2 Setting up
2.1 The star map
Galaxy of Damnation is played out on a star map representing a sector of space. The
first task for the Gamesmaster is to draw up the map. An example star map with 50
locations is shown below. Each location is represented by a numbered circle that may be
connected to one or more other locations by a solid line. The lines represent stable warp
routes, and fleets may only move from location to location along a line of travel (unless
the advanced rules for warp jumps are in play see later). Making some locations key
gateways to other star clusters (such as locations 20 and 36) can stimulate strategic
gameplay (since players in control of the location may control passage through it).
Not every location need be a normal star. Some can be designated as special locations
such as warp gates or black holes. The sector grid is mainly for effect but can also help
players find and refer to locations or other phenomena.
This map was drawn up using Paintshop Pro, but most graphics
editing programs should be up to the job. If (like Paintshop Pro and Photoshop) your
graphics program supports layers it is a good idea to place the circles, numbers, lines
and grid on different layers this makes it easier to recycle the same map with new
numbers and routes. Each player will need a copy of the star map to mark on their planets,
enemy planets, warp jump locations and other intelligence as they explore and discover.
You will also need one as the Gamesmaster, and another to pin up in your games room. This
map is reproduced at full size in Appendix 1. If you can it is a good idea to use a
photocopier to make an enlarged version for wall display.
2.2 The Book of the Universe
Once you have a map the next task is to populate it with locations and set up a method
of tracking the details of each place. There are a number of possible ways to do this. You
could use a book with a page for each location (which we affectionately refer to as the
Book of the Universe or BotU). Number a page for each location. As the details of a
location become known, or you as Gamesmaster define them, you turn to the appropriate
place in the BOTU and enter the details.
An alternative method is to use a box of index cards with a card for each location. The
advantage of this method is that you can hand the appropriate card out to a player who
arrives at a location.
Finally perhaps the easiest way is to use a simple computer database to keep track of
locations. We have developed a database in Microsoft Access that tracks location details
and performs other functions to make the Gamesmaster's job a little easier. This is
available from the same web sites as this manual.
A completed location card or BotU page for a standard planet will look something like
the example below.
It doesn't really matter how you set out your cards or pages. This card is
for a location called Alpha Centauri (not a very original name!) that is in position 20 on
the star map. You can see that it is a dead world that is worth 0 campaign points, and has
a 2% points penalty (these details will be explained later).
Dave Capon annexed the planet on campaign turn 6, and he has not installed planetary
defenses or jammers (also explained later).
Remember that you can use the back of the card too to record changes of ownership or
other details and you can always start a new card if the original gets crowded. Players
will find it helpful to make copies of the cards for the locations they own. This makes it
easier to add up the total value of their empire and keep track of how many planets have
defenses or jammers installed.
Most of your cards will be blank at the outset of the campaign except for their
location number. They will be filled in when a player visits the location and generates
their details. This is explained a little later. However, you will probably want to
pre-complete some of the cards with special locations.
2.3 Special map locations
As the Gamesmaster you are free to make up any location you like, however off-the-wall,
and with special instructions to the players. All you have to do is decide where you'd
like them and to fill in their cards with the appropriate details. When a player arrives
you will retrieve the card complete with instructions for the player and hand it over
(unless there are some details you'd prefer to keep secret for the time being
). Some
examples of special locations are given in the advanced rules section.
2.4 Warp Gates
Most maps will benefit from warp gates at some stage in the campaign. Map based
campaigns like this can get bogged down if players find themselves a long way away from
the action or unable to get past a location owned by a strong player. A warp gate joins
two distant locations and allows a fleet to 'jump' a huge distance in one go. In the
example map above I might connect locations 2 and 42, for example. This would be written
on the location cards ('Warp Gate connecting with 42' on card 2, and 'Warp Gate connecting
with 2' on card 42). You may want to wait until the campaign gets underway for a few turns
before opening the gates. In this case just write 'This location appears to be empty
space' or something similar on the cards when you begin the campaign. When you want to
open up the warp gate just swap the cards for substitutes with the warp gate details
written on them. Players are not allowed to own locations with warp gates. When they
arrive at one they may enter the gate on their next campaign move, or move past it
normally to the next connected location. There is no reason why you should necessarily
tell the players where the gate will take them that's for them to find out! And
there is no reason why you should leave the gates open all the time if you don't want to
if it improves gameplay (perhaps by making life difficult for the player who has a
strong lead) then just swap the cards back again to 'close' the gates!
Warp gates can be stable or unstable. A stable gate always connects to the same place.
An unstable gate sends the player to a random location. You can write a list of target
locations on the location card and roll a D6, say, to choose one, or you can make a D66,
D1010 roll or whatever to generate a completely random location.
When a player reaches a warp gate they are told what it is and given the option to
enter the gate or move on to a normal location beyond. A player can never own a warp gate,
and his fleet never stays at the warp gate location. If the player enters the gate and is
relocated to another warp gate (by chance or because it is a stable warp gate) then they
immediately move off the receiving gate to a normal location.
