Sie sind auf Seite 1von 6

Aleph Sector 40K Campaign System

What is the Aleph Sector?


The Aleph Sector lies in the eastern quadrant of Segmentum Obscurus. Its position makes it particularly vulnerable to attack from chaos, Tau, tyranid and eldar forces, though orks too are a constant nuisance. In addition there is a warp lane direct from the Eye of Terror to the Perseus Deeps which makes Chaos incursions a frequent and unwelcome occurrence.

What is the Campaign?


When we say campaign, we mean story. The very act of playing a game creates a story. Each players perspective is different, yet unified by the sci-gothic universe of the game. Warhammer 40K is a game of the imagination. There isnt a hobbyist on the planet that does not visualize the battle in narrative terms. Everyone has model sized heroes, moments of glory and instances of high drama that are best chronicled in the imagination. For many hobbyists, the end of the one-off game ends the story, but for us, thats not good enough. We want more. In a campaign the table-top saga continues in the imagination. Many yearn for their games to actually mean something, and contribute to a developing chronicle. Thats where the narrative campaign concept comes into play. The Aleph Sector is a narrative campaign. The continuing story line is what drives it and each and every individual characters contribution. Aleph Sector was started in 2001 by a handful of friends who wanted their games to mean something more than just shoot-em-up matches. They wanted their forces to have objectives to meet and consequences to pay when things didnt go quite according to plan. They wanted interactions between characters to go beyond just table-top trash talk. They wanted an element of diplomacy to be a part of the story and count towards the outcome of a campaign. The idea behind the Aleph Sector is to collectively tell a story through gaming and help make games have more of a lasting impression. Within the Aleph Sector, were all the script writers and actors. The GM (Game Master aka referee aka Duncan) acts as the director. To do this, a player needs to establish his characters and forces, give them a context as to why they are in the Aleph Sector in the first place, and get assigned his first set of objectives.

Different types of player


All gamers are not created equal. The following is are a few examples of how different players may interact with the campaign in different ways. Example 1 This player would like to be involved in the campaign but would rather play the games then have the GM fit them into the story by inventing the background etc. Example 2

This player works closely with the GM and provides new ideas. He defines the overall objectives of a race or races and suggests rules and ways to measure campaign goals as well as playing their own force. Example 3 This player is not interested in the campaign at all (fine!) and just wants one off games. (Well still count them though!) Example 4 This player is actively involved in the campaign., defining his own forces objectives and background and coming up with a reason for each game. He works with the GM to push their story forward. The Aleph Campaign system is predominantly narrative. Its 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:

Game results: General


When you play a game of 40K you can achieve 0-4 points, which affect the campaign in a number of possible ways, detailed later. Draw: 0 points Win on VPs: 1 point Win on objectives: 2 points Win by double the objectives and by at least 2: 3 points Massacre (no enemy troops remain): 4 points If the game is Kill Points they too work in the same way as objectives.

What happens to the points?


What can be done with the points depends on whats going on in the campaign. If the campaign is a land based territory capturing one, such as Tarsis Major or Alphe, you take as many squares as you gained points. This land based campaign system will be detailed later. If youre not engaged in a land war on a specific planet, but you and your opponent are in a war on a minor planet, such as those in the Shadow worlds or Rim worlds, you can take territory of your opponents racial holdings on that minor world, again up to the number of points you won by. If you and your opponent are not engaged at all, your faction will earn +1 global modifier and your opponent -1, up to a maximum of +1/-1.

Land Based Campaigns


General The size of the planet is determined by its number of territories. This is the number of squares you get for each point of win. Planets like Alphe are not smaller than planets like Tarsis, but they are less important and have less installations, population and armies, so campaigns tend to be quicker. Minor planets (without a map) have even fewer settlements and thus fewer squares. In a land campaign when you win a game you take a number of territories (a number of squares) equal to the amount you won by. On Tarsis Major one territory is one square, but on Alphe it is three squares, so a win on objectives gains 6 squares on Alphe. In a single 1500 point game all squares gained must be taken in an unbroken line (no diagonals). In larger games, the number of territories gained is multiplied by the number of 1500 point armies on the winning side, so a 3000 point would net 2x as many territories and can be taken as two lines, or one. Supply Armies (Tyranids are an exception and work differently) need supply on land based campaigns. Cities and other settlements are supply bases, as are large areas of territory (9 squares on Tarsis, 16 on Alphe and Betor). If a square cannot draw supply (no diagonals) to a friendly supply zone, it is cut off and is surrendered to an enemy. Global Modifiers Global modifiers represent the overall effect waging other wars has on the main campaigning powers. Constant raids and defeats to smaller forces are a drain on resources, while victories over enemy forces can result in safer supply convoys and extra loot.

