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Historia Calamitatum 40k Campaign
- Players start off with 1000 points in resources
- Starting army is 500 Points 1 HQ and 1 Troop Minimum
- each planet will cost different points in building and farming resources.
- each player can send out a Scout/survey team to determine what opposition and resources is on a planet.
- Travel to planet to planet will be in real days and every Inch equals 1 day of travel. Example 3 inches is 3 days travel.
- if you are challenged during the week, you have to resolve the battle if not you forfeit and lose the planet. If your unit is enroute to a planet and you change your mind you unit is lost to the warp.
- there is no internal fighting like orc v/s orc or tau v/s tau, but players can assist like sisters of battle helping IG ect. Trying to stick to the fluff.Some units is suspicious of other units like The Dark Angels might not help anybody else in the Imperium but themselves,where as the Blood Angels might help anybody in the Imperium but Blood Angels.
- when you get a planet under your control,you can set up a point value garrison which then determines the point battle of the fight, like a 1k fight 1.5k fight 3k fight ect
-[?] it requires 2 wins to control a planet 1 win is contested 2 win is under your control, and the planet can't be contested for 3-5 days. so the player can gather resources to replenish his/her loses.
-[?] some apocalypse perks is allowed like apocalypse barrages or formations ect. to use some of the weapons or vehicles requires the resources to make to a max of 1 vehicle or 3 perks like bombardments ect.
- when contesting planets is under way regular missions and deployment rules from the 40k rule book apply.
- when invading a player base of operations a scenario and rules will be drawn up.
- the game revolves around attacking and resource gathering when building your units. your units will go off of there point value in there respective codex. example troops might cost 100 then 16 per model up to a max of 10, upgrades and all.
- when you defeat the player it's taken for granted you destroy there mining facility and must rebuild it. so you always have to use your resources to build.
- If 3+ people arrive at the same planet and are opposite races, roll a D6, to see who fights first. Max 6 players on a contested planet.
1-2- Player 1
3-4- Player 2
5-6- Player 3
1-2- Player 1
3- Player 2
4- Player 3
5-6- Player 4
1-2- Player 1
2- Player 2
3- Player 3
4- Player 4
5- Player 5
1- Player 1
2- Player 2
3- Player 3
4- Player 4
5- Player 5
6- Player 6
3 players: the first 2 player fight it out, and when the battle is resolved, the player alive after the battle fights the awaiting player.
4 players: 2 players fight it out, the surviving players from the 2 battles fight it out with what army they have left.
5 players: See "3 Players" and "4 Players"
6 Players: Roll dice to see how fights who that is game 1. Game 2 is 2 other players. Game 3 is the last two players.
the surviving 3 players roll dice see "3 Player Rules" who ever is left after the battle is the winner.
- Before rolling for mission and deployment type roll 1D6 to determine weather and time of day.
Regular dice rolling to determine distance you can see,plus whatever race/wargear to assist in seeing.
2 Dense Fog
3 Heavy Rain
4 Dense Fog and Heavy Rain
Time of Day
1-3 Night Time
4-6 Day Time
Blizzard effects you roll 1D6 x3 to determine how far you can see due to white out conditions and difficult terrain test. the blowing of the wind stirring the snow and the snow falling makes it difficult to see your target(s).
I was thinking the 2D6 x3 is a bit extreme sense Fog is more dense then Night. Cause you can have 3 inches 54 inches.
I was thinking 1D6 x3 so you can have a min of 2 and a max of 12 since it is fog, and a search light would be hampered by the density of the fog.
regular night fire would still be in effect if you get the Night and Fog roll 1D6 and x3.
the rain will have 2 effects. One Mud and two the wind and the rain. The entire zone that is affected by the rain will make mud and make difficult terrain tests so the player will have to make difficult rolls and of course vehicles. Skimmers would be effected by the down force of the wind, so they'll have to make difficult terrain tests as well.
Last edited by Theadjectivenoun; March 13th, 2009 at 18:56. Reason: corrections and editing
It looks like you've put a lot of effort into this and it looks quite good.
The only downside is that the campaign looks a little too complex. Most folk like a reletivly straight forward campaign with as few extra rules to worry about as possible. If you have the friends that want to play that campaign and all are OK with the rules, then I think you could have one epic campaign on your hands!
I love this rule as it makes the players think really carefully about how to expand. However, you can only do this with players who have a lot of free time at their hands. If any game is delayed, this immediately has an effect on the entire campaign.- Travel to planet to planet will be in real days and every Inch equals 1 day of travel. Example 3 inches is 3 days travel.
All in all, you've collected great ideas for the campaign, I'd love to be play in it.
"Fear not and look up to the sky for salvation, for we have entered orbit."
Blood Angels 2nd Grail Guard Company
I a'ready submitted my idea to my local comic shop. my friend dave is running a Warhammer Fantasy campaign and it's a bit more complicated then what I have.
I give ppl a week option to fight out any battles and stuff, so if me and player B wants to fight we meet at the shop and determine when the best time to fight, if I am not there for that day or that week without telling my opponent I involuntary forfeit the match and any units I have enroute is lost to the warp any garrison units I have at the planet protecting it, I involuntary forfeit,and lose the planet.
me and my friends at my comic shop is going to be play testing it starting sometime next week.
incase you all want to adopt the idea of this campaign here is some of the items and the point value.
Survey Team/Drones - 25 points. When they reach the planet they tell you everything about the planet from the foliage down to the point value and if it's friendly occupied or enemy controlled and if enemy controlled how many days left you can attack or if you can attack.
Mining and Processing Facility - 100 points. FA 12 - SA 12 - BA 12 , 2 Structure points.
Improved Mining and Processing Facility FA 13 - SA 13 - BA 13 ,3 Structure Points. - 150 points.
Reinforced Walls FA 12 - SA 12 - BA 12, 200 Points. 2 structure points
Turrets Max 4 at the corners of the walls. 75 points per turret.
Range 24" STR 7 AP 4 Heavy 4,Rendering
Landmines Str 9 AP 2 Small Blast Template Heavy 1 - 25 points per Landmine. to max of 15 landmines.
when a defending player/invading player is attacking/defending a planet. The Mining and Processing Facility is set in 18 Inches in from the table and 18 inches from the left. If it still sound confusing you can look up the scenario from the Deamonhunters Codex Pg. 55
a rough Idea of how the table for the base to be set up. the Enforced Walls that you buy are set up 3" apart from the initial base setup. Landmines are set up up on the outside of the walls. You can use pennies or anything in the same diameter of a penny.
Deep Strike rules are allowed.
Game last 6 turns.
Line of Retreat: Attackers Fall back towards the table edge they chose for forces to move on from. Defenders Fall Back towards the edge or corner opposite.
If you unit retreats and surviving units you have leave the planet and go towards their closet planet under their control if no planets they control, you lose your unit.
The Attacking Player can set up on the bottom and left end of the table or Top and right end of the table.
The defending Player can set up Inside or Outside or a mixture of both.
Regular Annihilation Rules from the 40k Rule book are in effect.
If the base is destroyed, treat the base as if a normal vehicle explosion.
Last edited by Theadjectivenoun; March 13th, 2009 at 18:35. Reason: editing