I do not like the fact that GW's Spec Ops campaign is basically just a collection of remarkably similar bonuses being granted to agents via different methods. I don't really think it works.
Thus, I had to come up with my own variant. I started with the following necessities:
1. Lists are semi-set at the start. No later recruits via requisition, no subbing out, no 20-model roster. If there are only a few players, giving them input or options (in a Pick 2 of 3, making all three options and letting them choose can be a good idea.
2. Skip over just being a collection of modifiers lumped onto models, and have everything have a purpose
3. Integrate all the parts into the missions and/or the campaign itself
Next, I looked at all the given parts: Base, Equipment, Map, Casualties, Spec Ops, and Levels
How they work currently is... well, my entire problem with the rules. That, and supplying the models myself means that I can't really add 20-model lists for ten players... meaning also that we need to review the casualties rules and equipment.
So... my final creation is as follows:
- Base: mission 1 was to establish the base, after that, we added the functional parts of the base and their advantages.
* Med Bay (see "Casualties" below). Also, a place to record Battle Scars, and remove them
* Comms (See "Spec Ops" below) Also a place to record Spec Op progress
* Armory (see "equipment" below) Also a place to record found gear
* Command Center: (see "Map" below) Also a place to record the Spec Op tokens gained from completion
- Equipment: unlocked once the Armory is available. Instead of starting with nothing and having to buy requisition, every model starts with their needed gear. In addition, they get one of each item listed in their regular gear list. For the fun of it, I also let them roll on either the Ranged or Melee table (I would now also add in the "Rare Faction" table as well) and keep one of that result. During each mission after the Armory is available, they may equip agents from the armory as per normal limits
- Map: I made a map of the region (in Inkarnate), that had a graph of 8 x 11 boxes. I placed a base for each player. The map involved walls/restrictors, dangers, resources, and monitor stations. Between games, players could choose to conduct missions:
* Explore: reveal an unexplored square
* Disarm: use a monitor to disarm a threat
* Open: use a monitor to open a region or change the status on certain walls/doors
* Harvest: harvest D3/level resources from resource nodes
* Attack: attack the opponent's base, and cause D3 damage to one of their components
* Repair: Use 2 resources to repair D3 attack damage to one module
Monitors and resource nodes can only be used once each per round.
Simple system: choose how many missions will be attempted. Roll that many dice. If there are doubles, reroll one. These are the Mission Fail numbers. Then, roll 2 dice: if either die is NOT a Fail Number, it passes. EX: I conduct 3 missions. I roll a 3, 3, 5 -> reroll a 3 to a 4. My Fail Numbers are 3,4,5. I then roll 2 dice for mission one and declare its type. I want to explore. I roll a 1 and a 4. I succeed in exploring. I then declare mission 2 to be a harvest mission, and roll a 3 and a 5, failing. Then I declare a second harvest mission, and roll a 5 and a 6. This succeeds as well.
- Casualties: Once the Med Bay is available, one agent active in the mission is nominated as the Medic - if the team has an actual medic, it MUST be that model. If the Medic is not Incapacitated at the end of the mission, they get some bonuses to the post-battle recovery rolls.
First... For every model that is injured, roll a die (active medic grants a reroll), and on a 3+ they are fully recovered. On a 1-2, they are not fully healed by the next mission -- lose one wound for every 5 they have (minimum 1)
Then... For every incapacitated agent, roll a die. On a 3-6 they recover fully. On a 1-2, they receive a Battle Scar... but if the Medic is still active, they can change the roll by 1 up or down (this is the part I'm considering changing... there are too many rolls, especially in a row... but I think a better system would be for the medic to get a certain number of tokens that can be used to change the roll, and the player can choose how many to use and when, with the Leader and Medic model automatically getting the ability to change their own... perhaps 3 tokens?). If they still manage to die, all that happens is that the given agent is reduced to level 0 and loses whatever gear he was equipped with.
Finally... after playing one battle with the scared operative, they can roll to get rid of the scar -- on a 3+ they remove the effects.
- Spec Ops: mostly, I just needed to revise a few things. For one, given our limited timetable, they only needed to complete 3 Tac Ops over at least two games to finish Part 1. Second, I removed requisition and some other rewards, and replaced some of them with Tokens. The Tokens are recorded on the Command Center, and each one gives a one-use benefit:
* Med Tokens grant an auto-pass for all Medical tests after a game
* Scout Tokens grant d3 models a scout move after deployment ends but before the next phase of the game
* Initiative Tokens allow the player to seize the initiative after losing the initiative roll. Only one player can use their token in the same TP.
- Levels
Finishing the first mission grants the team experience -- I used 30 the first time around, allowing for four models to gain experience levels.
I also did not restrict what specialism an agent could take a specialism in -- I figured that while each one has specific proper uses, the ability to bolster a weak area was a choice the players should have instead of merely augmenting an existing strength. That being said, I think that the bonuses achieved in what were the only options before are better options for them in general.
I let them pick the specialization, but they rolled on the table to pick what they got.
Everything else, I introduced naturally. I'll create a streamlined product to show it all off, later.
Project open to criticism.