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Campaign Experience System

 Post subject: Campaign Experience System
PostPosted: Fri Oct 07, 2005 4:20 pm 
Purestrain
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Due to popular request, I'm posting the work in progress.  I updated the Flyer Benefits table since last time.    First, the core experience rules.
=================================

Starting Experience
All formations start with D3 experience except formations that have a Supreme Commander character which start with D3+5 experience.

Gaining Experience
A detachment gains experience points for each battle it is involved in.  Each modifier can only be applied once during a game.  Ground unit formations include any non-flyer formation with non-war engine units, even if they have a war engine included, for example, an Ork Warband transported in a Battlefortress or a Superheavy Tank company with an attached infantry platoon.  WE formations are exclusively made up of WEs.  Flyer formations are, obviously, made up of flyers.

Ground Unit or War Engine Experience
+1 fighting in a battle
+1 If the formation claims an objective
+1 if the formation participates in an assault
+1 wiping out a formation
+1 destroying a War Engine
-2 If the formation falls below half strength

Flyer Experience
+1 fighting in a battle
+1 reducing an enemy ground unit to half strength using ground attack
+1 wiping out a ground formation
+1 wiping out a flyer formation
+1 destroying a War Engine
-2 If the formation falls below half strength

Experienced formations
Formations can be one of five levels of experience; green, experienced, veteran, crack and elite. Which level a formation is depends on the number of experience points they have.

XP Level
0 Green
1-5 Experienced
6-10 Veteran
11-20 Crack
21+ Elite or Battle Honor (WE-only)

Ground Unit Benefits
Green - Formation removes one fewer Blast marker when it rallies (minimum of 1).
Experienced - No benefit
Veteran - Formation may re-roll one rally roll per game
Crack - Formation is considered to have an inherent Leader ability
Elite - Formation is Inspiring

War Engine Benefits
Green - Formation removes one fewer Blast marker when it rallies (minimum of 1).
Experienced - No benefit
Veteran - Formation may re-roll one rally roll per game
Crack - Formation is considered to have an inherent Leader ability
Battle Honor - Formation gains one Battle Honor (and an additional battle honor at every 10 points thereafter, i.e. 31, 41, 51, and so on.)

Flyer Benefits
Green - Formation not allowed to make Jink rolls
Experienced - No benefit
Veteran - Formation only receives BM for exiting opposite table edge
Crack - +1 modifier to activation rolls
Elite - Formation can re-roll failed Jink attempts

Wiped Out
A formation that is totally destroyed in a game is Wiped Out. The formation loses all of its experience. Reroll the formation?s base experience value. The formation subtracts 1 experience point from its new starting value to reflect the poor quality of reinforcements that are brought in to rebuild the formation.

Reorganization
If a formation adds, subtracts, or changes more than 10% of its points value between battles, it loses 1d3 experience point from its total.  If it adds, subtracts, or changes more than 25% of its points value between battles, it loses half its total experience points.  If it adds, subtracts or changes more than 50% of its value, reroll its experience because it is effectively a new formation.


Replacing Casualties
After every battle all casualties are replaced and all vehicles repaired in the formations which fought, so formations are always considered to be at full strength.




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 Post subject: Campaign Experience System
PostPosted: Fri Oct 07, 2005 4:22 pm 
Purestrain
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The Battle Honors are in various states of acceptability as far as I'm concerned.  Most are fine.  A few need tweaked.  Some I just have a note that they need something to fill in the blank.
========

Battle Honors
If a War Engine is eligible to receive a Battle Honor honor, roll 2D6 and consult the table below to determine what type of honor the WE gets. The player may choose any honor within the rolled category.
2-3 Player's Choice
4-5 Crew Skill (Hive Mind for Tyranids)
6-7 Commander Skill (Hive Mind for Tyranids)
8-10 Upgrade (Bio-Engineering for Tyranids)
11-12 Player's Choice

A WE that is reduced to below half DC loses experience as normal, but may not lose Battle Honors.  A WE that is destroyed loses all Battle Honors unless it has an ability that specifically states otherwise.

A crew that survives destruction of the WE retains all Crew and Commander Skill Battle Honors and ? of its experience.  A Commander who survives retains all Commander Skill Battle Honors and rolls for the new crew?s experience as if the WE were a Supreme Commander formation, i.e. d3+5.  A WE may not gain new Battle Honors until it has gained enough experience to account for any existing Battle Honors.


