campaign rules - ?· warhammer 40,000 or battlefleet gothic units. players are free to raise...

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  • Campaign Rules Campaign Turn Order

    1. Administrative Phase (Turns Due Monday 11:59 PM)

    a. Collect Resources

    i. Transfer Units and RPs

    b. Place New Units

    c. Allocate Resources

    i. Spend Resources

    ii. Place Construction Orders

    iii. Claim VP awards

    d. Special Objective Determination (GM only)

    e. Random Event Determination (GM only)

    2. Action Phase

    a. Organize Fleets and Armies

    b. Fleet Movement Segment (Flex Movement)

    i. Issue Orders

    ii. Perform Movement

    1. Check for arrival (GM Only)

    a. On arrival, check for possible engagement

    i. If necessary, conduct engagement

    c. Ground Movement Segment (Flex Movement)

    i. Issue Orders

    ii. Perform movement

    1. Check for arrival (GM Only)

    2. Check for possible engagement

    a. If necessary, conduct engagement

    3. End Phase (GM Only)

    a. Check for System Control

    b. Check for Planetary Control

    c. Check for Secret Objective Completion

    d. Check for Victory

  • Administrative Phase

    Collect Resources

    After placing new units, players gain Resource Points (RP) to be used in the purchase of new

    units, replacements and repairs. Each Faction gains Resource Points in the following manner:

    Faction Base Allowance: Default RP gained each

    turn.

    Purchase New Unit: A Faction may be awarded

    200 RPs if a player purchases a new model for his

    collection. This bonus is meant to

    reward/compensate players who purchase 40k or BFG units they might not otherwise have

    wanted but for their participation in the campaign.

    Build and Paint New Unit: A Faction may be awarded 200 RPs if a player builds and paints a

    new unit for his collection. This may only be awarded once per turn, per player.

    Factions also collect RP from controlling planets. Most Factions will use the Standard resource

    chart, but some races are better or worse suited to planetary administration so they use the

    efficient or inefficient tables, respectively.

    Standard

    Planet Type Presence Control Domination

    Demon World 200 400 600

    Forge World 350 700 1050

    Hive World 300 600 900

    Shrine World 250 500 750

    Minor World - 300 -

    Efficient

    Planet Type Presence Control Domination

    Demon World 250 500 750

    Forge World 400 800 1200

    Hive World 350 700 1050

    Shrine World 300 600 900

    Minor World - 400 -

    SOURCE RESOURCE POINTS

    Faction Base Allowance 500

    Controlled System 100

    Planetary Varies

    Purchase New Unit 200

    Build and Paint New Unit 200

  • Inefficient

    Planet Type Presence Control Domination

    Demon World 150 300 450

    Forge World 300 600 900

    Hive World 250 500 750

    Shrine World 200 400 600

    Minor World - 200 -

    Each Faction is free to re-allocate points between their players as desired. RPs carry over from

    turn to turn, so any points earned in one turn is added to any unspent reserve that may be

    available.

    Players may also re-allocate RPs between each other during this phase, and additionally may

    permanently relinquish control of ground or space units to each other. Factions may give RP to

    each other, but may not trade or gift units.

    Place New and Rebuilt Units

    Units ordered last turn, or units having completed their Refit turn

    are now placed in the Deployment Zone, unless subject to an

    alternate location according to a special rule. These forces are

    available immediately for orders during the Action Phase.

    Allocate Resources

    After receiving RPs, each player may elect to spend, save, or

    transfer points to players of the same faction in any manner as

    may seem prudent or effective. The only mandatory cost is

    Maintenance.

    Players must pay 10% of a units cost every turn, representing the

    expense of training, equipping, supplying and reinforcing armies

    and fleets. If a units maintenance cost is not paid, it is

    automatically and permanently destroyed, being removed from

    the players unit roster. Any player may, at any time, voluntarily

    destroy a unit, thereby striking it from his list. If the unit was

    located at the players deployment zone at the time, he recovers

    one-half the units cost.

