Campaign
Rules
·
This
will be a map campaign. You will select
one section on the edge of the map as your landing zone and mark it with a pin.
·
Each
turn you may place a pin in a section that borders on of your current sections.
·
If
you have a pin in the same section as another player you fight a battle of
40k. The winner of the battle controls
the sector.
·
To
“win” the battle you must control the objective or beat your opponent by at
least 200 VP. Controlling is defined
as at least one unit above half strength or mobile vehicle on the objective and
no enemy units on the objective.
·
You
may end up fighting more than one battle in a single turn. Battles need not be
resolved to move on to the next turn. A
battle may be put off for 1 turn.
(Meaning you get 1 chances to “skip it” on the next turn you must fight
or the battle is considered a draw.)
·
A
battle may end in a Draw. If it does
both pins are removed from the sector.
·
OPTIONAL RULE: Instead of placing a pin on
your turn you may choose to “fortify” a controlled location. This allows you one fortification per the
40k or cityfight rules. Sectors may be
fortified up to 3 times.
·
The
defender is the current controller of the sector; the attacker is the one who
placed a pin. If two pins are placed in
the same sector on the same turn determine randomly who is attacker/defender.
·
NOTE: Some
armies may always be the attacker.
·
You
are assumed to be controlling a large army consisting of many smaller forces.
You and your opponent will chose the point value for your battle and both
players make an appropriate army
list. You can use the same army list
for every battle or change it every time.
·
Minimum
Points are 1500; Maximum Points are 3000.
·
Units
will gain experience points during the course of the campaign according to the
40k rulebook. In order to do this you
must keep track of which units fight in which battle and how much xp it has
gained. Experienced units that are destroyed or reduced below half strength
will lose experience as detailed in the 40k Rulebook.
·
Some
map sections will have special rules associated with them, affecting the battle
or giving the controller special abilities.
·
Each
section will have a terrain type that may have special rules involved with it.
·
Each
section of the map is worth 1 VP while it is being held. Special locations may
give you bonus VPs.
·
A
section may be marked as special. If so
roll on the following chart to see what the special is:
1 - Adeptus Mechanicus Complex
2 – Tyranid Hive
3 - Imperial Firebase
4 - Chaos Warband
5 - Spaceport
6 - Imperial Gun Emplacement
·
Plains
– This regular ole 40k terrain, spread some hills, small forests and ruins
around.
·
Desert
- very sparse terrain only large rocks and hills are allowed terrain, no
forests.
·
Forest
– some small forests with maybe a hill.
·
Dense
Forest – The entire board is assumed to be forest except some marked “clear”
spots
·
Barren
– No terrain!
·
Arctic
- Rocks and Hills only. All foot movement is in difficult terrain. Vehicles are assumed to be equipped with
snow gear and do not suffer any effects.
Skimmers are not affected.
·
Ruins
- Ruined buildings are the main terrain, with little else.
·
City
– Use Cityfight Rules
Hive City: It
is 4 sections. All battles fought here
use cityfight rules.
Armies gain a bonus VP for
controlling each section of the hive city. Meaning each section of the city is
worth 2 VP.
Tyranid Hive: One section
(usually a forest or swamp) contains a Tyranid Hive. You must defeat a 1750 pt
Tyranid army to control this space.
Defeating the Tyranids is worth a bonus victory point.
Imperial
Firebase: You must defeat a
1750-point imperial army (Space Marine, Sisters of Battle, or Imperial Guard.)
to gain control of this sector. The
defender will always have fortifications in this section. (At least 2 bunkers
and/or an actual imperial firebase.)
Holding The Imperial Firebase is worth a bonus victory point.
Chaos Warband: You must defeat a 1750 point Chaos Army to control
this sector.
Defeating the Chaos warband earns you a Bonus Victory Point.
Spaceport: The controller of the spaceport may attack any board
section not just those that are adjacent.
Imperial Gun Emplacement: Whoever
controls this section may use the artillery to perform a preliminary bombardment
at the beginning of any battle. A 1750
space marine army guards it. The
defenders have access to the “gun bunker” which functions as per Marc’s Gun
Bunker rules.
Adeptus Mechanicus Complex: Whoever controls this sector gains access to a teleporter. In any scenario that allows reserves, they may be teleported in using the deep strike rules. When teleported in roll a D6 on a 1 there has been a teleporter “accident.” All models in the teleported unit suffer a wound on a roll of 4+ no armor save allowed.
The Spaceport, Gun Emplacement, and Mechanicus Complex are worth no victory points because of the inherent bonus for controlling them.