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Author Topic: Help with a campaign idea  (Read 1626 times)

Offline airbornegrove26

  • Mad Scientist
  • Posts: 664
Help with a campaign idea
« on: March 24, 2012, 09:27:48 PM »
Hi guys I am looking at making a d100 campaign chart for my Roman campaign.  Along the line of Ironmitten's idea.  Just thought I would ask for some outside help.  So if you have any fun positive or negative world effects I would be happy to hear them.  ie. barbarian uprising, political assassination things of that sort.

Offline Prof.Witchheimer

  • Elder God
  • Posts: 12088
    • Back of Beyond
Re: Help with a campaign idea
« Reply #1 on: March 24, 2012, 11:52:52 PM »
what period? Republic?

here some first simple shots:

- sea pirates plague, no connection to Sicily
- due to drought there is a famine in Rome
- a germanic tribe invaded and is going to settle in the Po valley
- greek mercenaries landed on the east coast of Italy and rading the villages
- volcanic eruption of Vesuvius

Offline airbornegrove26

  • Mad Scientist
  • Posts: 664
Re: Help with a campaign idea
« Reply #2 on: March 25, 2012, 12:17:03 AM »
Thanks Prof,

Nice ideas will put them to use.  We are gaming Caesars campaigns, and the fallout of his assassination.  Lot of interesting stuff in the battles following Caesar's death.  This is what I have so far. 

Campaign:  Several contenders for emperor, plus senate power, and contenders for senate and Rome to return to republic. 

Try and do four turns per session.  Which would mean quick decisive battles.  So around 5 turns.  Allow for player intrigue you may buy slave revolts pushed out of enemy territories.  You may make alliances, or become protectorates of another play.  You may obey orders or revolt.  The casualties you incur in battle  continue in campaign.  So you must replenish your ranks.  Make a rpg sheet for each player which will chart his stats and units and income throughout the game.  Get an idea of what everyone else wants out of this.   Roll for table of the gods.

Table of the gods: low numbers bad middle numbers average high numbers good

Failed assassination attempt +1 ld
Barbarian uprising- designate one territory and place a 1000pt barbarian army in it
Civil uprising- lose half the bonuses units have acquired
Armed rebellion- units lose all there bonus acquired
Governor rebels-lose ¼ of your units bonuses
Open revolt- designate one territory and place rebel army of 500 pts, revolt can spread if you lose next campaign battle it spreads to another territory

Fighting in camp- one unit suffers -1 to orders next battle
Soldiers mutiny- one unit suffers -3 to orders next battle
Soldiers defect- Lose 100 points from any one army of your choice
Traitor in the midst- forces you to deploy first in next battle
Religious fanatics- choose one territory army of zealots is placed in it.  60% light
Good omens- reroll on failed order
Bad omens- re-roll one passed order of opponents choice
Mercenaries join the army- 50 points of mercenaries can be taken in next battle for free
Land reforms- take bonus from one heavy infantry and give it to skirmisher
Political dissent- lose one command bonus
Refugees from afar- take a unit or command bonus from your closest opponent
Visiting Intellectuals- gain one command bonus of your choice
Wrath of gods- a city port or mine is destroyed and becomes a wasteland
Well placed administrator- re-roll on failed order per game till lost
Well placed ambush- stop opposing players command phase after any passed order one use

Cunning Plan- choose one of your units.  It causes terror next battle
Senate rejects your plan- Next battle you suffer -1 to orders
Empire Builder- d6-2 or your opponents army becomes unreliable next battle
Hero among us- choose one subordinate commander and add 1 to his attacks
Inspired Speech- next battle your units gain +1 to charges
Methodical staff- +1 to first order per turn next battle
Plague- Abandon one territory and reduce settlements by one on a roll of 5 or 6
Pirate- on a roll of 5 or 6 a port is reduced to a village
Fire- reduce on town in subsequent turn rebuild it on a roll of 6
Drought- no villages or plains may be used to acquire army points next turn roll on 4-6 drought ends
Extra funds found- add 50 points to your total
Raise taxes- gain 50 extra points next battle but on a roll of 5 or 6 one settlement rebels
Orders intercepted- allow you to deploy after your opponent
Senate approves plan- +1 to all orders next battle
Bribe- next unoccupied territory will come over willingly after some coin has been exchanged
Roads built- you may travel two provinces instead of one per map movement
Governor backs you- next neutral territory comes over to you
Senate requires you to take a territory- next neutral territory resist with 500 point army
Sickness in camp- reduce army by 25% next battle
Unit pay lost- designate 25% of army they suffer -1 on orders
Troops brawl with auxiliaries- designate one unit of troops and one units of auxiliaries animosity rules are in effect
Treasure found- Add 200 points to your total
Enemy baggage raided- add 100 points to total
Baggage raided- lose 100 points from your total
Corrupt governor- lose 50 points of your total
Subordinate ignores orders- one army can not move this turn
Successful raid- add 100 points to total
Town looted- add 50 points to total
Wine store looted by troops- next battle troops only hit on 5 and 6 with killing blow for 6.  Movement reduced by half.
Gem mine discovered- Add 200 points to your total
Brawling Units become good team- Pick two units and give them both extra attacks when supporting each other
Centurion awarded- designate one unit it gains +1 LD
Corrupt Centurion- designate one unit at -1 LD

Increased revenue- add 100 points to total
Plentiful Harvest- add 100 points to total
Special tribute- add 100 points to total
Early taxes- add 100 points to total
Late taxes- decrease 100 points from total
Prisoner exchange add 100 points to total
You become enamored with one of your subordinates wife/daughter/mother  send them away so you may continue this relationship- one of your subordinates must immediately move into an adjacent region.  The wife can’t be to happy about this. Lol
A band of Greek pirates wants to join your army- you can pay them, or have them turn to banditry among the local province





Scouting neutral provinces: 2D6

2.The province is fertile and friendly.  It submits to your rule.
3.The scouting party meets with an unexpected event.  See chart.
4.Double 2 province resists.  Not double comes over to your rule.
5.The province is fertile and friendly.  It submits to your rule
6.Double 2 province resists.  Not double comes over to your rule.
7.The province is fertile and friendly.  It submits to your rule.
8.Double 2 province resists.  Not double comes over to your rule.
9.The province is fertile and friendly.  It submits to your rule
10.Double 2 province resists.  Not double comes over to your rule.
11.The scouting party meets with an unexpected event.  See chart.
12.The province is fertile and friendly.  It submits to your rule.

Scouting Events: 2D6

2.Mass desertion subtract 200 points from your total
3. Mutiny no movement for this army
4.Army’s baggage raided lose 100 points
5. Sickness in camp lose 100 points
6. Storms no movement this turn
7. Confused orders roll D3 to scout different tile.  Reroll on Scouting chart.
8. Scouts are ambushed and fail to return.  Reroll on scout chat next turn.
9. Scouts encounter an enemy baggage train and raid it.  Add 100 points to total.
10. Scouts encounter a mercenary band.  ON a roll of 1-4 add 150 points of troops to your total.  On 5-6 mercenaries slaughter the scouting party.  Reroll on scout chart next turn.
11. Flooded river province remains unscouted.
12.  Scouts discover treasure add 200 points to total
« Last Edit: March 25, 2012, 12:24:22 AM by airbornegrove26 »

 

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