GLOBAL MODIFIERS vs. Tyranids vs. Necrons vs. Dark Eldar vs. Eldar vs. Other Chaos vs. Other Orks Space Total Global

+1 +0 +0 +0 +0 +0 +1

+0 +0 +0 +0 +0 +1 +0 +1

-2 +0 -1 +0 +0 +0 -3

+0 +0 +0 +0 +0 +0 +1 +1

+0 +0 +0 +1 -1 +0 +0

Global Modifiers are earned through defeating non-campaigning armies and through winning battlefleet gothic games (see later). Once the game is finished the winner adds the difference of his and his opponents modifiers to the number of territories he gains from this game. If the difference is negative, no extra territories are added. Note Global Modifiers decay over time. Modifiers gained against non-campaigning races will decay by 1 point after the following wargames session. Battlefleet Gothic modifiers usually decay by 1 point 3 months after the game was played.

Local Modifiers Local modifiers are planet specific, such as owning a particular city or having air superiority (up to +3/-3) and are detailed on the planetary map. Example

The Tau (Yellow) play a game against the Imperium (clear or white). Though the game was a draw the Global and Local modifier differences were +3 to the Tau, therefore the Tau gained 3 Territories. The Tau player took the following squares.

The remaining 6 squares are cut off and fall to the Tau: Cities Cities need more than one point to take. Each city will have its worth labelled on the map. If the city is surrounded it costs this to take. If it is not surrounded it costs 1 territory more (1 point on Tarsis, 3 on Alphe) to take. So a city worth 3 points on Tarsis would cost 4 to take if not surrounded. On Tarsis and Alphe cities must be taken in one go you cannot take part of a city. On Betor you can. Mountains and Rivers Usually mountains cost double to take, so on Tarsis they take 2 points per square and on Alphe 6 points per square. This is to represent the difficulty of moving troops and supply convoys across difficult ground. Rivers cost two to cross, and supply cannot be drawn across a river. Airborne Operations If your side has air superiority (the highest air modifier) you can launch airborne operations against supply zones far from the front line. You will usually need to gain 3 points or more from a game to take a supply point (see cities), so it is ill advised if modifiers are not in your favour. Bridgehead creation Instead of taking territory points can be used to create bridgeheads i.e. a supply point. This costs 3 points to do, so a minimum of 4 points is needed to do this as you also need a territory to build the

supply point on. This is useful for initial attacks against areas where you have no supply. Obviously there is little point in attempting this without good modifiers! Tyranids Tyranids work differently. Instead of supply, their hive nodes (worth and costing 3 points) have a supply radius of six squares (on most planets) and supply all Tyranid squares within this zone, regardless of whether they are in contact or not. The only way to put Tyranids out of supply is to take the hive nodes. Unlike most cities (excepting Betor) hive nodes can be taken piece by piece. Each reduction of the 3 point node reduces its supply radius by 2 squares. Razing Instead of taking territory, you may raze a single territory. That territory loses all its characteristics (fortifications/cities etc) and is classed as neutral. It costs 1 point to un-raze territory. You cannot draw supply across razed territories. Fortifying Instead of taking territory, you may fortify a number of squares, up to 3 points per square. These then take this much extra to take. On Alphe a point will fortify up to 3 squares.

Minor World Operations


Minor worlds do not have a map and are usually just represented by a bar of squares such as those in the Rim Worlds and the Shadow Worlds. When you win a game it works the same however, you take a number of squares equal to the win you get. Invasion If your side has no squares on a planet, you must conduct an initial invasion. This can be a special scenario or a game of battlefleet gothic. Either way the system is the same and a win means taking a number of squares. Fortifying and settling Instead of taking territory, you can improve your position on a minor world, fortifying every other square up to 3 points. This makes it more difficult for enemy forces to retake. Every other square on a minor world can be fortified up to +3. Once this is done a further 2 squares can be added using points in the normal way, and the second on fortified. Eventually a map can be created as the world is settled in this way (probably when the bar is too long to fit on the excel worksheet!) Razing Instead of taking territory, you may raze a single territory. That territory loses all its characteristics (fortifications) and is classed as neutral. It costs 1 point to un-raze territory. Example
Danelloth x3 x3

Danelloth is Ork/Tau held. The Tau have a +1 modifier and play the orks. They win on objectives and therefore gain 3 points. You cannot take a partial fortification, so the Tau take the available square and fortify with the remaining 2.
Danelloth x3 x3 x2

Battlefleet Gothic Games


BFG games add to the global modifiers up to +3/-3. If its a big game (1500 or greater) the modifier will be doubled. In addition BFG games can allow you to conduct airborne assaults, as well as raze up to 3 squares on a planet (GM discretion).

Aeronautica Imperialis
AI games add up to +3/-3 (minus to the opponent) to the local modifier on the planet your faction is fighting on. In addition they can allow for combined airborne/40k operations, as you need to win an AI game to conduct and airborne assault.

The Golden Rule


The golden rule is nothing is set in stone. Suggest something to me. A lot of these rules have come about from player suggestions, and new rules will get added. In the end this is just a campaign system to make things more interesting, make sure players dont feel hard done by which can happen in narrative campaigns, and to avoid organiser bias!

Das könnte Ihnen auch gefallen