Campaign System

Campaign setup 
  1. Decide sides (loyalist and traitor). Side numbers don’t matter.
  2. Decide warzone. This is the theatre the campaign will be played in either planetary or area based.  Size and features and unique elements are determined, control of which will then decide the victor once all reserves points are exhausted.
  3. Reserves Points: Measure of force strength. Is expended to attack strategic objectives and play games against opposing players. Once all of these are spent the side controlling the most strategic objectives are declared the victor.
  4. Named characters must not fight for both sides, any clashes must be decided with the players in question.  
Warzone creation
  • The Warzone represents the Planet of Akran VII, the key world in the Rifts of Hecate, a currently uncharted region of the Aleph sector.
  • The campaign is made of 2 components: 
    • Reserves points. Indicates total resources for campaigning. Both sides have the same total number to begin with. 
    • Strategic objectives. The warzone is made up of a number of strategic objectives, during the campaign players will have the opportunity to stage attacks on various objectives, gaining control points for that particular objective.
  • This campaign assumes both sides have not gained control over said warzone. Attackers and Defenders have just landed but have not had time to attack or fortify anything. Both sides have equal reserve points.   
Warzone reserves points
  • The number of reserve points represents the scale and size of the campaign as well as the size of the forces conducting it. 
  • Total number of reserve points is open to discussion between participating players. Overall number of points will determine campaign length. For example, a campaign of 10 reserve points would be a total of 20 games.
  • We will be using 10 reserve points per side 
Strategic objectives
  • As mentioned earlier, these represent vital facilities of the warzone such as a key spaceport, planetary defence emplacement or manufactorum. Control of these determines the overall victors of the campaign - The number of these objectives does not affect effect the length of the campaign but are based on the number of reserve points used.
  • Strategic objectives have specific rules for them found on the Locations page 
  • Any strategic objective can be attacked by either side. Lines of attack are not in play due to the small forces and vast size of the continent.  
We will be using 5 Strategic Objectives. Details on them are found on the Strategic Objectives page.
Not all strategic objectives are equal! A swamp is worth less than a manufactorum.


Campaign phases
The campaign is made up of campaign turns, each turn allows the two sides to make attacks on strategic objectives with the goal of accumulating control points for that objective. The campaign turn is made up of three phases: The Mustering phase, the Conflict phase and the Consolidation phase.

  • Mustering phase: one player from each side must roll off, with the side who rolled the highest gaining the initiative. The side with the initiative can then issue a challenge before passing the initiative to the opposing side who may then issue a challenge of their own. This continues until both sides lose the ability to issue a challenge (either from a lack of players or reserves points) At which point the mustering phase ends. Generally, each player plays one attack per campaign turn, unless the campaign is struggling for players.
  • Challenge phase: The side with initiative nominates a strategic objective and one of its own players as an attacker. Only in games where they are the designated attacker can they score control points. The opposing side nominates one of its players to defend the objective. The side with the initiative then reduces its reserve roll by one while the opposing player pays no cost. If no defender is appointed, then the attacker automatically gains 2 control points for that strategic objective.
  • Conflict phase: When each player has chosen their role (attacker/defender) and has organised at least one game and all reserve points have been paid by the attackers the games should be played and the results noted for the consolidation phase. Generally, the objective being fought over and the result of the game will need to be recorded. Once all games have been played, the conflict phase ends.
  • Consolidation phase: The results of the games will be made available to all players in the campaign. Each game in which the attacker was victorious will score the attackers side 1 control point. The campaign phase then begins again until both sides have expended all of their reserves points.  
  • If the campaign ends in a tie with no reserve points remaining, then it will be decided with a Massive scale multi player game. The Bigger the better.
  • The campaign may still end in a huge multiplayer game, will be decided later. 
Missions
  • No set list of missions available to players during the campaign. Missions will be decided before playing between players. Some games will have missions prescribed for them. See the Campaign rules pdf for details.
  • Eternal war missions from the 7th Ed 40k book as well as those in HH Book 1&2 can be used. HH Book 6 missions can also be used which are focused on guerrilla warfare, sabotage and deceit. Others can be allowed too. Just ask if you want any special missions. 
Force Organisation
  • This is a Narrative Campaign, not the 40k LVO. This is not Win At All Costs. Please bear that in mind when building army lists. Would it be a list you would be willing to play against?
  • No super-heavy’s in games smaller than 2k points.
  • No Primarchs unless told otherwise.
  • Try and play an army with a backstory. Making it narrative makes it fun. Special named characters can be created using the Praetor template as a baseline. 
Warzone traits
  • These are traits given to strategic objectives that represent the environment of the battlefield.
  • New and changing traits may be applied as play progresses to reflect the events of a campaign. For example, “after the successful sabotage of the hive city fusion reactor by traitor forces, the reactor reached critical mass and erupted from the sump of the hive city, reducing the city and the surrounding land mass to the glassy plains of a rad wastes”.  This gives the campaign a sense of games having an impact. Collateral damage is acceptable in the Total War of the 31st Millennium.
  • There are also specific traits for strategic objectives such as space ports, manufactorums or bunker complexes.  
Strategic Raid Missions

These represent smaller scale attacks launched by both sides in the opening stages of a conflict.

When playing a game using the strategic raid missions roll once on each part of the following tables (or just decide what you want to play). These are good if you don’t have much time or a small army.


Raider and Garrison force organisation charts may be used in these kind of battles.
Ask Toby if you want the rules for these.

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