Back in the day, whenever my DE tried to run, they would roll 1s or 2s, thus earning them the "Lazy" insult. |
For this "edition" of Chaos Corner, I want to show off a special rule that I developed for this campaign: Plot Threads. Now, an ongoing campaign has a lot of ups and downs, reversals and utter defeats. However, battle after battle might become a little stale. So, I added an element that each battle COULD mean more than just planting a flag on a map. So, here it is, presented for your approval, straight from the campaign pack I made:
“Plot Threads”
To
ensure that each battle of the campaign has weight and “means” something, the
following “plot threads” are in place to raise the stakes of the game for your
faction as well as contribute to the overall narrative.
Lords
of War
The
Lords of War are the greatest engines of destruction, literally looked upon as
gods of the battlefield. Such is their terrible might and awe inspiring power,
that whole campaigns are waged with the Lords of War being the hammer and anvil
of a warlord’s strategy.
However,
Lords of War are an uncommon sight- they are difficult to manufacture and
therefore rare. To reflect this, each faction has access to only 1 Lord of War.
This Lord of War may be used ONCE in any battle PER TURN without any
forewarning (see 7th edition army organization). However, if the Lord
of War is destroyed, it CANNOT be used in any future battle for the remainder
of the campaign. Thus, while a powerful weapon, a Lord of War must be used
wisely.
Imperial
Guard- 1 Baneblade
Chaos-
1 Lord of Skulls
Space Marines-
1 Imperial Knight
Scorched
Earth
War
never changes. Lives, cities, civilizations, planets, and even whole solar
systems have been utterly destroyed by war. This may be done out of simple
blood lust, the desire to “set an example” to enemies, or as a sacrifice to thirsting
gods.
However,
in a war, there are more practical reasons for setting something to the torch.
Resources, factories, and more can be destroyed in the “scorched earth”
approach to war. If you have been defeated and you are losing a tile that has a
building on it, you can attempt to destroy it. Roll a D6 after the battle. On
the roll of a 1, the building is destroyed. On a 2+, it is now in the hands of
the enemy. If the building is destroyed, it is removed from the tile and cannot
be used again. If it is the tile itself (like the spaceport), simply note it on
your faction sheet. Hive Cities cannot be destroyed in this way.
Special
Characters
These
are the heroes and villains of the 41st millennium; warriors of such
strength, cunning, and renown, that simply their presence on the battlefield
inspires courage from their allies and total terror in their foes. However,
despite their prowess, these heroes are not immortal, and they can only be in
one place at any time.
Like
Lords of War, each faction can only use the following special characters ONCE
in any battle PER TURN. If the character is reduced to 0 wounds. Roll a D6. On
a 1-5, the character is “dead” and may not be used for the remainder of the
campaign (he died, has withdrawn, suffered great injuries). On a 6, the
character retreats from the field, ready to fight another day (he still counts
as destroyed for victory points purposes, etc.), thus he can be used again in
subsequent turns.
For
this campaign, the characters are as follows:
Ultramarines:
Marneus
Calgar
Tigurius
Inquisitor
Corwin (counts as Kasimov)
Imperial
Guard:
Lord
Governor Porter Vasser (counts as Lord Creed)
Inquisitor
Wynter (counts as Inquisitor Coteaz)
General
Xan (counts as Commander Pask)
Chaos:
Kharn The Betrayer
Lord Pandemicus (counts as Typhus)
Colonel Strommer, Traitor Guard (counts as Col Straken)
Well, I hope that you liked this sample of my campaign rules, and that it inspires you to make your own campaign. I have been playing the campaign for weeks off and on, though not quite in the way I intended. In the next edition, I'll inform you as to the progress of the campaign, which has been interesting, and a little ironic.
Until next time...