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"40k Campaign Report: The Shift on Solypsus 9" Topic


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tjkopena23 Feb 2015 10:05 a.m. PST

Our club/shop just held the second event in its Solypsus 9 campaign. Ten players in an Imperium+Necrons alliance went head to head with Chaos, Tyranids, and Orks over the Laboratory, Mine, Hab Blocks, and other planetary installations. A report with pictures is here:

link

PatrickWR23 Feb 2015 12:16 p.m. PST

Beautiful armies, each and every one! I'm intrigued by your campaign mechanics. Do you think they would translate well into a fantasy setting?

tjkopena23 Feb 2015 3:30 p.m. PST

Absolutely. The core mechanics are very generic, so you just need to change around some of the fluff. The hardest part of that would probably be coming up with some analog for the orbital positions, and attacking or supporting from them. The installations would similarly need to be renamed and the justification of their effects mapped to the new setting.

Off the cuff, being totally generic, I'd do something like:

- The planet becomes a coastal town nestled among the mountains.

- The installations become key buildings and neighborhoods of that town: The Hab Blocks are a shanty town; the Laboratory a magician's castle; the Mine a mine; the Comms Tower a messenger's stable; the Generator a water mill, temple, or magician's lodestone, depending on how you want to swing; and the Starport the docks on the ocean.

- Different factions could have different stories and justifications for the orbital positions: Landing from the ocean, coming up from the sewers, riding in from their mountain lair, flying in on eagles, etc..

Doesn't really need much to be pretty reasonable fluff, so I think it's totally doable. After the campaign ends I'll be posting a cleaned up PDF of the covert missions and narrative elements, all of which would be pretty easy to retheme as well.

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