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  1. #1

    "Crusade of Fire" rulebook campaign extension

    Here are the rules. You need a special introduction for armies available. This is just
    the first phase. Building out is for the second phase. The first phase is just a planetstriking
    system :


    DO NOT READ THE FOLLOWING BOOK unless you are the Campaign Master !
    Campaign based on "Crusade of Fire" book


    1. Introduction :
    --------------


    You arrive in the Corvus subsector in outer space.
    The planets Corvus Majoris, Veth, Junkatta and Alfrost come on your screen.


    The system is located in the Ghoul stars sector. Rumours have it that
    several Necron Liche Priests controlled Corvus for centuries based upon
    their legions of undead. These undead went onto Necron militias after being
    blessed by the C'tan shards. Death Spectres are the Imperium's armies who
    try to control the sector. The gouvernment's seat of Corvus managed several
    Lizardmen armies together with the Adeptus Mechanicus (alike the Skitarii.)


    It has been told that the Necrons who controlled this subsector had ghoul
    giants, vampire legions and Demonic undead such as Varghulfs and TerrorGheists.
    An overlord Ghoul King is rumoured to have a seat somewhere in the system,
    this would be the main leader of the Necrons who lost control of the planets
    by the Imperium's militia and their Lizardmen allies.


    The elder jungles and forests in the Corvus subsector held many creatures
    of Arcane Machines together with Jungle inhabitants.


    The planets look deserted on your radar.


    The main belief is that the Necrons went underground in their catacombs
    while the natives and Adeptus Mechanicus are still present.


    Your knowledge of :


    Corvus Majoris --> the main world, the under-capital of the subsector Corvus
    has many ruin-cities where there is talk about the original population in the
    form of Lizardmen or other aliens who battle all the time for supremacy
    or threats. The planet once held the gouvernment's seat, but now most
    factions on the planet battle for supremacy or are enslaved by others.


    Junkatta --> a planet which once was a forge-world of the Adeptus Mechanicus,
    Skitarii are known to still survive and there are notions of life on its
    surface. Nobody knows who still controls this planet.


    + A demon-world, see special rules of demon world (see 1.1)




    Alfrost --> The imperium never fully controlled Alfrost. There is talk of
    distress signals coming out of it and sattelites around it still exist.


    + An Arctic terrain world, see special rules in 7th ed. main rulebook.


    Veth --> a moon-planet which has much mining stations. Known for its minerals
    and speak of artefacts to be found on it which only rumours can tell.




    1. Battle Rules (1st phase) :
    -----------------------------


    1.1 Demon World
    1.2 Arctic World
    1.3 Overworld
    1.4 The battle setup
    1.4.1 ranged battle
    1.4.2 mission


    2.1 Map and Tiles
    2.2 Occupating the hexagons / banner movement
    2.3 Allies of natives
    2.4 Special Tiles


    -----------------------------


    1.1 : Demon world


    Each unit except for vehicles rolls 3D6 against its Ld, counting the 2 highest,
    if the test fails
    the unit gains a demonic possession marker.


    At the start of the battle roll these dice, on the following table or the
    campaign master's table :


    D6 result :


    1. Choice of the opponent


    2. Khorne: D3 wounds per retired possession marker


    3. Nurgle: unit has "Feel no Pain" rule. Any possession marker retired makes
    a "dangerous terrain test" for each mini +1 for each marker retired with the
    others. Do this before the movement phase.


    4. Slaanesh:
    unit has "no fear". Before the movement phase, if you retire a marker
    the unit counts as going over "dangerous terrain" +1 for each marker.


    5. Tzeentch:
    Ward save gets +1, 6+ if the unit has none. opponent may reroll one of the
    units' dice rolls per marker retired.


    6. Your choice of the above.

    ---


    page 87 of "Crusade of Fire" contains the table where each combat round, the
    players should roll on.




    1.2 Arctic world


    See 7th edition rulebook for arctic world battles




    1.3. Overworld


    1.4 The battle setup


    There are 2 main systems for battles between the 3 factions' battles on the 4
    planets. Special battles may have default terrain decided by the campaign
    master.


