Hello all!
I'm overall not super impressed by the scenarios that one plays in a normal Dominion campaign, and I have been looking for ways to improve this. One is to create special scenarios, and this is an attempt at creating a new version of the good old "purge!".
As you will see, I have made a few changes... For now, this is just a draft and very much a work in progress. I am posting to get some first feedback before I try to play-test it.
It is intended as more of a "long day of gaming", potentially multiplayer scenario, not a quick standoff. Like, how to attribute an archeotech territory in a dominion campaign.
It might also work as a solo play scenario.
Depending on how spicy the deck is, it could provide easy support to a weak gang, or prove to be a challenge for a powerful gang! As in, an arbitrator may say:
- "your gang is a bit behind, (let's) play that scenario with this gentle deck of monsters to get some XP and credits, plus a new territory if you win"
or:
- "your gang is too powerful, (let's) play that scenario with this nasty deck of monsters to protect one of your territories. If you you don't win it, you'll lose that territory"
So have a look, and let me know what you think!
Scenario: Clearing the nest!
# Description
Monsters lurk in an area of the hive where light is dim... and people say they protect valuable treasures.
At least there's the equipment of unfortunate fighters who tried to clear the area before you...
Our gangs have decided to clear the area and claim the monsters' nest as their territory!
# Objective
Gangs must clear out the table, and plant their "flag" on the monsters' nest to show who runs the place!
Killing big monsters score you 5 points, normal ones 3pts and small ones 1pts.
Picking up loot scores no point.
Reaching the nest scores you 10pts (once). A fighter needs to be within 3" of the nest (in the center of the table) to reach it.
Control of the center nest can change from one gang to another: count how many 'valid' fighters are within 3" of it to determine who has control in the end phase
# Battlefield
- Place nest: center of table. Ideally some appropriate piece of terrain to represent it
- preparing three monsters decks: big, normal and small monsters.
For each card, set a monster miniature aside. See list of monsters in the annex, or create your own!
Depending on how hard you want the game to be, you can spice up the selection of monsters more or less... do according to taste!
- Variant: loot isn't just random caskets, but specific pieces of equipment (determined by the arbitrator). Prepare a card for each, and corresponding numbered/specific loot casket!
Suggested amounts:
- about 1 big monster per 1200pts of gang on the table (2 in a normal game)
- about 1 normal monster per 600pts of gang on the table (4 in a normal game)
- about 1 small monster per 600pts of gang on the table (4 in a normal game)
- about 1 loot per 800pts of gang on the table (3 in a normal game)
# Crews
2 gangs, each Custom(10?). May also be played with 3 or 4 gangs: adjust the number of monsters accordingly...
The number of blips can be adjusted depending on what you like, but it is suggested to have a few more blips than how many monster/loot cards you have prepared.
For a normal game: 16 blips. Blips are 1" tokens (if you own Space Hulk, you know what to do...)
# Deployment
Gangs deploy in their corner: 6x6" square, opposite corners of the table. Roll off to see who goes first.
Share blips equally between players. Take turn among the players to position the blips.
They must then place half (rounding down) of their blips within 12" of the central nest.
Then all other blips are deployed on the rest of the table, more than 3" away from other blips and more than 12" from any fighter.
# Moving blips.
At the end of the end phase, blips move as follows (not necessarily in a straight line).
For each blip on the table, determine who is the closest fighter, then roll a D6:
1 move 10" toward closest enemy
2-3 move 5" toward closest enemy
4-5 move 5" random (dispersion dice)
6 free move 5" by the player whose fighter is nearest to that blip
blips can jump down/up without any damage, but stop at impassable terrain. Use common sense!
# Revealing blips
Any gang fighter getting within 2D6" of a blip triggers its reveal (at the end of its move)
This distance is determined only once per round.
(REMARK: I would like to introduce eg perception, willpower or int test maybe to try to see blips, or maybe a special action: watch out/listen carefully, to introduce some more 'roleplay" into the scenario, but I am not sure how to do this in a good way!)
Note that if the blip moves within that distance of a fighter, it is also revealed at the end of its movement.
If any movement is enough for the blip to get within 1" of a fighter, the revealed monster is considered as having charged that fighter.
Even if a fighter moves into a blip "voluntarily", the monster is considered as having charged!
To reveal a blip, roll a D6 (see modifiers below, and also the variant):
1: Draw a big monster card (ganger/champion like, should be scary)
2-3: Draw a normal monster card (basic ganger/juve like, should not be too scary)
4-5: Draw a small monster card (juve or less, should be more or less target practice)
6: It was just noise: replace with a loot casket. Variant: draw a loot card and place the corresponding numbered loot casket
If the blip is within 12" of the nest, -1 on the roll. Within 6": -2.
If there is no card left on that pile, chose another pile.
If there is no card left, then remove the blip from play.
Once a card is drawn, replace the blip with the corresponding miniature.
Place the card on the table to keep track of that monster in the future.
