One of the thoughest parts of creating a game is drawing the line that separates the "ok, we need this" from the "that's unnecessary bullshit". I find trimming a ruleset is an essential part as rules get clearer as you simplify them ruthlessly.
Of course, my mind tends to wander through many ideas that really can't fit in the main document of SSK but some of them can do well as expansions on their own.
Here are some ideas I have "left for later" over the years:
SERVANTS OF THE DOMINION
An expansion with new playbooks and rules to play with armies other than the Space Knights: giga-mechas, assassin guilds, regular troopers...
It would probably need new basic moves as some are very space knight specific.
LIBER TENEBRARUM
An expansion to play with the bad guys: aliens, renegades, dark cults, space pirates and the like. To keep group coherence, the players would be part of a bigger horde, more or less equivalent to an Order.
This probably could be a game on its own as some rules like Damnation would need to change.
ARMAMENTARIUM
A list of ideas and suggestions for possible interpretations of all tags (dogmas, Sins, capacities, darkness taints). I still wonder if this should go in the main rules.
CAMPAIGNS AND MISSIONS
These are quite popular. Some ideas:
-The Order has to destroy another Order that has gone Rogue.
-The Order is outlawed and must fight to survive and prove its innocence.
-Quest for a cursed artifact.
-Rise of a new alien threat (already done with the Mo-Kul but, well, galaxy is huge).
-Agmina Sphingis: the Winged Goddess Cleopantor gave humankind the gift of her children, the Oligarchs, who command the Space Knight Orders in the conquest of the galaxy. But the Oligarchs are not free of human flaws and the power they hold might cause terrible sorrow to the just born Dominion...
-Mole Gravis: campaign in a hive-world. Urban combat, mutants, contamination.
-Pecatores in Infernum: an asteroid prison full of all kind of criminals, mutants and renegades. It could be played as inmates or as guards.
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I recently started reading the Horus Heresy and just can say...
Which I think would be a great idea for a campaign although I don't know how could you manage such amount of information with a galaxy wide scenario and potentially thousands of NPCs. But it sounds really really interesting.
That's the obvious one: all the armies from W40K and other Sci fi franchises could potentially have playbooks.
My idea is creating countdowns for different orders as a way of measuring how close they are to rise against the Dominion. This way, it's not clear who will be the arch-betrayer and the rebellion could go in many different ways. Even a dodgy order can stay loyal and a "good one" turn traitorous.
In the Horus Heresy, there are a number of checkpoints that make the plot develop. If things go slightly different (for example, the Ultramarines decide to join Horus side), the whole history changes.
oh, I see. That's interesting but I am not sure if I have seen those in the SK rules. Maybe in one of the expansions?
Anyway, it would be great: erhaps the legion starting everything is not the Sons of Horus but the Iron Warriors or the Emperor's Children or the Blood Angels!
I included countdowns in the Conflictus Ad Astra expansion. They will be included as well in the Super Space Knights.
But yeah, that's the idea. Depending on the actions of the players, some orders will be in the spot more,others will barely appear and, eventually, one will trigger the war. At that point, the rest will have to choose a side.
my bad, I didn’t remember that! It's annoying because Conflictus Ad Astra is possibly my favourite expansion. It adds a lot with very little and it comes with a new company type!