Battle Honor Points Cost for one-off games:
Small WEs (Superheavies, etc.) up to 300 pts - 25pts/WE in detachment
Medium WEs (Scout Titans) - up to 750 pts - 50 pts/WE in detachment
Large WEs (Battle Titans) - up to 1000pts - 100 pts/WE
Extra Large (Imperator and Mega-) - above 1000 pts - 200 pts/WE

Obviously, one-offs aren't supposed to be the real use of these and they are not truly balanced.  In most cases, though, the above point values produce something very similar to the cost of upgrades in the AMTL or OGBM.


IMPERIAL

Crew Skills:
Damage Control ? +1 shield repaired in the end phase or during Marshall action
Lucky - reroll one die per battle (may be taken more than once)
Marksmanship - one weapon system causes critical hit on 5+ instead of 6
Accurate - one weapon system gets +1 to hit
Fast - +5 cm additional movement, titan may countercharge 10cm when assaulted

Commander Skills:
Veteran Princeps (Titans)/Legend ? WE gains Command ability
Damage Limitation ? Invulnerable save
Lightning Reflexes ? Titan?s base attacks in assault (DC) gain First Strike
Tactical Genius ? may reroll failed activation roll

War Engine Upgrades:
Heavy Armor (unavailable for scout titans) - +1 DC
Combat Head or Weapon Head (unavailable for scouts)
Sacred Icon (unavailable for scouts) ? Inspiring
Ejection Pods - Crew survives WE destruction on 2+
Turbo Weapon - One system may fire twice while on Overwatch or during Sustained Fire action.
Extra Shielding - Titan gains 2 additional shields
Improved Targeting system (Scouts Only) ? upgrades one Scout weapon to Tactical weapon of similar type, e.g. from Light Turbolaser Destructor to Turbolaser Destructor.

ELDAR

Crew Skills:
Bonesingers ? May repair holo fields on 4-6 in rally phase.
Lucky - as Imperial
Pinpoint Gunnery - as Imperial Markmanship
Fast - as Imperial
Hip Shooting ? Titan may double move and shoot without ?1 penalty.

Commander Skills:
Damage Limitation - as Imperial
Tactical Genius - as Imperial
Seer Commander ? Farsight
Agile ? may roll armor save against damage from dangerous terrain.

War Engine Upgrades:
Wraithgate - as Imperial escape pods
Turbo Weapon - as Imperial
Mandi-Blasters/Grenade Packs - titan gains Small Arms, Extra Attacks (+2)
War Cry/ Psychic Conduit - as Imperial Berzerker
?Dathedi? Holo Field ? base attacks (DC) gain First Strike




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 Post subject: Campaign Experience System
PostPosted: Fri Oct 07, 2005 4:22 pm 
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Ork and Chaos
============

ORK

Crew Skills:
Super Riggers - +1 to Regroup rolls, titan puts out fire on roll of 4-6
Lucky - as Imperial
Shooty Boyz ? WE gets an additional Small Arms attack for each 3DC, rounded up, maximum of +3 attacks.
Speed-Freek Mekboy - as Imperial Fast
Grot Targetters ? All Big Gunz gain AA6+ attack

Warboss Skills:
Dirty Fighter - Inspiring
Very Shouty - WE detachment gains Command ability
Low Cunning ? as Imperial Tactical Genius
Big Mek - +d3 Power Fields
Escape Plan - warboss survives gargant's destruction on 2+

War Engine Upgrades:
Heavy Armor/ Extra-Sturdy Bitz - +1DC
Soopa Gun ? Upgrade one Big Gun to Soopagun or Soopazzap Gun
Bigga Gun ? Replace Gargant weapon with Big Mek Kustom Gargant Weapon
Fire Hoses ? Gargant fires put out on 3+
Spotting Platform - as Imperial Accurate
Weirdboy Tower ? 30cm MW4+ and Small Arms, Extra Attack (+1), MW


CHAOS

Crew Skills:
As Imperial

Commander Skills:
As Imperial

War Engine Upgrades:
Heavy Armor - as Imperial
Daemon Weapon - as Turbo Weapon, or CC weapon gives +1 CC
Extra Shielding - As Imperial
Sorcerous Gifts (not available for Khorne) ? 30cm MW4+ and Small Arms, Extra Attack (+1), MW
Chaos tail ? Assault Weapon, +2 attacks
Daemonic Aura ? Inspiring

Power-specific Honors:
Bloodlust of Khorne ? WE couns as having no BMs when in close combat
Chosen of Khorne ? NEED NEW EFFECT All psykers within 15 cm take a hit on a roll of 6 in the end phase.
Chosen of Tzeench ? Titan provides initiative reroll as Supreme Commander
Chosen of Slaanesh ? Base attacks (DC) gain First Strike
Chosen of Nurgle ? +1 DC

Note: Chaos titan honors can easily be modified to reflect the individual nature of chaos gifts. Some examples: Soporific Musk or Plague Shroud for Slaanesh or Nurgle version of Berzerk, Fast for a Tzeench titan with wings, etc.

