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    Albatross's Avatar
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    Some Campaign Ideas for Missions (and Modifiers)

    Been thinking about writing a campaign, but adding in some modifiers to the missions to spice things up a little bit.

    Here are a few things I came up with:

    Setup:

    Each player creates a pool of a maximum of 2000 points worth of units. Lists in the ensuing campaign will be selected from these units. Minimum FOC requirements apply to the pool, but no maximum exists. Lists created in the campaign are required to follow all FOC rules for each game type, with exceptions as scenarios warrant.

    Combat Patrol

    • Stock combat patrol rules.
    • Any units lost (entirely destroyed) in combat patrol match will not be available from the pool for the next mission’s list, unless this makes the list illegal, in which case the unit will be compulsory at minimum size with no upgrades, charged at the value of the squad’s strength in the Combat Patrol mission. Named characters will be fielded in the next game as their unnamed equivalent with no upgrades if slain (representing a successor lacking in experience and equipment) at 75% of the character’s cost, or the new HQ’s cost, whichever is more.

    Regular Missions

    Game Types:

    • Relic: Roll 3D6 and a scatter die. Starting from the center of the board, place a marker (to indicate an alien artifact of great power) according to dice result. All infantry and walkers (as they can carry it away) count as scoring for the purposes of controlling the relic. Vehicles apart from walkers may not control or contest the relic. At the end of the game, if the relic is contested, the player with the greatest number of victory points (from eligible units) contesting the relic at the end of the game captures the relic (and wins the battle).

    At the end of the battle, the winning player may choose to attempt to activate the relic. On a roll of 4+, the relic is activated, providing a (to be determined) benefit to the player in a later mission. On a 2 or 3, nothing happens, as the controlling force is unable to activate the arcane technology. On a 1, the relic is activated, but improperly, resulting in a detrimental blow to the forces of the controlling player in a following mission.

    Alternate option (modifier rather than game type): Place 1D3 relics along the center line of the board, scattering from intervals of 18” along the line (or 24” in the case of 2 relics). Any player with a unit eligible to contest the relic in range may attempt to activate it on their turn. This game is played with normal scenario rules, with the relics providing smaller benefits and detriments to each force during the current battle when they are used.

    Modifiers:

    • Bombardment: Large blasts of cannon fire shot from orbit explode randomly across the table at the start of each player’s turn. For each table corner, measure along the table edge 6D6 inches from the corner, and then 4D6 toward the center of the table. Place the large blast marker over this point. Canon shots are resolved at S6 and AP4.

    • Anticipated Deployment: Reserve rolls begin during the first turn, rather than second, starting at 4+ and lowering by one each turn.

    • Raging Bandits: A horde of bandits with a points value equal to one third that of each army being played (e.g. 500 in a 1500 point game) attacks during the battle! This can be a force of Dark Eldar pirates, a raging band of Orks bent on chaos, an unchecked Blood Angels Death Company still carving a bloody path of destruction, or some other similarly angry batch of enemies. The force is chosen by the campaign manager before lists for each army are created, and only the race of the bandits is shared with the two players in the battle. This force must be comprised of only Troops and Fast Attack choices, with no limits on how many of each type may be taken. All bandits are subject to the Rage special rule, and must shoot and assault the nearest unit if able. These units are deployed as if they were outflanking, coming into play with normal reserve rolls. An outflank roll of 5 or 6 means the bandits enter the table side with models closest to its edge. To determine where the bandits enter the table edge, roll a scatter die and 4d4. The direction of the arrow indicated on the scatter die (even if pointing off the table), indicates direction along the edge the bandits enter.

    Let me know what you think! I know some of 'em are a bit convoluted, but what 40K rules aren't?

    Last edited by Albatross; 8th December 2011 at 07:27.
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  2. #2
    Albatross's Avatar
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    And I'd appreciate to get some additional game types or modifiers from you! Crazy, sane, whatever you feel like!

    Last edited by Albatross; 8th December 2011 at 07:42. Reason: Grammar. What a nub.
    "Holy crap dude. Space Marines spit acid."
    "A grenade cannot be master-crafted"
    Photography (unrelated to 40K)
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