6 Campaign sequence part 2
6.4 Set up and play 40K games
We finally get to the whole point of the campaign system playing lots of games
of 40K! Before playing the Gamesmaster will have to ensure that the players are available,
the right points are being played, and perhaps give some guidance on the mission.
Players
Normally it is obvious which players will be involved. Players will defend their own
planets. When invasions involve neutral planets a second player is needed to take the part
of planetary defenders. This might be the Gamesmaster, someone not otherwise involved in
the game, or someone in the campaign that does not have a game to play this turn.
Points and army selection
Each player should work out the total points penalty that he has accumulated as he has
captured planets. This is knocked off the points available to him for the game. A player
with a large empire is likely to find himself at a disadvantage, therefore, if he attacks
a player with a smaller number of planets. This has two functions. Firstly, it represents
the ambitious player over stretching himself as his empire expands and he spreads his
forces ever more thinly. Second, it is a built-in handicapping system that will make it
hard for capable players to attack less capable ones. It also keeps the game challenging
for the more capable players.
There is no need for both players to reduce their forces by the full penalty percentage
just work out the difference. For example: Aaron has 20% penalty points and Gary
has 8%, giving a difference between the players of 12%. In a campaign with a 1500 point
base size Aaron would play with 1500 12% = 1320 points, and Gary would fight with
the full 1500. Obviously if both players have the same penalty percentage then they can
play with the full points, and since you are taking the difference in points penalty there
will always be one of the players playing with full points. Taking the difference in
points like this prevents the games from becoming too small.
The simplest approach to army selection is to allow the players to rewrite an army list
before each game. You may prefer more elaborate systems where players raise units at the
start of the campaign and have to stick with them, perhaps developing them as they gain
experience and new skills. We say a little more about this in the advanced rules section.
Mission
Feel free to play any mission you like if you both agree (within any special
limitations imposed by the Gamesmaster). If you cannot decode then choose a mission by:
a) Rolling it up according to the 40K rulebook or
b) Using the D66 mission table from White Dwarf or
c) the side with the lowest campaign points rolling 2D6 and consulting the following
table:
2 |
Player with the highest campaign points chooses the scenario,
but the mission ALWAYS uses the Random Game Length scenario special rule from the 40K
rulebook. |
3 4 |
Player with the highest campaign points chooses the scenario |
5 9 |
Play a standard scenario |
10 11 |
Player with the lowest campaign points chooses the scenario |
12 |
Player with the lowest campaign points chooses the scenario,
and may choose to use ONE of the "Scenario Special Rules" as per the 40K
rulebook, regardless of scenario. |
If campaign points are tied each player rolls a D6 and the winner is
assumed to have the higher campaign points and the loser the lower. In scenarios that call
for an attacker and defender the planetary defenders will always be the defending force.
If neither player is the defender (for example if two players are fighting each other to
capture a neutral planet) then they decide between them who will take on the role of
attacker and defender in scenarios that call for it (they can dice for it or ask the
Gamesmaster to arbitrate). Scenarios that make it especially tough for either the attacker
or defender should be avoided in this situation.
6.5 Absent players
Absent players and their planets
A planet may find itself under attack while the owner is absent or unable to defend it.
This might happen if a player misses a meeting or is attacked on several fronts at once
(he can only fight one battle at a time, after all), or if he prefers to fight a battle
elsewhere rather than defend the planet against attack.
In this situation the planet is left to fend for itself. At first the planet will put
up a spirited resistance but its will is gradually broken if repeated attacks are made and
the owner does not defend it.
If a planet is attacked and the owner does not fight a battle to defend it the owner or
GM rolls a D6 in consultation with the GM and consults the following table to find out
what happens:
Self-defence dice roll table
Attack: |
Planet defends itself on a D6 of |
Planet reverts to neutral on a D6 roll of: |
First |
2+ |
1 |
Second |
3+ |
1 or 2 |
Third |
4+ |
1 to 3 |
Fourth |
5+ |
1 to 4 |
Fifth |
6 |
1 to 5 |
The number of times a planet has been attacked and not defended by the
player is recorded on the location card and fleet card (or in the database). This is a
running total and is never reset.
If a planet successfully defends itself it is treated as a draw that is, the
attacking player is allowed to move on past the planet on his next campaign move even if
defenses are installed.
A planet can never be attacked more than once in a campaign turn, because only one
fleet per turn is allowed to attack a planet.
Players can nominate a proxy governor to play their battles if they know you are going
to miss a number of meetings.
Absent players and their fleet
It may happen that a player leaves movement orders for your fleet but then are not
present at the next meeting to deal with the consequences. A fleet might also be holding
position and be interrupted in the absence of the player by the arrival of another fleet.
This is what happens in these circumstances:
- If the fleet is at one of its own planets it will hold position and it is dealt with as
described above
- If the fleet is at any other location and another fleet arrives then it will back off as
described below
- If the fleet is at a planet owned by another player it will back off.
