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Campaign idea think pot

 Post subject: Campaign idea think pot
PostPosted: Tue Jan 24, 2006 4:49 am 
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Joined: Thu Jan 19, 2006 7:15 am
Posts: 35
Sorry guys for being sooooo post crazy, but here is a campaign i was thinking about running... basically the rules i have here set up a world.  Winning the campaign basically resets the "sector" we are playing in, or sets the sector so we are playing in a new sector.    Obviously the GM needs to decide how to add plot twists and add newer players to the mix, but here is what i have so far for the world set up.  

BFG Campaign basic rules

? Each player starts with 1500pts worth of ships regardless of race
? All races except orks and tyranids start with a home world that counts as a medium planet. Tyranids can add 600pts worth of leviathan ships to their fleet to compensate and Orks start with a free Hulk in addition to the starting points.
? The goal of this campaign is to control more systems then any two other players combined. Tyranids demonstrate this by stripping planets bare of resources. If they have stripped more systems then any two other players in the game combine, they win.
? All builds/trades are declared at the start of the turn (Only the GM knows what each player is doing)

IP?s

IP?s represent the resources a fleet acquired to produce ships, repair ships, or build defenses. Different planets in systems give different amounts of resources each turn. The larger the planet, the more resources it can produce. Small planets produce 2 IP?s per turn, medium planets produce 4 IP?s per turn and large planets produce 8 IP?s per turn. The planets in each system are generated randomly in a table later. The table below gives the IP cost per turn for an action. Players may give other players IP if they want, but must do so with a trade convoy to their home planet, or hulk. Tyranids may not do this. The convoy must include 1 ?merchant? ship for each IP being given. These ships can be stolen or destroyed by other players.

(Sorry about the set up, i did this in a table in word)

IP cost Action
1 Repair 1 point of damage to a ship
2 Begin/continue construction of a new ship. This counts as the first damage point a ship has if the ship has just begun to be built or each point of damage the ship in question has been granted. A player must declare before building what ship they want to build. Use this rule for construction of space stations as well.
1 Scan a system nearby (GM?s discretion what they find)
3 Construct an orbital defense platform around a planet
3 Produce a mine field. This action takes 1 ship a full turn to place a single 3cmx5cm area of mines.
1 Rig a captured ship hulk as a fire ship
1 Construct a laser silo and a missile silo on a planet
2 Construct an Airbase on a planet (max per planet S 5/ M 10/ L 15)
1 Refit a ship with experimental weapons (roll on table in rule book)
X Up to the GM. This is anything else they want to do.


Planets

To capture a planet, a ship must spend a certain number of turns in orbit around the planet dropping off troops and equipment? or seeding the planet for infestation or harvest (1 for small, 2 for medium, 3 for large). As stated before Small planets produce 2 IP?s per turn, medium planets produce 4 IP?s per turn and large planets produce 8 IP?s per turn. A planet can produce more then this per turn if the player declares they are going to gather at all costs. This means the planet produces 150% more (round up) IP?s for the turn then it would otherwise produce. This planet gets a depletion counter on it. From that turn on the planet would produce IP?s as normal, but the planet produces 1 less per depletion counter on it each turn (this includes gathering at all cost). Note that this can cause a planet to produce negative IP?s if done a lot. This represents the world being depleted of all resources and is now barren. The people left there need assistance from other planets to survive. When a planet is depleted to 0 IP?s per turn for a tyranid player, that player counts the planet as stripped when scored for victory conditions.
It is also important to remember that there is a max number of airbases that can be constructed on a planet (max per planet S = 5/ M = 10/ L = 15) for defense.

(two more tables....)

Random system generator
Roll Planets in system
1 No planets
2 1
3 2
4 2
5 3
6 3
Roll once on the table below for each planet in the system rolled above.
Roll Planet size
1 Small
2 Small
3 Small
4 Medium
5 Medium
6 Large

*Note: there may be other planets in the system, but these are the only ones of any interest to the game... the GM decides how many other planets are in the system and if they can be used for defenses/outposts.

The GM decides how many systems are in a game, but I would suggest 5-6 for ever player in the game.


Movement
Movement from system to system is done at the start of ever turn. The GM only gets to see all movements. Ships may move a number of systems away from their current system equal to their movement divided by 10cm. If this reduces their movement to less than 1 system, they can move 1 system. If two ships or fleets move into the same system, the GM decides if a battle ensues. This could mean a fleet may be of a bigger size then the other players. That?s a risk they take when sending out ships in small groups.

Other Turn order/honors stuff:
Follow the rules in the book for anything else, or it?s up to the GM who is ALWAYS right? unless you can convince him otherwise.

Optional stuff:
- Adding 40k armies into the game to defend planets from attacks
- Using Epic rules for some planetary assaults
- Not using my rules cause you think they suck.


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 Post subject: Campaign idea think pot
PostPosted: Tue Jan 24, 2006 4:51 am 
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Joined: Thu Jan 19, 2006 7:15 am
Posts: 35
Ship yards/breeding grounds (nids)/hulks

after some deep thought, ship yards will be replaced by the idea of space stations. You need a Space station in order to build ships. The tyranids will just need to dedicate an area of space as a breeding ground for the birth and growth of new ships. For this they will need a leviathan Hive ship (not sure if this is the biggest they have or not) to be in the vicinity to cultivate the ships growth. Orks simply need their hulk or Roks. Each method of building ships can work on a different number of ships at a time, as seen in the table below.

yard # of ships at a time
Ork hulk 2 ships at a time
Ork rok you need 2 roks to make 1 ship at a time
Space station 4 ships at a time
Leviathan Hive ships 2 ships at a time
anything else GM decides

Looting ship hulks

Necrons and Tyranids are exempt from these rules. Players can capture hulks of ships they find after a battle. Up to Half the value of damage the ship originally begins with can be added as free IP's for repairing a ship that is damaged in combat.

We'll add another table here. Roll a d12 to see if there is a ship graveyard in a sector that can be looted for parts (IP's to repair).

d12 roll result
1-10 nothing
11-12 graveyard

Each turn spent in the graveyard will yeild random IP's for ship repair.

d6 roll
1 the graveyard is exhausted, nothing to find
2 3 IP's
3 4 IP's
4 5 IP's
5 6 IP's
6 6 IPs plus roll again on this chart

IP's from looking can only be spent to repair ships.


How does this all Look? what have you guys done in the past that has worked well?






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