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Sub-sector Map Campaigns

Sub-sector Map Campaigns

Titans are strategic weapons of the highest order, and their deployment always marked a point of main effort for the Loyalist and Traitors. The following rules expand on the idea of adding maps to the campaign system presented within Adeptus Titanicus: Titandeath, allowing players to battle over a sub-sector and the solar systems and planets contained within it. Such a campaign system allows players to mark the progress of the Legios as they capture and defend their own planets and progress with their allies to conquer an entire sub-sector for either the Emperor or the Warmaster.

Designer's Note

Commanding Multiple Titan Legions

Map campaigns benefit from several players on each side, allowing for grand strategies and tactics to evolve as Legios are grouped together to strike at valuable or heavily fortified planets or spread out to attack numerous planets at once. Of course, getting a large group of players together is not always possible or practical. For this reason players can, if they choose, command more than one Legio, or battlegroups within a single Legio.

Each player simply creates a number of campaign rosters, each one for a different Legio/Knight Household or for a different part of the same Legio/Knight Household. Each campaign roster is in effect a different "player", able to attack a planet and claim Armoury points, though controlled by a single player.

When playing with multiple Legios or Households, players should be free to move their Titans and units between campaign rosters and pool their Armoury points, though their individual Titan maniples must still be made up of Titans from the same Legio.

Sub-sector Campaign Maps

Sub-sector campaigns can make use of a map to represent the sub-sector (a collection of solar systems) the players are fighting to conquer or defend. The map will be made up of a number of systems, each of which contains a number of planets (which can represent planets, moons or other celestial bodies), some starting in the possession of a player, others unclaimed and considered neutral when the campaign begins. There are nine different kinds of planets: Forge World, Knight World, Armoury World, Fortress World, Hive World, Research World, Agri-world, War World, and Ravaged World.

When creating a sub-sector map, the most important thing to determine is the number of systems (each of which contains a number of planets) that the players are fighting over and the number, and type, of planets within each system. As a rule of thumb, each player in the campaign should have their own starting system which contains their home world and a number of other planets; this number can be determined either by rolling a D3 or choosing a standard number of additional planets within each system depending on what players wish for. Note, this number represents the most strategically important worlds within a system rather than every planet in a system. In a standard campaign players will control an equal amount of planets to start with, with any additional planets in a system being classified as neutral planets. Players can then choose to have an additional number of neutral systems which are controlled by no one at the start of the campaign.

Finally, players should determine the type of world, both for their Home World and other worlds within a system. For Home Worlds, players choose whether the world is a Forge World, Fortress World, Knight World or Armoury World, each of which has their own benefits as described on page 211. For the remaining worlds, a player, or the campaign arbitrator, should roll a D10 and look up the result on the table below:

D10 Planet Type
1 A player from the opposing side chooses the Planet Type
2 Forge World
3 Fortress World
4 Knight World
5 Armoury World
6 Agri-world
7 War World
8 Hive World
9 Research World
10 The rolling player chooses the Planet Type

A system with one or more Home Worlds cannot contain another world of the same type as those Home World/s within it - re-roll the dice if the result is the same.

While this is the default set-up for a map campaign, the organiser should feel free to create their own variations on sub-sector maps if they would like - adding more planets or systems, perhaps even some where more Armoury points are up for grabs, or entire systems devoted to a particular kind of world.

Sub-sector Campaign Map Summary

  • Include a system for each player.
  • Additional unclaimed systems can be added.
  • Each player begins in control of a Home World. The Home World is of a Planet type of that player's choosing.
  • Randomly determine the Planet type for the remaining worlds.

System Limits

If players wish, they may place a limit on the number of systems included on their campaign map, allowing players to share a starting system. In this case, each system should contain no more than two Home Worlds. If players wish, a system can contain home worlds that belong to opposing sides, although this could drastically shorten the time some players hold onto worlds they control.

Campaign Movement

Because of the more precise nature of running a map campaign, players will need to declare their intended targets before playing battles, and if there are more than two players then all of the players on one side must declare their intended targets at the same time; this process of declaration and the games that follow make up a Campaign round.

At the start of each Campaign round, one player from each side - Loyalist and Traitor - should roll off. The winner can choose for their side to either be the attacker or defender for that campaign round. All players on the attackers' side choose a planet to attack or an Occupied planet to Contest. To attack a player's home world, the attacker must control at least one other planet within the same system. Two or more attackers may choose to attack the same planet. Then, all of the players on the defenders' side choose a planet under attack to defend, an Occupied planet to Contest, or a neutral planet to lay claim to. Two or more defenders may choose the same planet to defend. It may happen that if the defence is concentrated on certain planets, others may be left undefended, in which case the planet is claimed by the attacker without the need to fight a battle. Once the location(s) of the upcoming battle(s) and the players involved have been determined, games can then be played.

The exception to the process above is if the previous round's attacking side lost more battles than they won, in which case they automatically lose the roll-off to decide who chooses to attack or defend, as their offensive loses its momentum and the other side seizes the initiative.