Variant: use Space Hulk blips instead, and the values of the token to determine the type of monster:
- 1: normal monster
- 2: big monster
- 3: small monster
Note that there are respectively 9, 4, and 9 such tokens in the 4th ed.
# Playing monsters
As long as there are monsters on the table, they will activate like normal fighters (as if they were a gang).
Monsters never bottle or flee.
If you have an arbitrator, let them play the monsters... if not, follow these rules:
When it's the monsters' turn to activate a fighter, select them in order of their distance to an enemy fighter:
- Start with those monsters that are closest to enemy fighters.
- If several are at the same distance, randomize.
The player whose fighter is the nearest is NOT the one who moves the monster. In a two player game, it is their opponent.
Monsters should always move toward the closest enemy their full distance, but should also try to reasonably stay in cover.
Monsters will always attempt to charge the closest enemy if they are in range.
In general, use common sense to move the monsters: when you get to control one, use it as a credible threat to your opponent!
# Killing monsters
Keep the card of monsters you get OOA, as trophies.
Update your current score: +5 for big monsters, +3 for normal ones and +1 for small ones (alternatively: look on the card how much you score).
# Ending the game/Victory
If there is only fighters from one gang, and no monsters left nor blips on the table, then that gang wins.
If there is no more fighters on the table, then monsters win (and all gangs lose).
If there is no monsters left nor blips on the table, then the gang with control of the nest, and otherwise most points, wins.
Any other result is a draw.
# Rewards
Experience:
- participation: 1xp
- winning leader: 1xp
- picking up loot/killing a small monster: 0.5xp (add all and round up)
- killing a normal monster: 1xp (as normal for taking a juve/ganger OOA)
- killing a big monster: 2xp (as normal for a champion OOA)
- 1st fighter reaching nest (within 3", center of table): D3 xp
- fighters controlling the nest at the end of the game (eg within 3" of it): each 1xp
Reputation:
- 1st encounter: +1
- bottle: -1
- for every 10 points, gain 1 additional reputation. Example: scoring 27 points gets you +2
- gang who controls the nest at the end of the game: +1
Credits:
- add the total rewards from the cards of the monsters your fighters have killed.
- D3*10 for each loot casket you had in your possession at the end of the game
OR variant: the actual content of the loot (see card)
- D6*10 for the gang controlling the nest at the end of the game.
Annex: Monster cards
(I need to come up with a proper bestiary... or select what seems to make sense from the one found at the end of the big compendium)
I'm overall not super impressed by the scenarios that one plays in a normal Dominion campaign, and I have been looking for ways to improve this. One is to create special scenarios, and this is an attempt at creating a new version of the good old "purge!".
As you will see, I have made a few changes... For now, this is just a draft and very much a work in progress. I am posting to get some first feedback before I try to play-test it.
It is intended as more of a "long day of gaming", potentially multiplayer scenario, not a quick standoff. Like, how to attribute an archeotech territory in a dominion campaign.
It might also work as a solo play scenario.
Depending on how spicy the deck is, it could provide easy support to a weak gang, or prove to be a challenge for a powerful gang! As in, an arbitrator may say:
- "your gang is a bit behind, (let's) play that scenario with this gentle deck of monsters to get some XP and credits, plus a new territory if you win"
or:
- "your gang is too powerful, (let's) play that scenario with this nasty deck of monsters to protect one of your territories. If you you don't win it, you'll lose that territory"
So have a look, and let me know what you think!
Scenario: Clearing the nest!
# Description
Monsters lurk in an area of the hive where light is dim... and people say they protect valuable treasures.
At least there's the equipment of unfortunate fighters who tried to clear the area before you...
Our gangs have decided to clear the area and claim the monsters' nest as their territory!
# Objective
Gangs must clear out the table, and plant their "flag" on the monsters' nest to show who runs the place!
Killing big monsters score you 5 points, normal ones 3pts and small ones 1pts.
Picking up loot scores no point.
Reaching the nest scores you 10pts (once). A fighter needs to be within 3" of the nest (in the center of the table) to reach it.
Control of the center nest can change from one gang to another: count how many 'valid' fighters are within 3" of it to determine who has control in the end phase
# Battlefield
- Place nest: center of table. Ideally some appropriate piece of terrain to represent it
- preparing three monsters decks: big, normal and small monsters.
For each card, set a monster miniature aside. See list of monsters in the annex, or create your own!
Depending on how hard you want the game to be, you can spice up the selection of monsters more or less... do according to taste!
- Variant: loot isn't just random caskets, but specific pieces of equipment (determined by the arbitrator). Prepare a card for each, and corresponding numbered/specific loot casket!
Suggested amounts:
- about 1 big monster per 1200pts of gang on the table (2 in a normal game)
- about 1 normal monster per 600pts of gang on the table (4 in a normal game)
- about 1 small monster per 600pts of gang on the table (4 in a normal game)
- about 1 loot per 800pts of gang on the table (3 in a normal game)
# Crews
2 gangs, each Custom(10?). May also be played with 3 or 4 gangs: adjust the number of monsters accordingly...