    1.4.1 ranged battle


    You start a minimum of 24" apart, you have 12" extra for your setup on a
    table edge. You divide the table in 6 quarters, you roll 3 times on the
    terrain generating table (2D6 in the warhammer 8th rulebook or the one
    mentioned below) or you place up
    to 3 pieces of terrain in each quarter, agreed on by both players or you roll
    off who sets up terrain each player a piece at a time.


    You can always ask the Campaign Master to set up the terrain for you.




    NOTE:
    Warhammer 40k battles use more terrain than fantasy battles. This is a system
    of the game on itself.


    The terrain generating table mentioned above is for WH fantasy, buildings
    should become e.g. Administrorum, power plants etc instead of the usual huts
    or houses. Rivers, woods etc. can easily be elevated to WH 40k terrain, e.g.
    a broken pipe, jungle etc.


    Here is an example/default terrain generating chart, players can easily adapt
    with the terrain available :


    2D6 Terrain Generating Table :
    ------------------------------
    1-2 : a wood (counts as difficult terrain)
    3 : a single ruined building
    4 : a river (entering the table edge with e.g. a well or leaving the table edge
    roll another D6: 1-3 passable 4-6 : impassable terrain
    5: a (acid) lake
    roll another D6: 1-3 passable 4-6 : impassable terrain
    6 : a jungle (very (difficult) terrain)
    7 : a single building
    8 : a pipeline
    9-10 : fences of any kind
    11 : a wood (counts as difficult terrain)
    12 : a small village (e.g. orc huts, space marine command center etc.)



    1.4.2 mission


    You roll off on the objectives tables to decide on a mission.
    For terrain rules, see 1.4.1


    2. Hexagon Overworld Rules :
    ----------------------------


    2.1 Map and Tiles: page 8 of "Crusade of Fire" book contains the special tiles
    rules of the planet worlds, page 6 contains the map of hexagons




    2.2 Occupating the hexagons / banner movement


    You start the game with 5 banners, you put them on Corvus Major, Junkatta,
    Veth and Alfrost any way you like, note that the special hexagons (2.1)
    are rolled for after the player's planetstrike and adapted by the Campaign
    Master with enemy, alien or native banners, again by the campaign master.
    See also 2.4.


    Player's roll off to put the planetstrike 5 banners, one at a time, each one
    per player.


    Each round of a phase, players roll off which one goes first, second, third and
    so on (e.g. for natives on the planets) and may place 5 banners on empty tiles.
    One banner may try to start a battle if it moves onto an occupied hexagon.
    More battles may ensue by gaining of tiles with the direction marker, see
    further on in these rules. An occupied hexagon is a tile with a banner on it of
    an opposing player or a special tile (e.g. a space-port or something else.)
    Once discovered, these tiles give advantages in the game (in battles and the
    overworld system.)
    Note that if you move onto a tile, you do not remove the moving banner and place
    it there but you put another banner on it if you win the battle.
    Players may always planetstrike : you can put your 5 banners a turn on any
    empty tile or planetstrike on an occupied tile or special tile.


    If you move a banner onto a hexagon which already has a banner on it, you
    must start a battle between the 2 armies. Special rules may apply
    due to special tiles of that banner's hexagon e.g. things from the "stronghold
    assault" rulebook.


    The winner gains control of the hexagon and D6 of the adjacent tiles (by roll
    of a D6 and a roll for each adjacent hexagon.) Note however that a tile with
    a banner on it always ensues a battle. This is also true for a special tile.


    Example : You win a tile, you roll a D6 which gives 3, then you roll 3 times
    on a direction marker, the 3 directions (of the afjacent tiles) are yours,
    so you place a banner of yours on them. The direction marker is e.g. clockwise
    from the top and so on for the other 5 adjacent tiles.
    If you mark a tile where another tile is on, you have a new battle.


    The attacker may choose which battle ensues first for the tiles he wants
    or must conquer. So you can use snaking after a battle after rolls on the
    direction marker (the clockwise D6.)


    The attacker of a tile wins the battle for the tile, he rolls again on the
    direction marker, D6 times and he can place the markers banners again and thus
    move on, on the map. A battle always ensues when the tile already has a banner
    on it.