Campaign Movement Summary

  • The Loyalist and Traitor sides roll off; the winner may declare their side is either the attacker or the defender for the round.
  • If the previous round's attacker lost more battles than they won then they automatically lose the roll off to decide who chooses to attack or defend.
  • All attacking players choose a planet to attack or Contest an Occupied world; more than one attacker may choose the same planet. To attack a player's home world, the attacker must control at least one other planet within the same system.
  • All defending players choose a planet under attack to defend, an Occupied planet to Contest or a neutral planet to lay claim to; more than one defender may choose the same planet.
  • Play a battle for each planet containing both attackers and defenders.

Designer's Note

Scorched Earth

To encourage attackers to spread out their assaults and defenders to protect their territories wherever possible, players can use Scorched Earth rules. These rules offer a player who had attacked a world without opposition the choice to raze it, using the massed firepower of their Titans. After working out which planets the attackers are striking at and the defenders are defending, if there are any planets containing only one side, they can be razed at the discretion of the attackers instead of Occupying the planet. A Razed World, Forge World, Hive World, Knight World or Fortress World becomes a War World. Any other world becomes a Ravaged World (including if a War World is Razed). A world that has been Razed remains under the control of the current controlling player.

Capturing Planets

After the players have completed the battle for a planet, it may change hands depending on the outcome and the status of the planet. If the planet was a neutral one, the winner of the battle, or if no one opposed them, gains control of the world. Otherwise, if the attacker won the game, or no defender opposed them, the world becomes Occupied. An Occupied world remains under the control of the defender, however it no longer operates at its full capacity due to the war raging across its surface. While a planet is Occupied, it produces half of its normal Armoury points during the Campaign End phase (rounding down).

To take control of an Occupied world, a player must Contest the world. To do this, one or more players must choose to attack or defend the world in question. The defender can Contest an Occupied world even if no attacker chooses to Contest it. If an Occupied world is Contested by players from both sides, a battle is fought as normal. If the winner of the battle is a player from a different side than the world's controlling player, that player takes control of the world. In the case of games involving more than one player, the conquering player with the most Honour points can choose who among the conquering Legios takes control of the world, or if two or more conquerors have the same amount of Honour points, they roll off to see who takes control of it. If the winner of the battle is a player from the same side as the world's controlling player, then the world remains under their control and is still Occupied.

If an Occupied world is Uncontested (i.e., only one side commits forces to Contest the world), the world is no longer Occupied, either falling under the control of the opposing side or remaining under the control of the current controlling player. If control of the world switches sides, the player who Contested the world gains control of it. In the case of worlds Contested by more than one player, the conquering player with the most Honour points can choose who among the conquering Legios takes control of the world, or if two or more conquerors have the same amount of Honour points, they roll off to see who takes control of it.

Designer's Note

Occupied Worlds

The rules for invaded worlds becoming Occupied tend to favour longer campaigns and represent that seizing control of a planet is far from a simple affair while encouraging players to redirect assaults against difficult targets or commit heavy forces to a particular battle. Players seeking an easier method can agree that worlds do not become Occupied. Instead, when an attacker wins a battle over a planet, they take control of it. In this way, planets will be conquered far quicker and key planets are likely to change hands many times during a campaign.

Capturing Planets Summary

  • Undefended planets are automatically captured by the conquering player.
  • If an attacker won their battle over a planet, that planet becomes Occupied.
  • An undefended world that is not neutral automatically becomes Occupied.
  • If both sides Contest an Occupied world, and the controlling player (or their side) wins the battle, the world remains Occupied.
  • If both sides contest an Occupied world, and the opposing side wins the battle, the world is captured by the invading player.
  • If more than one invading player was attacking the same planet then the attacker with the most Honour points chooses who takes control of the planet.
  • An Occupied world Contested by the controlling player (or their side) but not by an opponent is no longer Occupied.
  • An Occupied world Contested by an opposing player but not by an opponent is automatically captured by the Contesting player.

Armoury Points

In a sub-sector map campaign, Armoury points are gained from a player's planets rather than as a set amount after each game. When all players complete a campaign game, the Campaign End phase begins. During the Campaign End phase, each player tallies up the Armoury points for all of the planets that they currently control, including any for planets that have just been captured. The player then gains this total to add to their pool of Armoury points which can then be spent on repairs, refitting and reinforcements.

Terrain Type

The type of terrain being fought over affects the amount of scenery players should include in their games - the open plains of an Agri-world are much easier to traverse than the crowded manufactoria of a Forge World. Games played in Open terrain should include only a light scattering of scenery, whilst games in Rugged terrain can have a balanced mix of scenery pieces. Finally, games in Dense terrain have lots of scenery, creating a battlefield with plenty of Blocking terrain.

