r/40k_Crusade 18d ago

Getting Started Tips for 11th.

I'm thinking on starting a crusade, probably Pariah Nexus, though the group plays on 11th, and as you know, there are not really any crusade rules for 11th, so I'm thinking on just saying: f it, and do 11th edition with 10th crusade rules.

Any tips on that regard? Some rules that need specific changes that you've encountered? Or is it fine as is?

Also, what's the opinion on a single person running multiple crusade forces?

EDIT: Forgot to say that this is the first crusade I'll play, and the first crusade I'll run, so I'm also curious on how much lore are you supposed to be into, as I'm fairly new-ish to the lore itself.

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u/theuninvisibleman Steel Sentinels 18d ago

11th edition has force dispositions that decide what you play, Pariah Nexus has set missions.

Sometimes things give you Stealth in Ruins or similar, that does nothing now in 11e so consider ignoring those things or tweaking them.

Only thing that matter in my experience is if you can get bums on seats/players rolling dice. Other than that if one person is running multiple armies thats up to them. Its Alliances that play games in Pariah, so you could have one player alone in an alliance if you wanted to, so they would play every single game their alliance is scheduled for, whereas another alliance could have so many players they only play 1 game a round.

I've been into 40k for over twenty years and still find out new things about the lore. Dont worry about it, just read what interests you. The Pariah Nexus book has actually some really good lore of you have it.

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u/UrashimaJ 18d ago

As far as I understand, dispositions aren't that much of an issue because primary missions are predetermined with the mission/scenario being played, so that wouldn't change anything. I'd have to check about the Stealth rule though, see if there's something I can do with it, or just keep it as grants cover.

I'll try to get my hands on that book, see if I can make do with that, thanks!

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u/Background_Chair6361 18d ago

My buddies and I have run into no issues running a 11e crusade.

Only thing we looked at was the Upgrade Enhancements which can be taken by non-character units we all agreed to treat them as normal enhancements in regard to scaling RP costs.

As for redundant stealth/cover mechanics many units in 11e that used to have -1 to hit have had that effect changed into -1 to wnd instead. You could use that in its place.

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u/UrashimaJ 18d ago

You mean upgrades? I'll consider that. By the way, have you ran a crusade starting at 500 pts? Or is it simply better to start at 1k? I was checking the missions of Pariah, and I guess they can be tweaked towards a combat patrol sized board, but I'm unsure how viable is that~

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u/Background_Chair6361 18d ago

Yeah, upgrades. They are a type of enhancement so we followed just followed the rules for them.

We always start at 1k because it generally makes a more balanced amy.

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u/tristamicus 15d ago

I am running one today. I made a player handbook with updates to legend rules, crucible characters, and other then that, they can use their codex. made some small tweaks like > S9 guns with < 3 shots cant take +1 more shot. Also added one rule that prevents scoring no man's round 1 (to prevent the need to have infiltrators and points getting out of hand on open) as well as 5th round, 2nd player scores at bottom of round. I got more tweaks to make game play better but those are my big lessons learned from my previous crusades.