    After a double move/random banner attack, the attacking player may decide
    not to battle further on the direction marker's rolls. This states that
    his army cannot cope with the movement distance among other things.
    He must however give battle rendez-vous the first time after he wins and
    rolls his direction marker D6 roll.


    If the defender wins, roll a D6, then again as in the example above the attacker
    loses D6 tiles, each one on the direction marker roll. Special tiles can never
    be lost without a battle for them.


    The above rules make for a random attack-defend algorithm where you gain and
    lose banners based on who wins most battles + the random direction marker
    loss and gain to control tiles.


    A small victory rolls gets 1 less direction roll of the winner's choice.
    A big victory rolls gets 2 less direction roll of the winner's choice.
    A massacre rolls gets 3 less direction roll of the winner's choice.
    Note that the defender's loss/gain or attacker's loss/gain use these 3 same
    victory rules. A roll with these adaptions of -3,-2,-1 count as 0. It is clear
    that you can have no adjacent tiles extra sometimes. Counts of 7,8,9 get
    6 adjacent hexagons as that is the maximum for the map.


    IMPORTANT :
    A banner controls 7 hexagons, adjacent hexagons and the center hexagon.
    Note that there is a gain in the clearance of tiles by the attacker and
    a loss of tiles of the attcker's adjacent tiles when the defender wins.
    The direction marker is rolled on D6 times for these 2 rules. Note that
    if you move a banner on a tile with a banner on it, you must battle for it.
    Special tiles always generate a battle in the same manner except the first
    time it is populated by natives. A special tile always ensues a battle for it.
    It can not be cleared with when the defender wins.

    Optional rules :
    Each round of a phase if you have an banner army which has 1/3 of movement
    10" or more, you move 3 hexagons else you move 2


    2.3 Allies of natives


    There might start to appear banners of natives trying to regroup or combat
    together with one of the players. Roll on the following table to see
    depending on the planets.


    2.4 Special Tiles


    To start, there are 4 special tiles which elevate your overworld and battles.
    If you move onto a special tile for the first time, a battle might ensue
    by the natives of the planets as they protect their special base or enclave.
    Rules from the "stronghold assault" rulebook can be used by the protectors
    of the tile. If the natives have been defeated or you just gain the special
    tile, the ensuing battles are with the army who controls the tile using
    the fortress rules of the "stronghold assault" rulebook (defender only.)


    Note that the terrain might not be rolled for, as the campaign master gives
    away the setup before the encounter with default terrain later on to conquer
    that special tile.


    3. Battle Rules (2nd phase)


    4. Battle Rules (3rd phase)


    4.1 Voidspan station becomes a planet shattering canon






    TODO : Lizardmen Arcane Technology (deflection of bullets, shields), dinosaurs,
    Lizardmen Skitarii (lizardmen-martians), Artifact of Veth

  2. #2

    Re: "Crusade of Fire" rulebook campaign extension

    rule updates :

    2. Hexagon Overworld Rules :
    ----------------------------


    2.1 Map and Tiles: page 8 of "Crusade of Fire" book contains the special tiles
    rules of the planet worlds, page 6 contains the map of hexagons




    2.2 Occupating the hexagons / banner movement


    You start the game with 5 banners, you put them on Corvus Major, Junkatta,
    Veth and Alfrost any way you like, note that the special hexagons (2.1)
    are rolled for after the player's planetstrike and adapted by the Campaign
    Master with enemy, alien or native banners, again by the campaign master.
    See also 2.4.


    Player's roll off to put the planetstrike 5 banners, one at a time, each one
    per player.


    Each round of a phase, players roll off which one goes first, second, third and
    so on (e.g. for natives on the planets) and may place 5 banners on empty tiles.
    One banner may try to start a battle if it moves onto an occupied hexagon.
    More battles may ensue by gaining of tiles with the direction marker, see
    further on in these rules. An occupied hexagon is a tile with a banner on it of
    an opposing player or a special tile (e.g. a space-port or something else.)
    Once discovered, these tiles give advantages in the game (in battles and the
    overworld system.)
    Note that if you move onto a tile, you do not remove the moving banner and place
    it there but you put another banner on it if you win the battle.
    Players may always planetstrike : you can put your 5 banners a turn on any
    empty tile or planetstrike on an occupied tile or special tile.