2.5 The Common Knowledge Map
Each player will have a different knowledge of the star map. They will know about
locations they have visited and pick up other bits and pieces from other players in trade,
bribe or barter. In Galaxy of Damnation knowledge is power and players would be wise to
guide their knowledge jealously.
Some details will be known to all players - planets can issue distress calls, for
example, that broadcasts a player's location to everyone in the game (yes, this is
explained later too
). Such things are marked on the Common Knowledge Map (CKM). The
CKM is a copy of the star map (preferably enlarged to A3 or bigger) that is pinned up in
the gaming room for all to see. The Gamesmaster updates the CKM at regular intervals. You
may want to fix it to a pinboard so that you can stick flags and notes in the map.
2.6 Fleets and Fleet Cards
Players move their fleets from location to location taking over neutral worlds,
attacking the worlds of other players, exploring the star map and pursuing any other
sub-plots or tasks set by the Gamesmaster. Each player has a fleet card on which to record
the desired destination of their fleet, the worlds they have conquered, special equipment
they have purchased and their current status in the game.
On the fleet card to the left Aaron started in the campaign at
location 13. His Imperial Guard fleet moved on to locations 14, then 17 and 18 and it
annexed a planet at each move. The fleet is currently at location 20. The fleet card also
records the campaign points value and army points penalty that Aaron accumulated from each
planet (these are explained later). The planets give a total of 8 campaign points, but
Aaron has spent one campaign point on a probe and another on a scanner (yes, you guessed
it these are explained later!). The point about the fleet card is that it
summarises the essential information about the fleet for future reference. How you lay out
the card is up to you and doesn't really matter it could be better, in fact, to
list the planet details on the back of the card. You should write the player name at the
top of the card or down its short edge, though, so that you can see it if it is inserted
in a card index box or the BotU. If a fleet card gets full copy it onto another card and
leave off redundant information such as planets that have been won but lost again. If your
players could be prone to losing their cards (or you want a backup in case of disputes)
it'd be a good idea to duplicate each player's fleet card details in a notebook.
2.6 Allocate starting locations
Your final task is to allocate starting locations for each of your players. Write these
on their fleet cards and hand them out. You can either let the players generate the
characteristics of this starting location themselves, as described below, or just allocate
everyone the same type of world. We suggest you allocate each player a dead world each and
find positions that will allow him to make at least one move before encountering another
player. This allows players to get one or two planets under their control fairly quickly
and makes the startup more interesting.
2.7 Victory conditions and the size of the star map
The example map that we have included in this manual consists of 50 locations. How
large you should make your map and what you should set as victory conditions are related
questions. We have some guidance on this but it will make more sense to you after we have
explained how planet details are generated and what campaign points are, so we will return
to star map size and victory conditions a little later.
2.8 Decide size of 40K/Epic 40K games
As you will see later the number of points available to a player to use in a battle is
influenced by a number of things, but you should set a base size for your 40K games. We
suggest 1500 points, which usually gives a game that is comfortably fought in an evening.
2.9 Local house rules and restrictions
You may wish to introduce some rules of your own to get the style of campaign that you
would like. Are special characters allowed, for example? What about alliances (we have
something to say about allies in the advanced rules section). Do you wish to impose
penalties for unpainted miniatures? Are you going to insist that every player has a
properly drawn up roster, and what will you do if they don't? Do models have to be a
strict representation of the unit they represent, with wargear shown on the model? These
things are very much up to each Gamesmaster. For the record, these are the house rules we
prefer:
- No special characters or assassins unless a sub-plot calls for one (but if both players
really want to use them then fair enough)
- No allies except as agreed by the Gamesmaster, and definitely none for the first 4
campaign turns.
- Penalties for unpainted miniatures. One possibility is to remove the race characteristic
for an unpainted miniature or a unit with one or more unpainted miniatures so
marines do not regroup when falling back, Eldar can't use fleet of foot, Orks can't
waaagh! And so on. Another is to impose a leadership penalty or better still, make all
leadership rolls for a unit with unpainted miniatures fail on a double (leadership
penalties in terms of minus X points unfairly punish races with low leadership to start
with - this is avoided with the doubles rule). The player has not taken the trouble to
prepare his troops properly (paint them) so they are 'untrained' and likely to run away.
- Every player MUST have a proper roster with all troops and wargear accounted for. I hate
it when my opponent has his army list 'in his head'. No roster means you forfeit the game.
- Models should be WYSIWYG (what you see is what you get) that is, a model with a
lascannon on the roster should really have one on the model. I refuse to play against
players who announce 'this Battlefleet Gothic ship is my Ork warbike, OK?' (Yes, it did
happen).
2.10 The campaign diary
We recommend that you get a small notebook to use as a campaign diary. Use a page per
turn to record the battles that are to be fought, any tasks you need to remember to do,
and make any other notes that seem helpful. If you mark the pages up in advance you can
also write yourself reminders of things to do in the future, perhaps relating to a
sub-plot or special location.
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