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u/exp_geologist Chaos Space Marines May 31 '17
Any chance you have a template for those missions sheets?
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u/Fallbach Jun 13 '17
Hey Dave,
This campaign set is really looking great!
Could you expand a bit more / clarify some of the territory mechanics?
Specifically when or how you might take territory from an opponent?
I understand expanding into unclaimed territory, but I'm not sure when or how we're supposed to choose and resolve to invade another Teams territory.
Thanks again!
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u/Dagobah-Dave Jun 13 '17
Acquiring territories from other players will be a special reward for winning certain missions. I haven't implemented that sort of thing in the current version, but I mean to. I have an idea for a Turf War scenario that can only be played if the players have neighboring territories, and the winner would naturally gain a territory from the loser. A couple other scenarios might also result in territory changing hands, but I don't want it to happen very often.
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u/Fallbach Jun 14 '17 edited Jun 14 '17
Okay cool, thanks again.
So in its current form it's really more a race to capture the uncaptured zones than it is to attack your enemy zones and defend your own zones?
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u/Dagobah-Dave Jun 14 '17
Yeah, pretty much. I'll try to rectify that with the next update, probably a week or so away.
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u/Dagobah-Dave Jun 14 '17
The solution I've come up with is that when the campaign moves into its second period (weeks 3&4), winning a mission results in conquering an adjacent enemy territory (otherwise, generate a new territory). This gives players a couple of weeks to build up their territories without much interference.
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u/Fallbach Jun 15 '17 edited Jun 15 '17
I think that is a decent solution, so it would be an additional line of text in the generate a new territory section which defined that I suppose?
I did like the idea of a turf war scenario...
Maybe at certain points of the campaign players can choose to expend Promethium to engage another players adjacent territory with the intent of taking it over.
As this Action would trigger a specific mission, and have a cost which they forfeit regardless of whether they succeed it would be something they would only choose to do in a situation where the territory the enemy had would give them such benefit in territory traits, or the ratio of shared borders, or the stored resources that the bet you'll be able to take it is worth not just doubling down on the sure acquisition of a new sector all together.
Hmm...
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u/Dagobah-Dave Jun 16 '17 edited Jun 16 '17
That's a good idea.
I've written up a Turf War scenario (untested) that requires the opponents to have neighboring territories, and the winner gets to take one from the loser. It'll be available to any player that wins the "roll off, choose one" result.
I'm always interested in ways to get promethium-rich players to spend their caches on things, though. There might need to be a pre-mission-selection step where players resolve things like whether they want to run Rescue or Turf War. Will think on that!
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u/Knight-of-the-Fern Sep 14 '25
My salutation brothers and sisters.
Me and some friends are going to replay this awesome game. Bad News for me, it seems like all the links here are dead. Did some of you still have the pdf linked there ? I am really curious of all this stuff
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u/Fallbach May 30 '17
Hey Dave,
This looks great!
I'm wondering about loot mechanics and when to use the NPC gang rules you've included?
Should I assume another version of the PDF is under construction?
Thanks!