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DFA Destiny Campaign System v1.0
DFA Destiny Campaign System v1.0
DFA Destiny Campaign System v1.0
CAMPAIGN SYSTEM
Based on the Chaos Campaign: Succession Wars Module
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credits
WRITING PLAYTESTING
Aaron Falcone Aaron Falcone, Thom Berg, Kevin Peters,
Randall Burt
GRAPHICAL LAYOUT
Aaron Falcone
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campaign system
CAMPAIGN SETUP
The campaign can be setup using the following Example: Aaron and Thom have agreed that
steps: they will play an ilClan era campaign where each
force will field roughly 6 units per mission and
[1] select a location and factions the average unit will cost 2,000 BV. This gives
[2] set mission & force battle values a total MBV of 12,000 and FBV of 36,000.
[3] set unit type limits
[4] set skill thresholds DFA Tip There is no hard & fast rule for
[5] set pilot secondary skill point pool determining ABV, but if we’re playing a heavier
[6] set support point pool campaign, we’d look at the cost of 65-75 ton
[7] assign forces ‘mechs. A lighter campaign and we might use
BV from the 35-45 ton range, and so forth.
1-2 skill points/unit is low DFA Tip We use the following formula to
3 skill points/unit is average determine SP: Force BV / 25
4-5 skill points/unit is high
ASSIGN FORCES
Note that these secondary skill points have
Each player selects their units and selects the
nothing to do with gunnery and piloting – those
gunnery and piloting for that unit. When a
are handled by the force battle value, as the
player picks a unit, that choice includes a
base BV cost of every unit should be modified by
variant type - this cannot be modified in any way
gunnery and piloting per the Tech Manual and
during the campaign (there is an exception with
errata. Also, if the players agree to use
OmniMech, detailed later in this section).
customized characters build in MW:D, then this
step can be skipped or modified as needed.
Once the force is balanced against the
maximum force battle value, the players round
Example: Aaron and Thom has targeted about
out the pilot and crew. The secondary skill point
16 units per force and decide that each unit
maximum and level cap per skill is determined
should have roughly 3 skill points. This results
by the piloting and gunnery level.
in a secondary skill point pool of 48 points,
which they can distribute in the last step.
First determine the rank of the pilot by adding
piloting and gunnery, and look up the result on
CAMPAIGN SP POOL the table below:
SP, or support points, represent a forces
sustainability over the course of the campaign -
techs, spare parts, supply lines, and so forth…
all of which are limited commodities in battle.
SP can be spent between battles to repair
damaged units, as well as call in battlefield
support assets.
Then assign secondary skill points from the
Instead of earning support points through secondary skill pool based to the unit
victory, forces have a prefixed pool of points based on the max and cap.
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campaign system
Example: Aaron’s Avatar has a gunnery of 1 and OMNIMECHS
a piloting of 3, making it an “Elite” rank. Aaron Players may choose up to two OmniMech
can assign up to 8 skill points, with no single configurations for a single unit selection but
skill exceeding 4 ranks. must list the chosen configurations on the
roster. When tallying the force BV, use the
This pilot remains attached to this unit until the most expensive configuration modified by
unit is destroyed, the pilot is killed, or the player gunnery and piloting skill.
decides to replace the pilot (see the downtime
section). An OmniMech configuration may be changed (at
no cost) during downtime. See the section on
Note that units do not need to be grouped into unit repair for more details.
lances, stars, level II’s or any other
organizational construct unless the players Example: Aaron can select two configurations
optionally agree to do so. Also note that for his Avatar since it is an OmniMech. Aaron
pilot/crew are used interchangeably. decides he wants to select the Prime and A
configurations. Since the A configuration is the
most expensive at 1481 BV, he uses this to
determine the total cost of the Avatar (adjusted
to 2844 BV using a 1 gunnery/3 pilot skill)
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CAMPAIGN BASICS
TRACKS & MISSIONS FORCE A VS. FORCE B
Tracks represent the flow of the campaign Players can either agree or randomly determine
based on the wins and losses of each force. who will be Force A and Force B.
The DFA campaign system expands on this by
abstracting missions from tracks and allowing Force A is always the attacker in the Contact
the attacker to select a tactically advantageous track, but in subsequent tracks, the victor of
mission at each track. the prior track becomes the attacker. A win
for Force A always follows the red lines on the
ATTACKER VS. DEFENDER Track Flow chart, and a win for Force B always
In the DFA campaign system, the terms follows the blue lines. If the outcome of the last
"attacker" and "defender" are relevant to the track was a draw, players can roll off to
mission and not the overarching campaign. determine which force's line to follow next.
From a narrative perspective, one for is typically
the invader, aggressor, etc.… but that does not Example: Aaron and Kevin agree that in this
mean the opposing force will not go on the campaign, Aaron's forces will be assaulting
offense if the tides turn. In that respect, always Kevin's territory. Thus, Aaron's force plays the
consider these terms with respect to the role of Force A and will be the attacker in the
mission currently being played. Contact track. Aaron then would pick a mission
from the Contact track. If Aaron wins, he
TRACK FLOW remains on the offensive, and would play the
role of the attacker in the Breakthrough track.
Conversely if Kevin wins, he will become the
attacker and pick a mission in the Pursuit
track.
MARGIN OF VICTORY Note: TICs can be set at any point prior to the
When the mission is concluded, tally up the start of the next step. TICs can be changed
objective points accumulated by both players. between missions, but never during a mission.
The player with the most objective points is the
victor unless the mission states otherwise. The [3] SELECT HOME EDGE
victor score an amount of campaign victory The mission defender selects their home edge
points (“VP") depending on the margin of first; the attacker is assigned the opposite edge
success: unless the mission parameters specify
otherwise.
A minor victory awards the victor 1 victory
point. [3] PLACE OBJECTIVES
A major victory awards the victor 2 victory Follow the mission instructions for placing any
points. objectives.
When a draw occurs, neither player scores any
victory points. [4] DEPLOY
The defender deploys the first unit, and then
See the mission briefing for details on achieving each player alternates placing/moving units
minor and major victories. onto the battlegrid, unless the mission
parameters specify otherwise.
MISSIONS BY TRACK
At the conclusion of each mission, the victorious force becomes the attacker of the next track and
has the benefit of selecting the mission and escalation level. As noted, if the last mission was a
draw, each force rolls 1d6 and the winner of the roll off becomes the attacker.
Missions and escalation levels are restricted by track, so use the table below to determine which
are available to select based on the current track:
Example: Kevin, playing the role of Force B, has just defeated Aaron in the Breakthrough track.
This moves the campaign to the Counterattack track. Kevin decides he wants to do a high
escalation Conquest mission.
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FORCED WITHDRAWAL
Follow all of the rules for crippling damage,
forced withdrawal, morale, auto-ejection and
abandoning vehicles in the DFA Destiny Rules
Reference.
OMNIMECH REPAIRS
CEASE FIRE
In the case that both forces have no available
units on their roster but have SP for repairs,
the campaign will move into a cease fire.