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 Post subject: Campaign Experience System
PostPosted: Fri Oct 07, 2005 4:24 pm 
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Tyranid and Tau - These are, obviously, pretty speculative at the moment.  In fact, the Tau was just a hurried first draft and may end up radically different.
========

TYRANIDS

Hive Mind:
Lucky - as Imperial
Marksman - as Imperial
Lightning Reflexes - as Imperial
Animal Cunning ? reroll failed activation
Warp-sight - 30cm MW4+ and Small Arms, MW
Improved Hive-mind Nexus - Hive mind improvements survive on 2+

Bio-engineering:
Improved Regeneration - [effects pending stats, similar to Damage control]
Fast - as Imperial
Heavy Carapace - +1DC
Turbo-Weapon - as Imperial
Endo-Skeleton ? Invulnerable Save
Symbiotic Hive Tyrant ? Counts as Synapse Creature
Spore Cysts/Spine Banks ? Gains +1 Small Arms attack per 3 DC, rounded up
Spawning Cysts ? Adds +1d6 when Spawning


TAU

Crew Skills:
Damage Control ? ???
Lucky - reroll one die per battle (may be taken more than once)
Marksmanship - one weapon system causes critical hit on 5+ instead of 6
Accurate - one weapon system gets +1 to hit
Fast - +5 cm additional movement, WE may countercharge 10cm when assaulted

Commander Skills:
Damage Limitation ? Invulnerable save
Legend ? WE gains Tau Command ability
Lightning Reflexes ? [need new name and parallel effect]
Tactical Genius ? may reroll failed activation roll
Ethereal Commander ??? ? Inspiring

War Engine Upgrades:
Heavy Armor - +1 DC
Ejection Pods - Crew survives WE destruction on 2+
Turbo Weapon - One system may fire twice while on Overwatch or during Sustained Fire action.
Extra Shielding - ???

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 Post subject: Campaign Experience System
PostPosted: Fri Oct 07, 2005 4:47 pm 
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Obviously, the "reorganization" penalties would not apply to Tyranids.  Experience points should be tracked by Synapse Creature or Independent Brood.

Some Tyranid players may notice that none of the benefits help them until they get to the Elite/Battle Honors level.  I think that's appropriate based on their background.

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 Post subject: Campaign Experience System
PostPosted: Wed Oct 12, 2005 1:14 am 
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Nice work Neal, I'll have to give em a try. It'll give me an excuse to put together a short campaign to play against one of my sons :p

Jaldon :O

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 Post subject: Campaign Experience System
PostPosted: Wed Oct 12, 2005 10:06 am 
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I will be using these in an up-coming small campaign as well. Thanks.

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 Post subject: Campaign Experience System
PostPosted: Wed Oct 12, 2005 10:24 am 
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Any chance this could make it's way into Incoming?

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 Post subject: Campaign Experience System
PostPosted: Wed Oct 12, 2005 1:30 pm 
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I would like a chance to revise it some more before submission.  It's still quite rough around the edges.  I also might run it past Jervis to see if he might be interested in it for Fanatic.

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 Post subject: Campaign Experience System
PostPosted: Wed Oct 12, 2005 9:53 pm 
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Either way it would be nice to see it as a pdf and available.  It looks very interesting so far.

-Audrey

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 Post subject: Campaign Experience System
PostPosted: Thu Oct 13, 2005 11:39 am 
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Neal. If you would like it converted to PDF and hosted, let me know. You could send me a version with a note stating that it is experimental if you wanted. Thanks.

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 Post subject: Campaign Experience System
PostPosted: Thu Oct 13, 2005 1:49 pm 
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And i'm willing to mirror it for ya ;)

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 Post subject: Campaign Experience System
PostPosted: Fri Oct 14, 2005 3:09 pm 
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I would like to get it closer to a final version before something like that.  I was thinking I might break up the various sections and put them here for discussion and suggestions.

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 Post subject: Campaign Experience System
PostPosted: Sat Oct 15, 2005 4:28 pm 
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Hi!

I would like a discussion of this. I'd like to see what are the "takes" on what people desire on such a system.

Primarch

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 Post subject: Campaign Experience System
PostPosted: Thu May 03, 2007 1:35 pm 
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Bump.

Like many projects people take on, this is the latest shiny object to catch my eye.  I'd love to hear suggestions.

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