Campaign Rules
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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 1 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: SOURCE RESOURCE POINTS Faction Base Allowance: Default RP gained each Faction Base Allowance 500 turn. Controlled System 100 Planetary Varies Purchase New Unit: A Faction may be awarded Purchase New Unit 200 200 RPs if a player purchases a new model for his Build and Paint New Unit 200 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 - 2 Inefficient Planet Type Presence Control Domination Each Faction is free to re-allocate Demon World 150 300 450 points between their players as Forge World 300 600 900 desired. RPs carry over from turn Hive World 250 500 750 to turn, so any points earned in Shrine World 200 400 600 one turn is added to any unspent Minor World - 200 - 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. Minor Planets provide bonuses to their controller. These bonuses are cumulative, so if you control two Death Worlds, your newly built (but not Refitted) units gain two XP rather than one. Please consult the chart below: Planet Type Bonus Agri World 25 RP per controlled planet Civilized World 100 RP per set of Agri, Civilized and Fire and Forget: Tracking Mining planets controlled Death World New units receive 1 XP At the start of the campaign, players may decide whether Mining World 25 RP per controlled system they will track each unit’s gear and number of models, or if they will only track the unit’s Place New and Rebuilt Units cost. A unit with tracked gear and numbers uses that Units ordered last turn, or units having completed their Refit turn selection in every engagement. are now placed in the Deployment Zone, unless subject to an A unit that only tracks cost may alternate location according to a special rule. These forces are change from engagement to available immediately for orders during the Action Phase. engagement, so long as it is always less than the listed cost. Allocate Resources However, units that only track cost gain Experience Point After receiving RPs, each player may elect to spend, save, or upgrades slower than units that track gear and numbers. 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 unit’s cost every turn, representing the expense of training, equipping, supplying and reinforcing armies and fleets. If a unit’s maintenance cost is not paid, it is automatically and permanently destroyed, being removed from the player’s unit roster. 3 Any player may, at any time, voluntarily destroy a unit, thereby striking it from his list. If the unit was located at the player’s deployment zone at the time, he recovers one-half the unit’s cost. Any balance remaining after paying Maintenance may be spent on 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 player’s own faction, with any other minority portion spent on allies as desired. All named Special Characters, Special Units and artifact equipment (for instance, Chaos Artefacts, Remnants of Glory, and the other equivalent items for each faction) are limit one per player. Each player on a team may have one instance, but no player may have more than one of the same unique character, unit or item even if someone else on his faction has elected not to purchase it. Example: Clive Chaos has Kharn the Betrayer on his roster. He may not purchase a second Kharn, but anyone else on the Chaos team (or any other player choosing Chaos allies, for that matter) can have one of their own. Any points left unspent remain in the player’s treasury, to be used in future turns. Resource Points may also be spent to improve or upgrade currently existing units, or to change current weapon loadouts if the player has elected to track gear. 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 3 XP to a selected unit. Wealth Gain 250 RP. Fate Points (Eldar Only) Gain 2 Fate Points. Madboyz (Ork Only) Gain an additional Madboyz Mob. Slaves (Dark Eldar Only) Gain 5 Slave Points. 4 Proxied, Unpainted and Borrowed Miniatures Unpainted and borrowed miniatures are fair for use in this campaign. Proxies are also legal, provided the nature of proxied units are fully explained before any engagement and the proxies themselves are reasonably effective substitutions. However, in order to encourage players to obtain and paint the proper models, and to reward those who do, whichever side has fewer unpainted, borrowed or proxied models gains a +1 to the roll to determine the first player. Additionally, the team with fewer proxied, unpainted and borrowed miniatures will win any engagement that would otherwise be a draw. For the purposes of this rule, special conversions do not count as proxied. Any opponent may waive the bonuses from this rule. The Main Source Rule Each player selects one codex as his main army. Other codices may be used as allies, but a majority of points must be spent on his primary army. A player may only use a single codex as his main source, hence the so-called Main Source Rule. However, players are permitted to use organically inclusive dataslates (examples include Belakor, Forge World units, appropriate special formations, and so on) with their primary army, and such units do not count as allies. Ultimately what counts as an “organically inclusive dataslate” and what counts as a separate codex is entirely at the GM’s discretion, but a good rule of thumb is if a source has been printed as a separate army book, it is likely to be counted as an ally. 5 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 Faction’s 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.