisV. So instead of rolling on a table after each game you can elect to spend one of your points to choose what you want to do with it (increase something, heal something, pick a trait, roll on a table etc.)

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