Defensive Rating

Certain kinds of worlds are more defensible than others and provide forces defending them with a bonus. When a player is defending (or Contesting) a planet they control against attack, they may add its Defensive rating to the number of Stratagem points they have available for the game. If more than one Legio is defending a planet then these bonus points are awarded to each defender. In addition, when rolling to determine deployment (see page 86 of the Adeptus Titanicus rulebook), the defenders' side may modify the result up or down by an amount equal to the territory's Defensive rating. If the game is taking place on an unclaimed planet, then neither side gains a defensive bonus.

Planet Armoury Points Terrain Type Defensive Rating
Forge World 500 Dense +3
Fortress World 150 Dense +3
Knight World 500 Rugged +3
Hive World 500 Dense +2
Armoury World 300 Dense +2
Research World 200 Open +1
War World 100 Rugged +1
Agri-world 250 Open +0
Ravaged World 50 Open +0

Winning a Map Campaign

The victory conditions for a map campaign are the same as those for a normal campaign, and after a set number of weeks the victor can be determined by the side with the most Honour points. Of course, there are various ways to play a sub-sector map campaign where the focus is not just on winning battles but dominating regions of the map as well. Presented here are three sub-sector map campaign variants for players to use. In all cases, it is recommended that the campaign runs for 4-6 weeks, or until their victory conditions are met.

Invasion

In an Invasion, one side is defending a sub-sector and the other is launching an assault. At the start of the campaign, one side (Traitor or Loyalist) will be in control of the entire sub-sector map. It should include a number of systems equal to the number of defenders, with each player on the defenders' side beginning in control of all the worlds in a system. The invaders start with no planets, though importantly, in an Invasion once a planet has been captured, it cannot be re-captured. Invaders also begin with more Armoury points than normal to reflect their available resources, and each of the players on the invaders' side begins with three times as many Armoury points as normal (i.e., if each defender has 2,000 Armoury points to begin with then each invader will have 6,000 Armoury points). These points need not be spent at the beginning of the campaign and can instead be saved for repairs later on.

System War

In a System War campaign, one side is defending a vital system. The map contains a single system containing a single Forge World (collectively controlled by the defending side and providing its Armoury points and other benefits to each player as if they alone owned it) and one Fortress, Armoury or Research World for each defending player (which can be representing the Forge World's moons, etc.). The rest of the map should contain three Agri-worlds, War Worlds, Hive Worlds, Knight Worlds or Ravaged Worlds for each defending player (randomly determine the type of each planet). The defending side begins in control of all of the territories. In a System War, do not roll each round to see who is the attacker or defender, the side defending the System is always the defender, and once a planet has been captured, it cannot be re-captured. Before the attacking side can attack the Forge World, they must control at least half of the other planets on the map. If the Forge World is captured before the end of the campaign, the attacker wins the campaign. Otherwise, the defender is the winner.

Domination

In a Domination campaign, each planet is worth Honour points in addition to Armoury points. a Forge World or Knight World is worth 5 Honour points, a Hive World is worth 4 Honour points, an Armoury World, Fortress World, Research World or Agri-world is worth 3 Honour points, a War World is worth 2 Honour points, and a Ravaged World is worth 1 Honour point. a world that is Occupied is worth only half its total Honour points (rounding down, to a minimum of 0).

When gaining Armoury points from a planet, a player also gains its worth in Honour points. The first side to reach a combined Honour points total, from both destroying enemy Titans and holding territories, equal to the total number of players times 25 (i.e., 50 for two players, 75 for three players, etc) is the winner.

Planetary Hex Maps

If players wish to include more detail in their campaign, they can generate hex grid maps for some (or all) of the planets on the sub-sector map. While this will greatly increase the length of a campaign, and thus increase the risk of players losing interest before its completion, it will also greatly increase the detail of each world. a hex grid for each world should be generated in a manner similar to the map generation rules presented in Adeptus Titanicus: Titandeath. For each planet only a single Hive Cluster should be generated and each world should have a Spaceport. For all worlds apart from Fortress Worlds, War Worlds, and Ravaged Worlds, each Hive cluster should also contain a Hive City with other hexes being either an area of Ruins or an area of Wastes. For Fortress Worlds or War Worlds, the Hive City is replaced by a Fortress, while a Ravaged World has no hexes and follows the normal rules for planets.

When a world becomes Occupied, the invading player seizes control of the Spaceport. They may then invade any other territory on the map apart from the Hive City or Fortress. They may only invade the Hive City or Fortress when they control two or more hexes of a planet map. An Occupied world falls under the control of the invader when they control the Hive City or Fortress. If the invaders lose control of all hexes on a planet, the planet remains under the control of the defending player and is no longer Occupied.

DESIGNER'S NOTE

Fortifying Planets

If players want to add some additional detail to the planets in their campaigns, they might allow them to be fortified, representing the construction of ground and orbital defences. Players can improve the defences of a planet during the Campaign End phase, paying 500 Armoury points to improve its Defensive Rating by 1 (up to a maximum Rating of +3). Additionally, for a cost of 1,500 Armoury points, a Ravaged World can be turned into a Fortress World. a player can only create one Fortress World in each Campaign End phase.