Pages

Showing posts with label Campaign Rules. Show all posts
Showing posts with label Campaign Rules. Show all posts

Monday, March 12, 2012

Deep Striking Campaign Rules (4): Mapping Your Sector


A properly developed and mapped setting for your gaming group's campaign can greatly enhance the buy-in of players and enjoyment of the gaming experience. This sector creation system draws heavily on the Traveller RPG (Sector size and Hex Map), the Maxis game SPORE (for categorizing dead planets and the T0-T3 system), Planetfall Mod for Civilization 4 (For qualifying the T0-T3 system), and the 3rd Edition 40k rulebook. An excellent free resource for mapping your sector can be found at Hexographer. Individual planetary maps, as well as the placement of bases, will be handled in another post.

A standard sized sector should be around 8 hexes wide and 10 hexes tall, similar to the sectors used for the Traveler RPG system. Each hex represents a parsec of 3D spacial area. This results in 80 total hexes of space. Of these, 36 randomly distributed hexes will contain stars with Imperial-controlled planetary systems. Non-Imperial worlds (Necron Tomb Worlds, Eldar Maiden Worlds, Tau Sept Worlds, Ork Worlds, Daemon Worlds,  etc) are dealt with in a separate post. 


The main world for each system is as follows:
  • 15 Dead Worlds (adapted from SPORE wiki)
    • Dead Worlds have a T0 Biosphere by default
    • Dead Worlds have the Imperial Tech Level by default
    • Dead Worlds have 1 base
  • 5 Hive Worlds
    • Hive Worlds have a T1 Biosphere by default
    • Hive Worlds have the Imperial Tech Level by default
    • Hive Worlds have between 5 and 9 bases
  • 4 Civilized Worlds
    • 2 Civilized Worlds have T1 Biospheres: Mining and Industrial
    • 2 Civilized Worlds have T2 Biospheres: Cardinal and Pleasure
    • Civilized Worlds have the Nuclear Tech Level by default
    • Civilized Worlds have 4 bases
  • 3 Agri Worlds
    • Agri Worlds have a T1 Biosphere by default
    • Agri Worlds have the Combustion Tech Level by default
    • Agri Worlds have 3 bases
  • 3 Death Worlds
    • Death Worlds have T3 Biosphere by default
    • Death Worlds have the Imperial Tech Level by default
    • Death Worlds have 1 base
  • 3 Feudal Worlds
    • Feudal Worlds have a T2 Biosphere by default
    • Feudal Worlds have the Feudal Tech Level by default
    • Feudal Worlds have 2 bases
  • 2 Feral Worlds
    • Feral Worlds have a T2 Biosphere by default
    • Feral Worlds have the Feral Tech Level by default
    • Feral Worlds have 1 base
  • 1 Forge World
    • Forge Worlds have a T1 Biosphere by default
    • Forge Worlds have the Mechanicus Tech Level by default
    • Forge Worlds have 10 bases
World Attributes
Dead World (T0) Graphic
  • Class: Death, Death, Forge, Hive, Civilized, Agri, Feudal, Feral
    • Sub Class: Civilized Worlds only (Mining, Shrine, Industrial, Pleasure)
  • Tech Level: (adapted from Rogue Trader, Into the Storm)
    • Mechanicus: Forge Worlds are the sovereign domains of the Adeptus Mechanicus, and most take the form of planet-wide factories. A Forge World often also serves as a base of operations for one of the Titan Legions. Forge worlds are essential for the supply of arms and armour to the Imperium’s combat forces.
    • Imperial: Imperial worlds have access to Imperial technology, and their societies are every bit as advanced as an average hive world.
    • Nuclear/Technological These worlds have societies with technology levels that run the gamut from information age through early space exploration to just a few centuries behind the Imperium.
    • Combustion/Industrial Industrial worlds come in two varieties, early and late. Early industrial worlds have steamage technology and complex societies, and late industrial societies have discovered the internal combustion engine and have more advanced technologies than early industrial.
    • Feudal:  Feudal worlds are peopled by debased humans with technology of either just pre or just post black powder levels. These societies have complex religious, social, and governmental bodies, and can field infantry, some artillery, and traditional cavalry units.
    • FeralLate feral planets may have advanced primitive cultures of roughly Bronze Age and later technology with metal tools, weapons, armour, and even cultures with complex religious, social, and governmental bodies.
  • Biosphere:
    • T0: No Biosphere
      • 2 Ice planets - A cold planet with an extreme amount of Ice on its surface.
      • 2 Lava planets - A hot planet where Lava and Fiery Clouds have formed on its surface.
      • 2 Rocky planets - A dry planet with nothing but rock and dirt on its surface.
      • 2 Water planets - A humid planet with an extreme amount of water on the surface.
      • 2 Flurry planets - A cold planet with no Ice on the surface, which is primarily rock.
      • 2 Arid planets - A hot planet with no Liquid Water, and sand covering the surface.
      • 1 Boiling planet - A planet that still has Liquid Water, but which is starting to Boil.
      • 2 Melting planets - A planet that has ice on its surface, but which has patches of Liquid Water.

    • T1: Terran-Dominant Biosphere (Forge, Hive, Agri, some civilized). Domination and extermination of native life. They are usually largely polluted from heavily industrial or agricultural land uses.
    • T2: Hybrid Biosphere (Feral, Feudal, Some Civilized). Working to raise human-friendly crops which interact in a harmonious fashion with native life. Native flora and fauna integrated into lifestyle of inhabitants. 
    • T3: Alien (Native) Dominant Biosphere. Humans live in isolated and self sufficient colonies. Biosphere so deadly that only the hardiest can survive outside of bases for long periods of time. 
  • Bases: Typically 1-10
    • Bases represent Imperial controlled population centers, most often large cities or hives. On planets with a high Tech Level, bases are frequently fortified with large curtain walls, shield generators to deflect orbital bombardment, and hundreds of thousands of troops. On Low Tech worlds, bases might be simple a ramshackle Imperial Palace surrounded by stone walls and a dirt landing strip. 

