Beruflich Dokumente
Kultur Dokumente
01
Tiles
In this campaign, the map is composed of hexagonal tiles from the Planetary Empires expansion. Some of these tiles have special details on them, such as a ruined cityscape or large crater; these are entirely decorative and have no direct in-game effect, though players are welcome (and encouraged!) to fight thematic battles on those tiles where they agree that it is appropriate. Tiles are generally not controlled by a player unless they have a Facility with a garrison (see Armies).
Facilities
Some of the tiles on the map will have pre-positioned Facilities. These are: Star Port. New armies are created near Star Ports (see Supply Phase). Fortification. These are trenches, bunker networks and shield generators that confer a massive bonus to anyone defending them (see Combat Phase). Manufactorum. These generate Supply Points (see Supply Phase). Hive City. This has the benefits of all of the above Facilities.
Armies
All of a player's armies must come from the same Codex. There are two types of armies: ones led by commanders, and garrisons. Army sizes are determined by the amount of supply points that have been allocated to them (see Supply Phase), and are always found in multiples of 500pts, to a maximum of 2500pts (or 1500pts for garrisons). Garrisons are always left in facilities and are completely immobile in the campaign. Each tile may only hold a single army. Army lists are made before each battle. Choose one of the versions of the army's commander (see Commanders) and fill in the rest of your points as necessary. If a commander's army is wiped out, he is removed from the campaign map and returns to the character pool.
Commanders
Before the campaign map is even put together, each player must submit character sheets for four Commanders. One of these must be designated the Force Commander, who represents the player himself; the other three are sub-commanders, or Lieutenants. Each commander must have a unique name and, if possible, a different model. A Commander may be chosen from any single HQ selection of his chosen Codex. Each character sheet has two entries: it is suggested that players use one entry for a regular version of the character, and the other entry for an alternative version of the character (which may use a different model if you wish). Both versions must be drawn from the same HQ selection (and if you're not using the same model, then they would preferably be at least recognisable as the same character). Special Characters may be chosen, but they cannot gain experience (see Experience). When not leading armies, Commanders are part of a player's character pool. When new armies are raised, one of the commanders from the character pool must be chosen before they are placed on the appropriate tile (see Supply Phase). Capturing Characters If a character's army is wiped out after losing a battle (see Combat Phase) and the character himself was removed from play or as a casualty during the battle, there is a chance that he has been captured by the enemy! Roll a D6: on a 3+ the character has escaped this time and returns to his owner's character pool; on a 1-2, he has been caught and may not lead armies until released. The owning player may ransom him by transferring supplies or facilities (see Supply Phase), or by using any other negotiation technique necessary (including offers to help with, or cease, an attack). The character may be released by the capturing player at any time once he feels that his demands have been met; the character will then return to the owning player's character pool.
Experience
Over the course of the game, Commanders will accrue experience points (or XP), which will eventually allow them to unlock various Traits that will assist their armies. Commanders gain +2XP when they win a battle, or +1XP when they lose a battle against a commander with equal or more XP points. Commanders gain a trait at the following XP point levels: 5XP, 10XP and 20XP. Force Commanders start the campaign with one free trait. The traits are as follows: Ferocious. The commander is renowned for his powerful assaults. He and the unit he is currently joined to gains the Furious Charge rule. May not be given the Patient trait. Patient. This commander is always prepared to wait for the most opportune moment to strike. He and the unit he is currently joined to gains the Counter Attack rule. May not be given the Ferocious trait. Destroyer. The commander is filled with righteous fury. He and the unit he is currently joined to may re-roll failed to hit rolls in close combat in any player turn in which they charged. May not be given the Precise trait. Precise. The commander is cold and calculating, every enemy movement known before he even makes it. He and the unit he is joined to may re-roll failed to hit rolls with shooting in any player turn in which they remained stationary. May not be given the Destroyer trait. Defender. The commander and his unit gain the Stubborn special rule. Tactical. The commander's player may re-roll a single Reserves roll per game. Strategic. The commander's player may force the dice roll for random game length to be rerolled once per game. Ambusher. One non-vehicle unit without a dedicated transport in the commander's army may be given the Scout special rule. Pinpoint Attacker. One unit in the commander's army per game may re-roll the scatter dice when deploying via deep strike (including any other rules that use deep strike mechanics). Careful Planner. After both sides are deployed and the Seize the Initiative roll has been made (if applicable), one unit in the army may be redeployed elsewhere on a roll of 4+. If both players have this ability, roll off to see who uses it first. Note that the commander does not need to be on the battlefield for these rules to work (i.e. he may be in reserve), but if he has been removed as a casualty then the traits do not have an effect for that game.
Combat Phase This phase can be carried out in any order Initiative doesn't matter. Any tiles that are engaged must be resolved by playing a battle of Warhammer 40,000. After the battle, the tile ceases to be engaged. This battle is fought using the points level of the smaller of the two armies, selecting a mission with whichever method is agreeable to both players. If the defender's tile has a Fortification facility, then he gets choice of any mission from the Warhammer 40,000 rulebook or its expansions (obviously becoming the defender in any mission that calls for the distinction). If the armies are the same size, or if the larger army wins, then the loser's army is destroyed. If the smaller army wins, then the larger army loses a number of points equal to the size of the battle, and the smaller army loses a number of points equal to the difference of the size of the two armies. If this does not destroy the smaller army then the attacker, regardless of whether he won or not, retreats to the tile he attacked from. In the case of a draw, the attacker's army falls back as if it lost, but neither side takes any casualties. In the event that an army must fall back and its original position is taken by another army, it must instead attempt to move into any other tile adjacent to the formerly Engaged tile. If there are no such tiles that aren't already occupied by armies, then the retreating army is destroyed. Combat Summary You are Attacker and win: Is your army the same size or larger? Enemy army is destroyed. Is your army smaller? Retreat to the tile you attacked from. Enemy army loses number of points equal to battle size Your army loses number of points equal to your opponent's army size minus your own. You are Defender and win: Is your army the same size or larger? Enemy army is destroyed. Is your army smaller? Enemy loses number of points equal to battle size. Your army loses number of points equal to your opponent's army size minus your own. If you have any points left, the attacker retreats to the tile it attacked from; otherwise, attacker moves into your tile. Capturing Facilities If at the end of his turn a player has a commander army on a tile with a Facility, and there is no garrison in that Facility, then when the army moves next it must leave behind a portion of its strength as a garrison. Choose any number of points in multiples of 500, with a minimum of 500pts and a maximum of 1500pts, to become the new garrison it is split from the commander's army and is left behind as a garrison.