Post by ocotako7 on Jan 25, 2019 12:24:58 GMT -6
Here is a list of the rules for the 40k and KT aspects so far. Please post any questions/comments here and I will provide feedback as soon as I can.
How to sign up:
If you haven't yet, check out the signup thread in the subforum.
Weekly Match Structure:
Matches for both 40k and KT will be put out on the Friday of each week. There will be up to one featured match and a number of other pairings.
The featured match will usually be given special rules such as deployment set-up or secret objectives to complete. Featured matches will usually have a larger affect on how the campaign progresses.
The other matchups will only specify an opponent. The point values, game type, mission, etc are all to be settled between you and your opponent. They will still affect the campaign to a degree, but you are just much more flexible in what you want to do for that week.
Upon completion of a game please message me on the forum/facebook with the results.
40k Army Composition:
1. Nominate a character (no named characters) to be the warlord for your campaign, and a faithful lieutenant. These characters will be central to your army and will level up through the campaign. In the 40k events, your army must include at least one of these two characters and one of them must be your warlord for the match.
Your warlord may start with one ability from the tables on p. 15-16 of Chapter Approved 2018. There are some potential game breaking combos in here so the first step is be fluffy and reasonable in your choices, failing that, a majority vote from the active players can ban a particular selection. Any heroes with that ability will get to choose another from the list.
Experience for Phase 2:
Your warlord can now choose one ability from each table on pages 15-16 in CA. Non-psykers gain the ability to attempt to deny 1 power in the opponents psychic phase. If your warlord is taking relic items they cannot be improved by abilities from these tables. (i.e. a relic weapon cannot be given +1 damage, or an item that provides a 4+ invuln cannot be improved to 3+).
Your lieutenant can choose 1 ability from 2 of the four tables, and they must be from different tables. Your second in command may also take a warlord trait, but it must be a different trait from your primary leader.
I am also introducing warlord Specializtions! At the end of each week your warlord will gain a campaign experience point. This can go into ranking up one of the 5 specializations trees. The campaign experience is cumulative so as of today (4/13/2019) you have 8 points to spend on upgrading your warlord! Your character does progress down a specialization, that is to say higher level abilities do require all the proceeding abilities to be unlocked. You can spec into multiple specializations, but you must start at the ground ability for each and work up from there, and cannot spend more than your allotted experience points in total.
Once abilities have been used in a campaign game they are LOCKED AND FINAL!
docs.google.com/spreadsheets/d/1dHFwfdE_xAQ4tnsT4-YLLMAY4rH8m2C4pxvbttYdFZg/edit?usp=sharing
KT Army Experience & Composition:
The campaign is using the experience rules from the campaign section of the KT core manual. The resource system to determine a KT victor will not be used.
For players in both the 40k and KT campaigns, if you had a by-week you can select a valid 100 pt KT from your command roster and have each model gain 1 experience point.
Campaign Map:
The campaign map will track the overall progress of the campaign. Victors will determined at the end of each campaign phase, with each phase lasting 6 rounds (weeks). The faction with the most Victory Points (VP) will be declared the winner, and each faction will nominate its own MVP.
VP are awarded based on territory held and if any secret campaign agendas have been completed.
Secret Campaign agendas: Players may be given hidden agendas that can score extra VP for their faction. These can be small or large tasks. They are revealed once completed, or can be discovered via Kill Teams.
Attacking/Defending Territory:
Attacks need to be made along attack routes on the map and can be made from any of the territory controlled by a player's faction. Only one army is allowed to attack per attack route. For example a player attacking The Giants from the Silted River could not be attacked back at the Giants from another player based in the Silted River. Players are always able to assault Lenkotz Chain, Aquaphobian Wastes, and Mogadon Plateau.
Winners of the previous weeks engagements will get to declare attacks on a territory. To do so the attacker must state the region the attack is originating from and its targeted region. Then defenders will choose to deploy their forces as appropriate. At the start of a week players will be designated as attackers/defenders in a ranked order. Rankings are determined by record and participation. Attackers will declare targeted territories with priority going to the highest ranked player. If a territory goes undefended, the attacker automatically claims the territory. Special rulings will be made if scheduling conflicts arise or games need to be postponed for personal reasons.
Attackers each week may declare one of the following:
1) 1offensive 40K mission AND perform 1 defensive KT operation
2) 1 offensive KT operation AND 1 defensive 40k Mission.
Defenders may come to defend one 40k mission and perform 1 defensive KT operation each week.
KT Missions will have special effects. An attacker can declare a KT mission on ANY territory. Instead of rolling on the table on P.203, the attacker may pick a mission from the narrative/competitive match section. If the attacker wins they gain the following benefits for their faction in the next 40k game in that territory or against an army attacking from that territory. If an attacker uses his/her attack action on a KT mission, their main army will still be available to defend in 40k.
Disrupt the Supply Lines: You may remove 1 attack routes from a territory for one round in the campaign. If an attacker had declared an attack along that route they may declare a new attack originating from the same territory.
Ambush: You may roll a D6 for each enemy unit (not including characters) setup at the start of a battle round. On a 4+ that unit suffers D3 mortal wounds.
Feint: A player from your faction may declare an additional attack on the campaign map.
Assassinate: An enemy army may not use their warlord in the following battle.
Sweep and Clear: An opposing force may only use 2 troop choices total.
Take Prisoners: You may force 1 unit in your opponent's army into reserve. The arriving unit must be setup wholly within 12" of a board edge in their territory.
Recover Intelligence: Discover one secret campaign agenda.