Monday, March 5, 2012

Deep Striking Campaign Rules (3): Planetstrike Campaign


Planetstrike campaigns can take place on any world. The first mission in a Planetstrike campaign is the Battlefleet Gothic mission Planetary Assault. How well players do in this first mission influences latter games in two ways: 1) the attacker landing more assault points decreases the number of bastions and strategem points available to the defender, and 2) the attacker landing more assault points increases the number of strategem points available to the attacker. The size of the Planetary Assault game, as well as the orbital defenses and number of attacker's transports is determined by the type of planet being attacked. 

After the first mission, play the missions in the following order, declaring a victor after one player has 4 victories, in accordance with the "Best of 7" concept. 


Game #Scenario
1BFG: Planetary Assault
240k: Planetstrike
340k: Desperate Assault
440k: Seize & Destroy
540k: Stranglehold
640k: Forlorn Hope
740k: Planetquake


Planet TypeDefender Planetary DefensesAttacker Assault TransportsBFG Fleet Size
Dead World100 pts2500 pts
Low-Tech World200 pts3750 pts
Death World300 pts41000 pts
Agri-World400 pts51250 pts
Civilized World500 pts61500 pts
Hive World600 pts82000 pts



Scenario 1: BFG Planetary Assault
# Attacker’s Assault Points
Attacker Stratagem Points for CampaignDefender Stratagems for Campaign;
Defender Bastions for 40k Scenarios
Game Result
0-116Defender Victory
2-325Defender Victory
4-534Defender Victory
6-743Attacker Victory
8-952Attacker Victory
10+61Attacker Victory

Wednesday, February 29, 2012

Deep Striking Campaign Rules (2): The Best of Seven Principle


Central to the Deep Striking campaign rules is the "Best of 7" concept. This organizing principle serves to structure games similar to a World Series in baseball: the first player to win 4 games will win the campaign. The result is a campaign that lasts between 4 and 7 games per given Strategic Round (typically a calendar month). Most gamers would be readily able to fit 4 to 7 games into their schedules in a typical month. Games can be scheduled in advance at the start of the month during the Strategic Meeting, then played out sequentially. If games #5, #6, or #7 prove unnecessary to determine an overall victor, players can still meet for games that do not affect the campaign, or simply have a free evening to go out for drinks.

In the 40k Universe, the powers-that-be will look more favorably on commanders who fight and win campaigns in an efficient manner. This is reflected by the higher Renown gains for quick victories. Renown is of primary importance to individual players, as it is analogous to experience points in an Role-Playing-Game setting, and allows for special abilities to be utilized during games.

Campaign Victory MarginWinner Renown GainLoser Renown GainResult
4-070Total Victory
4-161Major Victory
4-252Minor Victory
4-343Narrow Victory

Each campaign type uses the Best of Seven principle as its base. There are four different campaign formats in the Deep Striking system:
  • Space/Naval Campaign (uses a combination of Battlefleet Gothic games and boarding actions)
  • Planetstrike Campaign (begins with a Battlefleet Gothic Planetary Assault and then uses Planetstrike missions)
  • Ground Campaign (beings with the basic 40k meeting engagement then uses Battle Missions)
  • Urban Campaign (uses Cities of Death rules with some modifications)
Additionally, the Deep Striking campaign rules emphasize the differences in terrain and unique environments found in the 40k setting. As such, there are specific place-based special terrain and hazard rules for each campaign setting: world type & terrain type.

World Types:

  • Dead Worlds
  • Low Tech Worlds
  • Death Worlds
  • Agri Worlds
  • Civilized Worlds (and sub-types)
  • Hive Worlds (including Forge Worlds)
  • Alien and Daemon Worlds
Terrain Types:
  • Jungle/Forest Terrain
  • Ice Terrain
  • Desert Terrain
  • Wasteland Terrain
  • Temperate Terrain
  • Urban Terrain
  • Special Terrain (Facility/Shipboard, Daemon, Tomb World, etc)

Monday, February 20, 2012

Deep Striking Campaign Rules (1): Intro



The Deep Striking campaign rules are best described as an overarching system to link a gaming club’s Warhammer 40k and Battlefleet Gothic games in a narrative framework. They key goals for this this rules set are:
  • Campaigns should be end in with a decisive victor in a relatively small number of games
  • Campaigns should have lasting effects for both the player and setting
  • Campaigns focuses on the tabletop Battles of 40k and BFG, without cumbersome map and logistics rules
  • Campaigns rules need to accommodate the busy schedules and commitment balancing that many gamers face
  • Campaigns should be FUN and not a burden on players.
Overall Structure
  1. Players meet at a monthly organizational meeting to wrap-up the last strategic round, then determine match-ups, the number of games, and a schedule for the upcoming strategic round.
  2. Players play between 4 and 7 games over the course of the strategic round to determine control of planetary systems.
  3. Two players will play a number of games dependent on their amount of free time, which influences the type of planet being fought over.
  4. Players keep track of their victories and defeats through a renown system, which allows players to advance along 6 different skill trees (Siege specialists, Defensive specialists, Guerrilla fighters, Logistic experts, etc) that allow for special abilities during 40k games.