Monday 3 March 2014

WELCOME!!!

Welcome to Sophie, Tilly, Connor, Mark, Peter and Luke! You wanted me to make this, so I have. This is going to be our story for us all to read and others to see. It will be our great warhammer blog for us! I will post the stories written by mark, and the fluff for our campaign written by me. So in the end we will have a story filled with detailed planets and engagements. And also as per our long talk, I will go into the theaters of war etc. I will now repeat the big email explaining our campaign and then soon I will write up first campaign part. Enjoy everyone!!!
Oli


1) One long campaign.
I want our games from now on to seem like on giant campaign. When we are bored of it we can simply just move to another one. So what will happen is we will not have set missions, but "theatres of war". Each theatre will be unlocked at random intervals, but instead of pre set pairings you will be able to just say "hey i want to face you" etc. Each theatre will be a different part of the planet, representing the different stages of attack on each planet. Every player will roll off at the start of each planet, the highest gets the "Planetary Defender" special rule. It will impose both a great buff, but a great curse also to the player, to add to the story of the campaign. The buff will sometimes be a points bonus, sometimes a benefit (such as knowing the planet so well they can ignore the effects of meltsand as they know how to avoid it) the curse will be more stronger in different areas of the theatre. The start of each campaign will be a briefing, which I will do if everyone likes these house rules asap. This will be an overview of the world, its strategic importance to everyone and even rules. Things such as adverse weather, treacherous habitations, indiginous species and even mysterious artifacts will be represented. For example emp storms, meltsand, ice-lakes etc. And even more unusual weather conditions like ice lakes covered in sand, loreli crystal fields and carnivious flora. All will be written by me. They could be forge worlds, agri worlds and even death worlds. 
2) Heroes.
We went to some time and effort to create our heroes. It is unfair to waste such a chance, so you all have the OPTION, (not forced) to use your characters for the battles from now  on. 
3) Scenarios.
Some of you enjoyed scenarios so some will still be back. At the end of a theatre of war there will be a battle to lead to the next one. The whole campaign will be logged, and if someone is doing particuarly well then they may be pushing further into the planet, this activates the new theatre battle, or could mean a great uprising against them from other players. This will be random and according to fluff.

4) Me.
Yeah il be back this time dw. I will, however, always play one role and one role only. The PDF. For any of you not versed in the lore of warhammer this means planetary defense force. I will use an army based around what a PDF would actually use which will be my renegades and heretics list (as it has workers rabbles and such). They wont be chaos, but the rules suit it. Awful leadership that requires a baneblade to stay around or it will run away from scary noises etc. So dw, il play big parts.

5) Rewards.
Well, we want to really engage in this game so there will be a rewards system. They will fall into the following catagories:
Incredible Valor: This is when a model does something amazing, such as a sergeant surviving a dreadnought and then power fist him to death in a challenge. A scout sergeant killing a whole squad of tau. An etheral beating up a necron lord. This will give you a roll on a valor table.
Insane Heroism: If you roll a double 1 for a leadership test, your group automatically gains +1 LD for the remainder of the campaign. 
Crack Shot: This again is quite subjective like the first. But a single model rapid firing his boltgun to kill a land speeder. The lone lascanon destroying a vehicle and taking out the troops guarding it, a vindicator or baneblade lining up a perfect shot to destroy an entire unit with one shot. This will give a roll on the crack shot table.
Incredible Leader: Again subjective. Gains a roll on the Incredible Leader table if he does something suitably heroic as a leader. Such as charging in to an area to hold the lines where it falters, saving a unit from certain death with a psychic bolt, getting the perfect infiltrate ad charging with a fully unharmed unit into battle. etc.

6) Markers.
I have an idea that people can choose yes or no to. I think we should paint a small strip on the side of the base of the model to show which upgrades it has. Red for a valor upgrade, yellow for heroism, blue for crack shot and green for incredible leader. 

7) Multi-dimensional.
To make this a multi dimensional battle, each player will have something called an "activasion phase" before the battle. The players that are facing each other before the battle engage in a "mini game". This will be a dice based game. Now this will represent the raging space battle that is going on up in space. Each player first chooses an action:
Attack
Defend
Pull away
These all have an effect. It will be a very simple game. Each player has 6 dice of one color, and 6 dice of another. One set of six will be known as the attack dice, and one set will be known as the defense dice. If you choose to attack then you add 2 more dice to your attack dice. If you defend then add 2 dice to your defense dice. If you choose to pull away you skip the mini game altogether and skip to the consequences phase. Now for the game mechanics.
Each player rolls there dice, being careful to note which are attack dice, and which are defense dice. For every roll of a 6 on the attack dice, the defender removes one of his defense dice. For every roll of a 6 on the defense dice, the attacker removes one of his attack dice. A roll of a 6 on either side cannot remove the roll of a 6 on the other side. 
When one player is out of defense dice, they have been "crippled". The attacking player is granted a bonus 100pts to this game. 
A ship that is crippled suffers 1 structure point. If a ship loses 5 structure points, it gets destroyed. This is explained in the consequences phase.
And now we get to the consequences phase. 
If you decided to "pull away", your ship regains 1 structure point, but your enemy gains 250pts to the game. 
If your ship is destroyed, it has major consequences. Firstly you roll a dice. On a 1-3 your troops are petrified at the sight of there flagship plummeting to earth. Worrying about having no escape or re-enforcement, there resolve is shaken. They permanently lose -3 to there Leadership value, and are at a permanent -100pts for every battle still to come. On a 4-6 they realize doom is upon them, and fight all the harder to survive. They become fearless, and lose a permanent -100pts for rest of the games.
Furthermore, if a players ship is destroyed, in every game thereafter a special "supplies" marker is set up by the opposing player in his deployment zone. This represents salvage from the fallen ship that can be used by the downed ships team. Whilst it has no use to the opposing team, if the team whose ship is downed holds the objective at the end of the game, there next game (and next game only unless they get the objective again next game), does not have the 100pts penalty.


I hope you enjoy my idea for an in-depth and amazing gaming experience. I have put a LOT of effort into this, and hope everyone enjoys it.

No comments:

Post a Comment