The number of blips can be adjusted depending on what you like, but it is suggested to have a few more blips than how many monster/loot cards you have prepared.
For a normal game: 16 blips. Blips are 1" tokens (if you own Space Hulk, you know what to do...)
# Deployment
Gangs deploy in their corner: 6x6" square, opposite corners of the table. Roll off to see who goes first.
Share blips equally between players. Take turn among the players to position the blips.
They must then place half (rounding down) of their blips within 12" of the central nest.
Then all other blips are deployed on the rest of the table, more than 3" away from other blips and more than 12" from any fighter.
# Moving blips.
At the end of the end phase, blips move as follows (not necessarily in a straight line).
For each blip on the table, determine who is the closest fighter, then roll a D6:
1 move 10" toward closest enemy
2-3 move 5" toward closest enemy
4-5 move 5" random (dispersion dice)
6 free move 5" by the player whose fighter is nearest to that blip
blips can jump down/up without any damage, but stop at impassable terrain. Use common sense!
# Revealing blips
Any gang fighter getting within 2D6" of a blip triggers its reveal (at the end of its move)
This distance is determined only once per round.
(REMARK: I would like to introduce eg perception, willpower or int test maybe to try to see blips, or maybe a special action: watch out/listen carefully, to introduce some more 'roleplay" into the scenario, but I am not sure how to do this in a good way!)
Note that if the blip moves within that distance of a fighter, it is also revealed at the end of its movement.
If any movement is enough for the blip to get within 1" of a fighter, the revealed monster is considered as having charged that fighter.
Even if a fighter moves into a blip "voluntarily", the monster is considered as having charged!
To reveal a blip, roll a D6 (see modifiers below, and also the variant):
1: Draw a big monster card (ganger/champion like, should be scary)
2-3: Draw a normal monster card (basic ganger/juve like, should not be too scary)
4-5: Draw a small monster card (juve or less, should be more or less target practice)
6: It was just noise: replace with a loot casket. Variant: draw a loot card and place the corresponding numbered loot casket
If the blip is within 12" of the nest, -1 on the roll. Within 6": -2.
If there is no card left on that pile, chose another pile.
If there is no card left, then remove the blip from play.
Once a card is drawn, replace the blip with the corresponding miniature.
Place the card on the table to keep track of that monster in the future.
Variant: use Space Hulk blips instead, and the values of the token to determine the type of monster:
- 1: normal monster
- 2: big monster
- 3: small monster
Note that there are respectively 9, 4, and 9 such tokens in the 4th ed.
# Playing monsters
As long as there are monsters on the table, they will activate like normal fighters (as if they were a gang).
Monsters never bottle or flee.
If you have an arbitrator, let them play the monsters... if not, follow these rules:
When it's the monsters' turn to activate a fighter, select them in order of their distance to an enemy fighter:
- Start with those monsters that are closest to enemy fighters.
- If several are at the same distance, randomize.
The player whose fighter is the nearest is NOT the one who moves the monster. In a two player game, it is their opponent.
Monsters should always move toward the closest enemy their full distance, but should also try to reasonably stay in cover.
Monsters will always attempt to charge the closest enemy if they are in range.
In general, use common sense to move the monsters: when you get to control one, use it as a credible threat to your opponent!
# Killing monsters
Keep the card of monsters you get OOA, as trophies.
Update your current score: +5 for big monsters, +3 for normal ones and +1 for small ones (alternatively: look on the card how much you score).
# Ending the game/Victory
If there is only fighters from one gang, and no monsters left nor blips on the table, then that gang wins.
If there is no more fighters on the table, then monsters win (and all gangs lose).
If there is no monsters left nor blips on the table, then the gang with control of the nest, and otherwise most points, wins.
Any other result is a draw.
# Rewards
Experience:
- participation: 1xp
- winning leader: 1xp
- picking up loot/killing a small monster: 0.5xp (add all and round up)
- killing a normal monster: 1xp (as normal for taking a juve/ganger OOA)
- killing a big monster: 2xp (as normal for a champion OOA)
- 1st fighter reaching nest (within 3", center of table): D3 xp
- fighters controlling the nest at the end of the game (eg within 3" of it): each 1xp
Reputation:
- 1st encounter: +1
- bottle: -1
- for every 10 points, gain 1 additional reputation. Example: scoring 27 points gets you +2
- gang who controls the nest at the end of the game: +1
Credits:
- add the total rewards from the cards of the monsters your fighters have killed.
- D3*10 for each loot casket you had in your possession at the end of the game
OR variant: the actual content of the loot (see card)
- D6*10 for the gang controlling the nest at the end of the game.
Annex: Monster cards
(I need to come up with a proper bestiary... or select what seems to make sense from the one found at the end of the big compendium)