Saturday 26 April 2008

Vastrid Campaign Rules

Vastrid Campaign System
The Vastrid Campaign system is predominantly narrative. It’s up to players to organise games and explain the motives of their forces. However there is a very simplistic system to measure the pace of the campaign and it works as follows:


There are five planets in the campaign the control of which is vitally important in tipping the strategic balance of the subsector. Each planet has a number of “points” which represents the relative importance of each planet. They are as follows:

Hemera: 7
Eris: 9
Minos: 5
Aethor: 9
Ares: 7


Every time a game is played (any game greater than 999 points a side, gothic or 40K) the winner gains 1 point for a win, 2 points for a massacre. They may use these points to gain influence anywhere – on any of the planets. Neutral points must be taken before you can start to take a point from someone else.

You can take ANY point no matter who you play. This is influence, intimidation etc and you’re forces’ actions determine how much force you are wielding. However, once one faction/race has ALL the points on a planet, that planet is “locked” and becomes totally under that faction’s control (invaded, coerced etc). You can only take points off these worlds by playing the controlling player – and actually invading the planet.

Once a faction has more than 50% of the planets totally under control, the campaign is nominally “won”, but the campaign will continue, perhaps with an invasion of a major world...
These are the basic rules to get started, new plot devices etc will be introduced later.


Factions
There are a lot of Imperial players at present. To mitigate this the Imperial side has been split into two factions, Imperial moderate and Imperial Zealot. The latter force is hellbent on unyielding policy towards aliens, heretics and traitors while the former is more circumspect and will ally/make peace with forces such as the Eldar and Tau in times of need. The two factions want to avoid open war but will happily fight each other over neutral worlds. However each time the two factions fight, open war comes a step closer.


The Zealot faction is also ridden with paranoia, suspicion and division, not least between the Dark Angels and the Inquisition who are in an uneasy alliance with the Dark Angels who they are deeply suspicious of. The factions are:

Imperial Zealots: Dark Angels, Adeptus Mechanicus, Inquisition forces (Matt, Mick, Nick)
Imperial Moderates: Sons Of Sparta, Other Imperial Guard (Mark, Chris)
Orks: Orks! (Rich T)
Eldar: Eldar (James)
Chaos: All chaos forces, Children of Steel (Colin)
Other: As and when they turn up...



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