Warhammer 40k Managed Narrative System
This system is designed to be run with a GM (Game Master) that will provide the narrative structure and devise missions for the other players. The goal is to allow for players to break up their army into groups that can be deployed on different fronts, and for the GM to create situations for cool stories and an ongoing narrative between all the encounters. Due to the design being narratively focused and dependant on the decisions of the players during the Tactical Phase, there are no set rules for when certain battles are fought when, or which specific scenarios are used, but there will be some options included to assist in building interesting encounters.
Army List Construction:
Players will need to build a Deployment Groups List to represent their forces in the system. Players are limited to a single Brigade Detachment, but each individual unit can be deployed to a different conflict during the Tactical Phase and will be considered Battleforged even if they do not meet the requirements for any other detachment type. All units on the list must have the same Faction Keyword, but may be chosen from any codex. You may not choose any Unique Named characters from any codex, but specific instances can be discussed with the GM and other players if it serves the narrative or otherwise may be required.
Example: A joint mission between a contingent of Space Marines and Astra Militarum might have a Captain, Tech Marine, and Lieutenant from the Space Marine Codex, and a Company Commander and Commissar from the Astra Militarum codex. They may also have collected a Kill Team from a nearby Sororitas convent, and a cadre of Imperial Knights to assist in heavier engagements.
Round Structure:
The Campaign will progress in rounds where battles are fought by the players, and the round ends when each of the predetermined battles have been fought or otherwise resolved.
Initiative Phase:
At the beginning of each round players will determine Initiative by rolling off, rolling again to break ties. A player may not have Initiative multiple turns in a row.
Tactical Phase:
Whoever wins Initiative for the round may choose to make their tactical decisions first which may determine the course of the battles for the round for all players, depending on how they choose to operate. When a player is deciding what their actions are for the round, they should follow these steps:
Players should consider their goals for each round and the overall campaign when deciding what they wish to attack or defend and which groups they want to commit to each battle.
Army Deployments:
The GM should work with the players to decide on what sort of scenarios are going to be played, using the player's decisions in the Tactical Phase
Army List Construction:
Players will need to build a Deployment Groups List to represent their forces in the system. Players are limited to a single Brigade Detachment, but each individual unit can be deployed to a different conflict during the Tactical Phase and will be considered Battleforged even if they do not meet the requirements for any other detachment type. All units on the list must have the same Faction Keyword, but may be chosen from any codex. You may not choose any Unique Named characters from any codex, but specific instances can be discussed with the GM and other players if it serves the narrative or otherwise may be required.
- HQ: 5
- Troops: 12
- Elites: 8
- Fast Attack: 5
- Heavy Support: 5
- Flyers: 2
- Lords of War: 5
- Kill Team: Built as per rules for the most recent Kill Team version.
Example: A joint mission between a contingent of Space Marines and Astra Militarum might have a Captain, Tech Marine, and Lieutenant from the Space Marine Codex, and a Company Commander and Commissar from the Astra Militarum codex. They may also have collected a Kill Team from a nearby Sororitas convent, and a cadre of Imperial Knights to assist in heavier engagements.
Round Structure:
The Campaign will progress in rounds where battles are fought by the players, and the round ends when each of the predetermined battles have been fought or otherwise resolved.
Initiative Phase:
At the beginning of each round players will determine Initiative by rolling off, rolling again to break ties. A player may not have Initiative multiple turns in a row.
Tactical Phase:
Whoever wins Initiative for the round may choose to make their tactical decisions first which may determine the course of the battles for the round for all players, depending on how they choose to operate. When a player is deciding what their actions are for the round, they should follow these steps:
- The Player decides on what actions they will take for the round by discussing the current situation with the GM and other players.
- If a decision might result in a battle, the instigating player must choose which of their Units they are going to commit to that decision.
- Each Unit may only be deployed once per round, so if a Unit is chosen to fight in one battle, it cannot be deployed again until the next round.
- Players may react to an action taken by allocating Units of their own to the battle, either as allies or opponents.
- Players take it in turns deciding on their actions and reactions until everyone is satisfied with their decisions and/or there are no more Units to assign.
Players should consider their goals for each round and the overall campaign when deciding what they wish to attack or defend and which groups they want to commit to each battle.
Army Deployments:
The GM should work with the players to decide on what sort of scenarios are going to be played, using the player's decisions in the Tactical Phase