- If the fleet is at a neutral planet it will hold position.
6.6 Fleets backing off
When a fleet has to back off it returns to its former location. If it has to back off
again (perhaps because this former planet is also owned by someone else and the player is
still absent) then on the next campaign turn it will go to the next previous location, and
so on. This is why a fleet's path must be recorded on the fleet card. The rationale for
this is that in the absence of other orders the fleet retraces its steps in an attempt to
get back to a planet that it owns. This should eventually happen (provided the player has
not lost all his planets by then) and at that point it will hold position as described
above in the section on absent players. If the player really has lost all his planets then
after retracing its steps back to the campaign starting location it will either be
eliminated from the game or, if the advanced rules are in place, become a rebel fleet
(rebel fleets are described later).
6.7 Slow players
We all know them players who take forever to finish their games. Your campaign
will run much more smoothly if you get through one campaign cycle per meeting, ending up
with players handing in their fleet cards so you can sort out the conflicts and effects
ready for the next meeting. We recommend that if players do not have a game finished by
the time you need their fleet cards you move things on by:
- Adjudicating on the game as it stands and declaring one player the winner
- Allowing the defender to hand in his fleet card, but making the attacker (invader) miss
a campaign move
Of course in most gaming groups you have to finish a game, because you need to pack up
and go home.
6.8 New opponents arriving during a battle
This will never happen if you follow the guidance for slow players and keep everyone
playing at the same pace. If it does happen we recommend that you give the new attacker
the option of waiting until the current conflict is resolved, or passing unimpeded to
locations beyond. Of course, as Gamesmaster you are free to think up more imaginative
solutions if you wish!
6.9 Do players have to play every turn?
Paradoxically, one of the downsides of a thriving campaign can be that it takes over
the gaming group to the exclusion of everything else. Players who are not in the campaign
can find it difficult to get a game of anything else and even players in the campaign can
get tired of having to play the same game week after week. This alone can lead to the
campaign failing.
Players who do not want to play a game of 40K at a meeting should try to arrange this
by taking a non-combative turn. They could hold position or voluntarily back off if
challenged. Players who don't want the commitment of a campaign but would like to play a
few games of 40K now and then would be better off helping out by playing as planetary
defenders or as rebels, if the rebel advanced rules are in play.
This can lead to the situation where the winner of the campaign is simply the player
who plays the most games. This is inevitable to an extent, but we think the handicapping
system will reduce the chances of this happening for a long time.
6.10 Announce conflicts and distress calls, update Common Knowledge Map
When a battle takes place all players are informed of the location, but nothing more.
Perhaps there is a disturbance in the warp, like a million souls crying out at once and
becoming suddenly silent
anyway, pin up a notice saying: 'Campaign turn 8, battles
detected at
'. Pinning little explosion markers on the Common Knowledge Map at the
locations where battles have taken place is a nice way of notifying players.
If planets have sent distress calls then these should also be pinned up in the gaming
room. A distress call gives more information and should be something like:
'Help. We are Alpha Beegin, a civilised world at location 23. We are under attack from
an Ork fleet. Please help!'
Players should be allowed to broadcast their own messages too, and add them to the
Common Knowledge Map (with the GMs permission).
Any other information, rumors or false leads that the Gamesmaster wants to broadcast
should also be done now.
6.10 Resolve the conflict phase
As your meeting draws to a close you should gather in results of conflicts and
occupations. If planets have changed hands or have been captured for the first time the
location cards, pages or database entries are amended accordingly. They are added to or
deleted from the player's fleet card (the database will create an up-to-date player record
for you automatically based on the details in the location table). This shouldn't be too
difficult to manage because the players will come to you together at the end of the game.
While you have their attention they should make purchases of scanners, defenses and so
on so that you can mark them on their fleet and location cards.
As they do, amend the cards and make a note in your campaign diary of the campaign
points of each player (amended for purchases and so on). You will then be able to draw up
a new leader board to show the status of the campaign. We recommend that you post the
player name, number of planets owned and total campaign points. Everything else should
remain a secret unless the players decide to share information between themselves.
Post the new leader board in the gaming room for everyone to see. We recommend you wait
until the campaign has been underway for a few turns before posting a leaderboard.
6.11 The movement phase
The campaign turn ends with the movement phase. This may seem a little odd at first,
but the purpose is to allow the Gamesmaster to have things sorted out ready for the next
meeting.
In the movement phase the players mark their desired destination on their fleet cards
and hand them in to the Gamesmaster. Probes are also launched during this phase and the
probe program cards handed in to the Gamesmaster (probes are discussed in the advanced
rules).
The Gamesmaster then moves the fleets and probes and the game cycle starts again.
The Gamesmaster briefs the players on the consequences of their movement as discussed
in section 6.3 so that they can arrange any games of 40K ready for the next meeting.
|