    If you move a banner onto a hexagon which already has a banner on it, you
    must start a battle between the 2 armies. Special rules may apply
    due to special tiles of that banner's hexagon e.g. things from the "stronghold
    assault" rulebook.


    2.2.1 Corvus Majoris tile system
    These are the rules for battling on the
    map of Corvus Majoris. They explain snaking and clearance rules, as per D6


    (The snaking rules


    The winner gains control of the hexagon and D6 of the adjacent tiles (by roll
    of a D6 and a roll for each adjacent hexagon.) Note however that a tile with
    a banner on it always ensues a battle. This is also true for a special tile.


    Example : You win a tile, you roll a D6 which gives 3, then you roll 3 times
    on a direction marker, the 3 directions (of the afjacent tiles) are yours,
    so you place a banner of yours on them. The direction marker is e.g. clockwise
    from the top and so on for the other 5 adjacent tiles.
    If you mark a tile where another banner is on, you have a new battle.


    The attacker may choose which battle ensues first for the tiles he wants
    or must conquer. So you can use snaking after a battle after rolls on the
    direction marker (the clockwise D6.)


    The attacker of a tile wins the battle for the tile, he rolls again on the
    direction marker, D6 times and he can place the markers banners again and thus
    move on, on the map. A battle always ensues when the tile already has a banner
    on it.


    After a double move/random banner attack, the attacking player may decide
    not to battle further on the direction marker's rolls. This states that
    his army cannot cope with the movement distance among other things.
    He must however give battle rendez-vous the first time after he wins and
    rolls his direction marker D6 roll.


    (The clearance rules


    If the defender wins, roll a D6, then again as in the example above the attacker
    loses D6 tiles, each one on the direction marker roll. Special tiles can never
    be lost without a battle for them. They can also not be cleared.


    The above rules make for a random attack-defend algorithm where you gain and
    lose banners based on who wins most battles + the random direction marker
    loss and gain to control tiles.


    A small victory rolls gets 1 less direction roll of the winner's choice.
    A big victory rolls gets 2 less direction roll of the winner's choice.
    A massacre rolls gets 3 less direction roll of the winner's choice.
    Note that the defender's loss/gain or attacker's loss/gain use these 3 same
    victory rules. A roll with these adaptions of -2,-1 count as 0. It is clear
    that you can have no adjacent tiles extra sometimes. Counts of 7,8,9 get
    6 adjacent hexagons as that is the maximum for the map.


    IMPORTANT :
    A banner controls 7 hexagons, adjacent hexagons and the center hexagon.
    Note that there is a gain in the clearance of tiles by the attacker and
    a loss of tiles of the attcker's adjacent tiles when the defender wins.
    The direction marker is rolled on D6 times for these 2 rules. Note that
    if you move a banner on a tile with a banner on it, you must battle for it.
    Special tiles always generate a battle in the same manner except the first
    time it is populated by natives. A special tile always ensues a battle for it.
    It can not be cleared with when the defender wins.


    2.2.2 Junkatta battle system


    attacker and defender use clearance rules, so you roll on the direction
    template to clear banners if you win a battle, even if you are the attacker.


    2.2.3 Veth battle system


    uses the Corvus Majoris battle system


    2.2.4 Alfrost battle system


    Instead of rolling off on the direction template you put 2 banners on adjacent
    tiles (even occupied except for a special tile) if you win.
    Defender or Attacker likewise.



    Optional rules :
    Each round of a phase if you have an banner army which has 1/3 of movement
    10" or more, you move 3 hexagons else you move 2

  3. #3

    Re: "Crusade of Fire" rulebook campaign extension

    It is clear that you switch between clearance rule for the Campaign Master rolls e.g. you have a chance on the direction template or not. For example a roll on a subdivided direction template such as where there are enemy banners.

    The main system on the Alfrost planet would be that there is no clearance rule (no roll on the direction template/marker.)

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