    Any balance remaining after paying Maintenance may be spent on

    Fire and Forget: Tracking

    At the start of the campaign,

    players may decide whether

    they will track each units gear

    and number of models, or if

    they will only track the units

    cost. A unit with tracked gear

    and numbers uses that

    selection in every engagement.

    A unit that only tracks cost may

    change from engagement to

    engagement, so long as it is

    always less than the listed cost.

    However, units that only track

    cost gain Experience Point

    upgrades slower than units that

    track gear and numbers.

  • Warhammer 40,000 or Battlefleet Gothic units. Players are free to raise armies and fleets with

    compositions that seem appropriate. A majority of points must be spent on units from the

    players own faction, with any other minority portion spent on allies as desired. Any points left

    unspent remain in the players treasury, to be used in future turns.

    During this phase, players may also claim any Victory Point awards they are eligible to redeem.

    For every 10 points the faction acquires, each player may choose one Victory Point reward from

    the table below. There is no obligation to pick a reward immediately upon qualifying. Players

    may wait and claim their VP perk at any time.

    Name Effect

    Loyalty Converts any single allied unit to Battle Brothers.

    Relic Any one independent character, except a named Special Character, obtains a relic item or ability generated by the GM.

    Training Grants 5 XP to a selected unit.

    Wealth Gain 100 RP.

    Madboyz (Ork Only) Gain an additional Madboyz Mob.

    Slaves (Dark Eldar Only) Gain 5 Slave Points

  • Action Phase

    Organize Armadas and Armies

    At the heart of the campaign movement system is the Formation. Formations are the

    administrative method by which the various Factions will organize their armed forces, and may

    be as large as an Apocalypse army, or as small as a single Tactical Squad. The size and nature of

    Formations governs the way it can act within the campaign framework.

    An Armada is a Formation that consists of every ship of a single Faction within a single system.

    They may be made up of several Fleets and/or independent vessels and orbital defenses.

    Additionally, they may include forces from several players on the same Faction. Armadas may

    not be given Orders.

    A Fleet is a self-contained Formation of ships that move and fight together. They are the

    standard BFG game play unit grouping. Fleets are constructed from a Factions Fleet list, and

    must obey any restrictions found therein. Additionally, they may only contain ships from a

    single player. Fleets may be given Orders.

    All Fleet wide effects from BFG affect only a single campaign Fleet. Thus, Fleet Commander

    re-rolls may only be used on ships assigned to the Fleet containing that commander. Likewise,

    failing to use a Special Order in a BFG turn will only prevent other ships in that Fleet from

    attempting further Special Orders.

    Example: Under the Imperial Fleet List, they may have one battleship for every three cruisers or

    battlecruisers. Thus, the Imperial Player may not form a Fleet containing two battleships but

    only four cruisers. However, such a force would be an Armada. Note that in some cases, if the

    Fleet List so permits, single ships or escort squadrons may count as Fleets.

    An Army is a Formation that consists of every ground unit of a single Faction within a single

    Planetary Tile location. They may be made up of several Detachments and/or

    independent/unincorporated units, and may consist of units from several different players

    within a Faction. Armies may not be given orders.

    A Detachment is a self-contained Formation of ground forces that move and fight together.

    They are the standard 40k game play unit grouping (commonly called armies). Detachments

    are constructed from a Factions codex, along with any permissible allies, and must obey all

    standard construction and force organization requirements found therein. Additionally, they

    may only contain units from a single player. Detachments may be given Orders. Unbound

    armies are valid Detachments provided they equal or exceed 500 points, but a combined arms

    force may be issued orders at any size.

  • All army wide effects from 40k affect only a single

    campaign Detachment. Thus, Warlord Traits only matter

    to the Detachment containing that commander.

    Before issuing Orders players are free to adjust the

    composition of Fleets and Detachments. Ships may

    freely be assigned to or removed from Fleets in the same

    system. Ground units may be freely assigned to or

    removed from Detachments in the same planetary Tile.

    Similarly, new Fleets and Detachments may be formed

    from any unassigned ships and units, along with any

    ships and units detached from existing Fleets and

    Detachments, provided that all the members of these

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