Terror Tactics: All enemy units suffer -1 to their leadership for the battle.
How to sign up:
If you haven't yet, check out the signup thread in the subforum.
Weekly Match Structure:
Matches for both 40k and KT will be put out on the Friday of each week. There will be up to one featured match and a number of other pairings.
The featured match will usually be given special rules such as deployment set-up or secret objectives to complete. Featured matches will usually have a larger affect on how the campaign progresses.
The other matchups will only specify an opponent. The point values, game type, mission, etc are all to be settled between you and your opponent. They will still affect the campaign to a degree, but you are just much more flexible in what you want to do for that week.
Upon completion of a game please message me on the forum/facebook with the results.
40k Army Composition:
1. Nominate a character (no named characters) to be the warlord for your campaign, and a faithful lieutenant. These characters will be central to your army and will level up through the campaign. In the 40k events, your army must include at least one of these two characters and one of them must be your warlord for the match.
Your warlord may start with one ability from the tables on p. 15-16 of Chapter Approved 2018. There are some potential game breaking combos in here so the first step is be fluffy and reasonable in your choices, failing that, a majority vote from the active players can ban a particular selection. Any heroes with that ability will get to choose another from the list.
Experience for Phase 2:
Your warlord can now choose one ability from each table on pages 15-16 in CA. Non-psykers gain the ability to attempt to deny 1 power in the opponents psychic phase. If your warlord is taking relic items they cannot be improved by abilities from these tables. (i.e. a relic weapon cannot be given +1 damage, or an item that provides a 4+ invuln cannot be improved to 3+).
Your lieutenant can choose 1 ability from 2 of the four tables, and they must be from different tables. Your second in command may also take a warlord trait, but it must be a different trait from your primary leader.
I am also introducing warlord Specializtions! At the end of each week your warlord will gain a campaign experience point. This can go into ranking up one of the 5 specializations trees. The campaign experience is cumulative so as of today (4/13/2019) you have 8 points to spend on upgrading your warlord! Your character does progress down a specialization, that is to say higher level abilities do require all the proceeding abilities to be unlocked. You can spec into multiple specializations, but you must start at the ground ability for each and work up from there, and cannot spend more than your allotted experience points in total.
Once abilities have been used in a campaign game they are LOCKED AND FINAL!
docs.google.com/spreadsheets/d/1dHFwfdE_xAQ4tnsT4-YLLMAY4rH8m2C4pxvbttYdFZg/edit?usp=sharing
KT Army Experience & Composition:
The campaign is using the experience rules from the campaign section of the KT core manual. The resource system to determine a KT victor will not be used.
For players in both the 40k and KT campaigns, if you had a by-week you can select a valid 100 pt KT from your command roster and have each model gain 1 experience point.
Campaign Map:
The campaign map will track the overall progress of the campaign. Victors will determined at the end of each campaign phase, with each phase lasting 6 rounds (weeks). The faction with the most Victory Points (VP) will be declared the winner, and each faction will nominate its own MVP.
VP are awarded based on territory held and if any secret campaign agendas have been completed.
Secret Campaign agendas: Players may be given hidden agendas that can score extra VP for their faction. These can be small or large tasks. They are revealed once completed, or can be discovered via Kill Teams.
Attacking/Defending Territory:
Attacks need to be made along attack routes on the map and can be made from any of the territory controlled by a player's faction. Only one army is allowed to attack per attack route. For example a player attacking The Giants from the Silted River could not be attacked back at the Giants from another player based in the Silted River. Players are always able to assault Lenkotz Chain, Aquaphobian Wastes, and Mogadon Plateau.
Winners of the previous weeks engagements will get to declare attacks on a territory. To do so the attacker must state the region the attack is originating from and its targeted region. Then defenders will choose to deploy their forces as appropriate. At the start of a week players will be designated as attackers/defenders in a ranked order. Rankings are determined by record and participation. Attackers will declare targeted territories with priority going to the highest ranked player. If a territory goes undefended, the attacker automatically claims the territory. Special rulings will be made if scheduling conflicts arise or games need to be postponed for personal reasons.
Attackers each week may declare one of the following:
1) 1offensive 40K mission AND perform 1 defensive KT operation
2) 1 offensive KT operation AND 1 defensive 40k Mission.
Defenders may come to defend one 40k mission and perform 1 defensive KT operation each week.
KT Missions will have special effects. An attacker can declare a KT mission on ANY territory. Instead of rolling on the table on P.203, the attacker may pick a mission from the narrative/competitive match section. If the attacker wins they gain the following benefits for their faction in the next 40k game in that territory or against an army attacking from that territory. If an attacker uses his/her attack action on a KT mission, their main army will still be available to defend in 40k.
Disrupt the Supply Lines: You may remove 1 attack routes from a territory for one round in the campaign. If an attacker had declared an attack along that route they may declare a new attack originating from the same territory.
Ambush: You may roll a D6 for each enemy unit (not including characters) setup at the start of a battle round. On a 4+ that unit suffers D3 mortal wounds.
Feint: A player from your faction may declare an additional attack on the campaign map.
Assassinate: An enemy army may not use their warlord in the following battle.
Sweep and Clear: An opposing force may only use 2 troop choices total.
Take Prisoners: You may force 1 unit in your opponent's army into reserve. The arriving unit must be setup wholly within 12" of a board edge in their territory.
Recover Intelligence: Discover one secret campaign agenda.
Terror Tactics: All enemy units suffer -1 to their leadership for the battle.